Extraweapons.hud headaches
Posted: Mon Apr 28, 2008 5:57 pm
by Teancum
Okay, this is new territory for me, so be gentile. Here's the current setup:
*Note that these are all secondary weapons
Anyways, on to the msh folder, which contains hud_crackgrenade.msh, hud_haywiredetonator.msh (which are different than the weapon model, like hud_thermaldetonator.msh) as well as com_weap_inf_fusioncutter.msh and com_inv_mesh.msh.
Lastly, in the odfs:
com_weap_inf_crackgrenade.odf
com_weap_inf_fusioncutter.odf
com_weap_inf_haywiredetonator.odf
So basically the two grenade odfs remove the floating icon, but don't display the new one, the fusion cutter one does neither. Help. 
Hidden/Spoiler:
ViewPort("Transforms")
{
EventNameFilter("player%")
// First Weapons Section
TransformNameMesh("player1weapon2")
// add msh names of first weapons here and remove unused lines
{
NameMesh("crackgrenade", "hud_crackgrenade") //"com_inv_mesh")
NameMesh("haywiredetonator", "com_inv_mesh")
NameMesh("com_weap_inf_fusioncutter", "com_inv_mesh")
EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.000000, 1.00000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.353928, -0.414382, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1weapon2mesh")
{
EventMesh("player1.weapon2.mesh")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
// change position, rotation and scale of first weapon here, remove unused lines
// Now, for our new weapons only, reposition this icon and display it.
MeshInfo("hud_crackgrenade")
{
Position(-0.284209, 0.250243, 0.006280, "Viewport")
Rotation(0.056783, 359.996582, 359.999695)
Scale(0.610000, 0.610000, 0.610000)
}
MeshInfo("hud_haywiredetonator")
{
Position(-0.284209, 0.250243, 0.006280, "Viewport")
Rotation(0.056783, 359.996582, 359.999695)
Scale(0.610000, 0.610000, 0.610000)
}
MeshInfo("com_weap_inf_fusioncutter")
{
Position(-0.236938, 0.359879, 0.001903, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
}
}
}
}
{
EventNameFilter("player%")
// First Weapons Section
TransformNameMesh("player1weapon2")
// add msh names of first weapons here and remove unused lines
{
NameMesh("crackgrenade", "hud_crackgrenade") //"com_inv_mesh")
NameMesh("haywiredetonator", "com_inv_mesh")
NameMesh("com_weap_inf_fusioncutter", "com_inv_mesh")
EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.000000, 1.00000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.353928, -0.414382, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1weapon2mesh")
{
EventMesh("player1.weapon2.mesh")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
// change position, rotation and scale of first weapon here, remove unused lines
// Now, for our new weapons only, reposition this icon and display it.
MeshInfo("hud_crackgrenade")
{
Position(-0.284209, 0.250243, 0.006280, "Viewport")
Rotation(0.056783, 359.996582, 359.999695)
Scale(0.610000, 0.610000, 0.610000)
}
MeshInfo("hud_haywiredetonator")
{
Position(-0.284209, 0.250243, 0.006280, "Viewport")
Rotation(0.056783, 359.996582, 359.999695)
Scale(0.610000, 0.610000, 0.610000)
}
MeshInfo("com_weap_inf_fusioncutter")
{
Position(-0.236938, 0.359879, 0.001903, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
}
}
}
}
Anyways, on to the msh folder, which contains hud_crackgrenade.msh, hud_haywiredetonator.msh (which are different than the weapon model, like hud_thermaldetonator.msh) as well as com_weap_inf_fusioncutter.msh and com_inv_mesh.msh.
