Cannot get floating icons to work
Posted: Fri Dec 14, 2012 9:22 am
by Loopy53
How do you fix floating icons? I read the tutorial but it still does not work. Here is the .hud file and req
extraweapons.hud:
USA.req:
extraweapons.hud:
Hidden/Spoiler:
Code:
ViewPort("Transforms")
{
EventNameFilter("player%")
// First Weapons Section
TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("usa_weap_inf_p90", "com_inv_mesh")
NameMesh("ter_weap_inf_ak47", "com_inv_mesh")
NameMesh("usa_weap_inf_m9", "com_inv_mesh")
NameMesh("ter_weap_inf_xm8", "com_inf_mesh")
NameMesh("ter_weap_inf_dragunov", "com_inf_mesh")
NameMesh("usa_weap_inf_m40", "com_inf_mesh")
NameMesh("usa_weap_inf_MP5", "com_inf_mesh")
NameMesh("ter_weap_inf_mac10", "com_inf_mesh")
EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
//change position, rotation and scale of first weapon here, remove unused lines
MeshInfo("usa_weap_inf_m9")
{
Position(-0.246157, 0.356163, -0.003873, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.000000, 1.000000, 1.000000)
}
MeshInfo("ter_weap_inf_ak47")
{
Position(-0.200247, 0.354485, 0.902263, "Viewport")
Rotation(1.338445, 87.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("usa_weap_inf_p90")
{
Position(-0.231578, 0.359076, 0.007261, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.000000, 1.000000, 1.000000)
}
MeshInfo("ter_weap_inf_xm8")
{
Position(-0.250247, 0.354485, 1.302263, "Viewport")
Rotation(5.000000, 87.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("ter_weap_inf_dragunov")
{
Position(-0.250247, 0.354485, 1.302263, "Viewport")
Rotation(5.000000, 87.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("usa_weap_inf_m40")
{
Position(-0.250247, 0.354485, 1.302263, "Viewport")
Rotation(0.000000, 90.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("usa_weap_inf_MP5")
{
Position(-0.250247, 0.354485, 1.302263, "Viewport")
Rotation(0.000000, 90.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("ter_weap_inf_mac10")
{
Position(-0.250247, 0.354485, 1.302263, "Viewport")
Rotation(5.000000, 90.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)
}
}
}
}
// Second Weapons Section
TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("usa_weap_inf_fraggrenade", "com_inv_mesh")
NameMesh("ter_weap_inf_molotov", "com_inv_mesh")
NameMesh("all_weap_inf_chemicalgrenade", "com_inv_mesh")
EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
// adjust position, rotation and scale of second weapon here
MeshInfo("usa_weap_inf_fraggrenade")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(45.000000, 45.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
MeshInfo("all_weap_inf_chemicalgrenade")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(45.000000, 45.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
MeshInfo("ter_weap_inf_molotov")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(45.000000, 45.000000, 300.999695)
Scale(1.0, 1.0, 1.0)
}
MeshInfo("all_weap_inf_chemicalgrenade")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(45.000000, 45.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
}
}
}
ViewPort("Transforms")
{
EventNameFilter("player%")
// First Weapons Section
TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("usa_weap_inf_p90", "com_inv_mesh")
NameMesh("ter_weap_inf_ak47", "com_inv_mesh")
NameMesh("usa_weap_inf_m9", "com_inv_mesh")
NameMesh("ter_weap_inf_xm8", "com_inf_mesh")
NameMesh("ter_weap_inf_dragunov", "com_inf_mesh")
NameMesh("usa_weap_inf_m40", "com_inf_mesh")
NameMesh("usa_weap_inf_MP5", "com_inf_mesh")
NameMesh("ter_weap_inf_mac10", "com_inf_mesh")
EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
//change position, rotation and scale of first weapon here, remove unused lines
MeshInfo("usa_weap_inf_m9")
{
Position(-0.246157, 0.356163, -0.003873, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.000000, 1.000000, 1.000000)
}
MeshInfo("ter_weap_inf_ak47")
{
Position(-0.200247, 0.354485, 0.902263, "Viewport")
Rotation(1.338445, 87.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("usa_weap_inf_p90")
{
Position(-0.231578, 0.359076, 0.007261, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.000000, 1.000000, 1.000000)
}
MeshInfo("ter_weap_inf_xm8")
{
Position(-0.250247, 0.354485, 1.302263, "Viewport")
Rotation(5.000000, 87.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("ter_weap_inf_dragunov")
{
Position(-0.250247, 0.354485, 1.302263, "Viewport")
Rotation(5.000000, 87.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("usa_weap_inf_m40")
{
Position(-0.250247, 0.354485, 1.302263, "Viewport")
Rotation(0.000000, 90.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("usa_weap_inf_MP5")
{
Position(-0.250247, 0.354485, 1.302263, "Viewport")
Rotation(0.000000, 90.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("ter_weap_inf_mac10")
{
Position(-0.250247, 0.354485, 1.302263, "Viewport")
Rotation(5.000000, 90.690582, 4.455857)
Scale(0.800000, 0.800000, 0.800000)
}
}
}
}
// Second Weapons Section
TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("usa_weap_inf_fraggrenade", "com_inv_mesh")
NameMesh("ter_weap_inf_molotov", "com_inv_mesh")
NameMesh("all_weap_inf_chemicalgrenade", "com_inv_mesh")
EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
// adjust position, rotation and scale of second weapon here
MeshInfo("usa_weap_inf_fraggrenade")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(45.000000, 45.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
MeshInfo("all_weap_inf_chemicalgrenade")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(45.000000, 45.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
MeshInfo("ter_weap_inf_molotov")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(45.000000, 45.000000, 300.999695)
Scale(1.0, 1.0, 1.0)
}
MeshInfo("all_weap_inf_chemicalgrenade")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(45.000000, 45.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
}
}
}
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"usa_inf_rifleman"
"usa_inf_engineer"
"usa_inf_sniper"
"usa_inf_rocketeer"
}
REQN
{
"model"
"com_inv_mesh"
}
REQN
{
"config"
"extraweapons"
}
}
{
REQN
{
"lvl"
"usa_inf_rifleman"
"usa_inf_engineer"
"usa_inf_sniper"
"usa_inf_rocketeer"
}
REQN
{
"model"
"com_inv_mesh"
}
REQN
{
"config"
"extraweapons"
}
}