Hope it works, BTW I discovered that with the extraweapons file, I had remove some unecessary things but mistakenly also removed some necessary things a couple of silly bracket things. So I would just use the numbers and go with you file instead or find the missing brackets. (I can also post the fixed file if you want)
Re: Extraweapons.hud headaches
Posted: Mon May 26, 2008 8:08 pm
by Teancum
I'm bumping this topic for a good reason. I'm going through and doing primary weapon HUDs now, but I'm still a little foggy on how .huds work. This time I have Bossk's HUD model showing up, but it's not removing the floating one.
// adjust position, rotation and scale of second weapon here
MeshInfo("stouker")
{
Position(-0.236938, 0.359879, 0.001903, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
}
}
}
I've got HUDTag = "stouker" in the weapon file.
Re: Extraweapons.hud headaches
Posted: Mon May 26, 2008 10:01 pm
by Maveritchell
Assuming you're creating extraweapons.hud's for multiple levels, are they all named as such? That'll cause the problem you mention.
Re: Extraweapons.hud headaches
Posted: Mon May 26, 2008 10:04 pm
by Teancum
Found the problem. It was the EventInput and EventOutput for weapon1. They still pointed to weapon2. I knew it had to be something stupid. Anyways, time to crank up the music and knock out all these HUD bugs.
Re: Extraweapons.hud headaches
Posted: Mon May 26, 2008 11:33 pm
by Delta_57_Dash
Note to teancum: don't name all your new huds the same thing.
If you do, the floaty things will stay there.
Either have 1 big hud, or many huds named differently.