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HUDtag goes where?
Posted: Fri Sep 08, 2006 6:49 pm
by Darth_Z13
Hello. I am working on a map and have got two custom weapons in it. I found Penguin's [HUDtag= "hud"] fix but I cannot get it to work. I was wondering if anybody knows where in the weapon odf the HUDtag command goes.
RE: HUDtag goes where?
Posted: Fri Sep 08, 2006 6:53 pm
by t551
I just put it at the beginning of the properties section.
RE: HUDtag goes where?
Posted: Fri Sep 08, 2006 7:03 pm
by Darth_Z13
And it works for you?
RE: HUDtag goes where?
Posted: Fri Sep 08, 2006 7:06 pm
by Bac-Talan
Well, I think that's what t551t551 is implying.
Ya, just put it pretty much anywhere.
RE: HUDtag goes where?
Posted: Fri Sep 08, 2006 8:37 pm
by Teancum
Yes, it will remove the 'floating weapon'. It's unkown how to put a different weapon icon in the HUD atm
*EDIT*
I've learned that if it already is set up in the HUD, you can use a current weapon. So for Lando's pistol, I put
HudTAG = "all_weap_inf_pistol"
RE: HUDtag goes where?
Posted: Sat Sep 09, 2006 10:10 am
by t551
If the "HUDtag" line displays a mesh, then it should be possible to make a a transparency-enabled rectangle in XSI, and texture it with a side view of the gun being used. It would have to be rotated and scaled weirdly, but it should work.
Posted: Sat Sep 09, 2006 10:29 am
by Darth_Z13
Okay its still not working. Where should I put the HudTAG thing?
Code: Select all
[WeaponClass]
ClassLabel = "cannon"
GeometryName = "arc_weap_gun.msh"
[Properties]
GeometryName = "arc_weap_gun"
HighResGeometry = "arc_weap_gun.msh"
OrdnanceName = "arc_weap_inf_gun_ord"
FirePointName = "hp_fire"
AnimationBank = "rifle"
HudTAG= "imp_weap_inf_rifle"
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
MinRange = "0"
OptimalRange = "24"
MaxRange = "64"
LockOnRange = "40.0"
LockTime = "0.4"
lockOnAngle = "1.0"
ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"
YawSpread = "0.225"
PitchSpread = "0.225"
SpreadPerShot = "0.75"
SpreadRecoverRate = "2.0"
SpreadThreshold = "3.0"
SpreadLimit = "1.25"
StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "50"
ReloadTime = "1.5"
ShotDelay = "0.2"
TriggerSingle = "0"
DisplayRefire = "0"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashColor = "255 100 100 255"
FlashLength = 0.025
FlashLightColor = "255 220 220 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "1.0"
RecoilStrengthHeavy = "0.2"
RecoilDecayLight = "0.0"
RecoilDecayHeavy = "0.0"
FireSound = "rep_weap_inf_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
Posted: Sat Sep 09, 2006 10:34 am
by Rekubot
It should be actually be HUDTag, but to be honest I don't think that has anything to do with it. Change it back to "hud" instead of imp_weap_inf_rifle and see if it does anything.
Posted: Sat Sep 09, 2006 8:40 pm
by Penguin
HUDTag = "<.msh file to display>"
if you put in imp_weap_inf_rifle then it will display that msh, but if you enter a msh that doesn't exist, like I_dont_Exist, it won't display anything becouse it can't find anything to display
Posted: Sat Sep 09, 2006 10:04 pm
by Teancum
won't work
The game requires spaces between the variable, = sign and value. So it has to be like this:
Posted: Sun Sep 10, 2006 1:49 pm
by Darth_Z13
Ok it's working now. Thanks!