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Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 10:06 pm
by AQT
Your com_weap_inf_jangopistol.odf needs a ClassLabel because it cannot reference itself as a ClassParent.

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 10:29 pm
by IronJaw
So I change it to:
Hidden/Spoiler:
[WeaponClass]
Classlable = "com_weap_inf_jangopistol"
GeometryName = "rep_weap_inf_jango_r.msh"

[Properties]

GeometryName = "rep_weap_inf_jango_r"
HighResGeometry = "rep_weap_inf_jango_r"

OrdnanceName = "rep_weap_inf_jangopistol_ord"

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 10:50 pm
by kinetosimpetus
ClassLabel = "cannon"

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 11:38 pm
by IronJaw
Ok, so I changed that and the ord file (to ClassLabel = "bolt") and Munged, but I got this:
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\AnimatedAddon.cpp(42)
AnimatedAddon: can't find geometry "rep_weap_inf_jango_l"
Do all of the jango.msh's need to be renamed com_********* and switched to the Sides\Common, folder?

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 11:49 pm
by kinetosimpetus
No they don't need to be renamed.
change it in the trooper odf, the name of the mesh is "weap_inf_jangos_l" right? set that as the addon geometry instead of "rep_weap_inf_jangos_l"

Re: Setting up Dual Weapons.

Posted: Sun Sep 06, 2009 12:32 am
by AQT
@IronJaw: Why are you placing your files in and munging the Common side? You can instead place those files in your custom side and then you won't have deal with all this confusion. And you'll save space if you don't munge the Common side. For future reference, your odfs, mshs, tgas, etc. don't even need to have a "prefix" that agrees with your side's name. For example, your side is called "ABC" and one of the weapon ODFs is called "abc_weap_inf_rifle." It doesn't have to be like that at all. The weapon ODF can be called "rifle" and it would still work (if set up properly). And one last thing, sides don't need to be a three character code (which only applies to modIDs). It can be called "cool" and still work (again, if set up properly).

Re: Setting up Dual Weapons.

Posted: Sat Sep 12, 2009 11:52 am
by IronJaw
Ok, since I went out of town for a week, I think I need to review:

My goal is to get the rep_inf_ep3_trooper to wield the dual pistols.

1) The rep_inf_ep3_rifleman.odf looks like this:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default_rifleman"

[Properties]
AnimationName = "elite"
GeometryName = "rep_inf_ep3trooper"
GeometryLowRes = "rep_inf_ep3trooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
AnimatedAddon = "left_gun"
GeometryAddon = "rep_weap_inf_jango_l"
AddonAttachJoint = "bone_L_hand"
2) The rep_inf_default_rifleman.odf looks like this:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default"


[Properties]
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rifle"
WeaponAmmo = 4

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_jangopistol_r"
WeaponAmmo = 24

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 4
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_award_rifle"
WeaponAmmo = 4

WEAPONSECTION = 5
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6

VOUnitType = 121
3) The rep_weap_inf_jangopistol_r.odf looks like this: (It is supposed be in "sides\rep\odf")
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_jangopistol_r"
GeometryName = "rep_weap_inf_jango_r.msh"

[Properties]

GeometryName = "rep_weap_inf_jango_r"
HighResGeometry = "rep_weap_inf_jango_r"

OrdnanceName = "rep_weap_inf_jangopistol_ord"


//******************************************************
//*************** SOUND ****************
//******************************************************

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

FireSound = "rep_weap_inf_commando_pistol_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = ""
ChargeSound = ""
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
4) The rep_weap_inf_jangopistol_l.odf looks like this: (It is supposed be in "sides\rep\odf")
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_jangopistol_l"
GeometryName = "rep_weap_inf_jango_l.msh"

[Properties]

GeometryName = "rep_weap_inf_jango_l"
HighResGeometry = "rep_weap_inf_jango_l"

OrdnanceName = "rep_weap_inf_jangopistol_ord"


//******************************************************
//*************** SOUND ****************
//******************************************************

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

FireSound = "rep_weap_inf_commando_pistol_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = ""
ChargeSound = ""
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
5) The rep_weap_inf_jangopistol_ord.odf looks like this: (It is supposed be in the "side\rep\odf")
Hidden/Spoiler:
[OrdnanceClass]
ClassParent = "com_weap_inf_jangopistol_ord"

[Properties]
LaserTexture = "com_sfx_laser_blue"
LaserGlowColor = "18 44 239 100"
LightColor = "18 44 239 100"
6) The rep_weapon_inf_jangopistol.odf looksl ike this: (It is supposed to be in "sides\rep\odf")
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_jangopistol"
GeometryName = "rep_weap_inf_jango_r.msh"

[Properties]

GeometryName = "rep_weap_inf_jango_r"
HighResGeometry = "rep_weap_inf_jango_r"

OrdnanceName = "rep_weap_inf_jangopistol_ord"


//******************************************************
//*************** SOUND ****************
//******************************************************

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

FireSound = "rep_weap_inf_commando_pistol_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = ""
ChargeSound = ""
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"

Now I know that those are wrong, but I also have to com_wepa_jango_etc. odf files: (That aren't supposed to be in the common folder, and don't necessarily need the "com" prefix)


1) The com_weap_inf_jangopistol_r.odf looks like this:
Hidden/Spoiler:
[WeaponClass]
Classlable = "cannon"

[Properties]

ScoreForMedalsType = 0
MedalsTypeToLock = 0

AnimationBank = "pistol"


//******************************************************
//*************** SOUND ****************
//******************************************************

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

FireSound = "rep_weap_inf_commando_pistol_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = ""
ChargeSound = ""
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
2) The com_weap_inf_jangopistol_l.odf looks like this:
Hidden/Spoiler:
[WeaponClass]
Classlable = "cannon"

[Properties]

ScoreForMedalsType = 0
MedalsTypeToLock = 0

AnimationBank = "pistol"


//******************************************************
//*************** SOUND ****************
//******************************************************

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

FireSound = "rep_weap_inf_commando_pistol_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = ""
ChargeSound = ""
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
3) The com_weap_inf_jangopistol.odf looks like this:
Hidden/Spoiler:
[WeaponClass]
Classlable = "cannon"

[Properties]

ScoreForMedalsType = 0
MedalsTypeToLock = 0

AnimationBank = "pistol"


//******************************************************
//*************** SOUND ****************
//******************************************************

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

FireSound = "rep_weap_inf_commando_pistol_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = ""
ChargeSound = ""
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
5) The com_weap_inf_jangopistol_ord.odf looks like this:
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "bolt"

[Properties]
LaserLength = "0.75"
LaserWidth = "0.09"
GlowLength = "0.80"
BlurLength = "0.85"
LightRadius = "4.0"

GlowLength = "3"
BlurLength = "5"

ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"

LifeSpan = "0.8"
Velocity = "200.0"

MaxDamage = "45.0"
VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"

DamageTransitionDelay = "0.4" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.2" //How long in seconds the damage change lasts.
DamageFinalDamage = "40.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "0" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "0 0 0 0" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "0 0 0 0" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.


OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"

BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
So, do I move and rename the com_weap_jango_etc. to the "sides\rep\odf" file? (After making the needed changes?)

Re: Setting up Dual Weapons.

Posted: Sat Sep 12, 2009 11:58 am
by kinetosimpetus
Classlable = "cannon" should be ClassLabel in the com files

no need for all the left pistol odfs

the com odfs, can stay or move to rep

make sure the GemetryName's are correct, should be exaclty the msh filename without ".msh"
so "pistol" not "pistol.msh", so just check all of those, make sure they reference the correct model name.

Re: Setting up Dual Weapons.

Posted: Sat Sep 12, 2009 10:15 pm
by IronJaw
So everything OK as my above post stated? Minus the weap_inf_jangopistol_l.odf ?

Re: Setting up Dual Weapons.

Posted: Sat Sep 12, 2009 10:20 pm
by kinetosimpetus
if the common weap inf jangopistol has ClassLabel not Classlable and the right msh names are used, i think so

Re: Setting up Dual Weapons.

Posted: Tue Sep 15, 2009 10:38 pm
by IronJaw
So, even though the com_weap_inf_jangopistol.odf is in the Common sides folder, I wouldn't have to Munge the Common side?


EDIT
Ok, I moved all of the com_weap_inf_jangopistol stuff to the rep sides folder. I also changed the Classlabe to ClassLable on both the com_weap_inf_jangopistol_l/r.odf's.

I munged the rep side, but the map crashed when I tried to load it.

The Error Log:
Hidden/Spoiler:
Opened logfile BFront2.log 2009-09-15 2233
ingame stream movies\crawl.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
num, Selection = 1 table: 03CB116C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie ABC 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment ABC0.000000ly

EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CB116C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 9
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie ABC 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment ABC0.000000ly

this.CurButton = check_era2
cur_button = nil
bEra_CloneWar = 1 bEra_Galactic = nil
clonewar_visable = true galactic_visable = true
Adding map: DPWc_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(1604)
Weapon base class "" not found
It seems that I need to check over the .odf's again, but as to which one....... I have no idea.

Re: Setting up Dual Weapons.

Posted: Tue Sep 15, 2009 10:40 pm
by kinetosimpetus
ClassLabel?

Re: Setting up Dual Weapons.

Posted: Wed Sep 16, 2009 12:58 pm
by Par3210
Yeah, I think that may be his problem, from what he has posted.

Re: Setting up Dual Weapons.

Posted: Wed Sep 16, 2009 6:01 pm
by IronJaw
I see what you mean... I will check it..... I have now changed it to ClassLabel.... Munging now.

EDIT
I Munged and got this:
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\AnimatedAddon.cpp(42)
AnimatedAddon: can't find geometry "rep_weap_inf_jango_l"
So I'm looking for where it asks for the Geometry and changing it to the right .msh...Or I might need to move/rename the .msh file.

Ok, the only time it asks for AnimationAddon is in the rep_inf_ep3_rifleman.odf;
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default_rifleman"

[Properties]
AnimationName = "elite"
GeometryName = "rep_inf_ep3trooper"
GeometryLowRes = "rep_inf_ep3trooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
AnimatedAddon = "left_gun"
GeometryAddon = "rep_weap_inf_jango_l"
AddonAttachJoint = "bone_L_hand"

Re: Setting up Dual Weapons.

Posted: Wed Sep 16, 2009 7:10 pm
by kinetosimpetus
If i remember right, there is no rep_ in the msh name, check that out and if necesary delete it from odf

Re: Setting up Dual Weapons.

Posted: Thu Sep 17, 2009 10:10 am
by IronJaw
The .msh was labled rep_weap_inf_jango_l/r so I have added the "pistol" to the title and am looking through the .odf files. Will Munge and report back.

EDIT
There was a space in the jangopistol_l.msh! :lol: I have fixed the name, and am Munging again.


EDIT2
I see where I double posted and will learn from my mistakes.

This should be considered an update, so it should be legal. If not just tell me......

It works!....... In a way......

The pistols show up, in hte left hand just fine...... even if the right weapon is the rifle.......

The rifle fires normally, but when I switch it to the secondary (The Dual Pistols) it only fires once (one laser, right pistol) and then reloads. Also there is a floating gun off to the left:

Image

Re: Setting up Dual Weapons.

Posted: Thu Sep 17, 2009 12:40 pm
by Par3210
The floating gun will be the hud icon. To fix it search for Fragme's downloadable tut to put that in the proper slot where all gun icons are. (Next to the amount of ammuntion) :P