Lastly, in the odfs:
com_weap_inf_crackgrenade.odf
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "grenade"
[Properties]
GeometryName = "com_weap_inf_grenadethermal"
HighResGeometry = "com_1st_weap_inf_grenadethermal"
OffhandWeapon = 1
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "1"
TargetBuilding = "1"
MinRange = "8"
OptimalRange = "16"
MaxRange = "24"
LockOnRange = "30.0"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "1"
ReloadTime = "0.0"
ShotDelay = "1.4"
ShotElevate = "0.05"
MaxPressedTime = "0.0"
InitialSalvoDelay = "0.3"
OrdnanceName = "com_weap_inf_crackgrenade_ord"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
HUDTag = "hud_crackgrenade"
ModeTexture = "HUD_weap_bounce"
ReticuleTexture = "reticule_00"
IconTexture = "HUD_crack_grenade_icon"
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.25"
ChargeDelayHeavy = "1.45"
RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "0"
RecoilStrengthHeavy = "0"
//************************************************
//******************* SOUND *****************
//************************************************
FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
ClassLabel = "grenade"
[Properties]
GeometryName = "com_weap_inf_grenadethermal"
HighResGeometry = "com_1st_weap_inf_grenadethermal"
OffhandWeapon = 1
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "1"
TargetBuilding = "1"
MinRange = "8"
OptimalRange = "16"
MaxRange = "24"
LockOnRange = "30.0"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "1"
ReloadTime = "0.0"
ShotDelay = "1.4"
ShotElevate = "0.05"
MaxPressedTime = "0.0"
InitialSalvoDelay = "0.3"
OrdnanceName = "com_weap_inf_crackgrenade_ord"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
HUDTag = "hud_crackgrenade"
ModeTexture = "HUD_weap_bounce"
ReticuleTexture = "reticule_00"
IconTexture = "HUD_crack_grenade_icon"
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.25"
ChargeDelayHeavy = "1.45"
RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "0"
RecoilStrengthHeavy = "0"
//************************************************
//******************* SOUND *****************
//************************************************
FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "repair"
[Properties]
HUDTag = "com_weap_inf_fusioncutter"
MuzzleFlashEffect = "com_sfx_repair"
Discharge = "small_smoke_effect"
GeometryName = "com_weap_inf_fusioncutter"
HighResGeometry = "all_1st_weap_inf_fusioncutter"
RoundsPerClip = "-1"
ReloadTime = "0.0"
HeatRecoverRate = "0.16"
HeatThreshold = "0.7"
AnimationBank = "tool"
FirePointName = "hp_fire"
ModeTexture = "HUD_weap_repair"
ShotDelay = 0.5
TriggerSingle = "0"
HeatPerShot = "0.060"
TargetEnemy = "0"
TargetNeutral = "1"
TargetFriendly = "1"
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"
LockOnRange = 3.0
LockOnAngle = 30.0
VehicleHealth = 60
BuildingHealth = 60
BuildingBuild = 30
BuildingRebuild = 20
DroidHealth = 0
FireSound = ""
FireEmptySound = "com_weap_inf_weapon_empty"
FireLoopSound = "com_weap_inf_fusioncutter_fire"
ReloadSound = "all_weap_inf_reload_med"
ChargeSound = ""
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
WeaponChangeSound = "all_weap_inf_equip_sm"
ClassLabel = "repair"
[Properties]
HUDTag = "com_weap_inf_fusioncutter"
MuzzleFlashEffect = "com_sfx_repair"
Discharge = "small_smoke_effect"
GeometryName = "com_weap_inf_fusioncutter"
HighResGeometry = "all_1st_weap_inf_fusioncutter"
RoundsPerClip = "-1"
ReloadTime = "0.0"
HeatRecoverRate = "0.16"
HeatThreshold = "0.7"
AnimationBank = "tool"
FirePointName = "hp_fire"
ModeTexture = "HUD_weap_repair"
ShotDelay = 0.5
TriggerSingle = "0"
HeatPerShot = "0.060"
TargetEnemy = "0"
TargetNeutral = "1"
TargetFriendly = "1"
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"
LockOnRange = 3.0
LockOnAngle = 30.0
VehicleHealth = 60
BuildingHealth = 60
BuildingBuild = 30
BuildingRebuild = 20
DroidHealth = 0
FireSound = ""
FireEmptySound = "com_weap_inf_weapon_empty"
FireLoopSound = "com_weap_inf_fusioncutter_fire"
ReloadSound = "all_weap_inf_reload_med"
ChargeSound = ""
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
WeaponChangeSound = "all_weap_inf_equip_sm"
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "grenade"
[Properties]
OffhandWeapon = 1
IconTexture = "HUD_all_detonator_icon"
GeometryName = "com_weap_inf_grenadethermal"
RoundsPerClip = "1"
ReloadTime = "0.0"
LockOnRange = "30.0"
HUDTag = "hud_haywiredetonator"
ModeTexture = "HUD_weap_detonate"
ReticuleTexture = "reticule_00"
OrdnanceName = "com_weap_inf_haywiredetonator_ord"
ShotDelay = "1.4"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "0"
MinRange = "8"
OptimalRange = "16"
MaxRange = "24"
InitialSalvoDelay = "0.3"
FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
ClassLabel = "grenade"
[Properties]
OffhandWeapon = 1
IconTexture = "HUD_all_detonator_icon"
GeometryName = "com_weap_inf_grenadethermal"
RoundsPerClip = "1"
ReloadTime = "0.0"
LockOnRange = "30.0"
HUDTag = "hud_haywiredetonator"
ModeTexture = "HUD_weap_detonate"
ReticuleTexture = "reticule_00"
OrdnanceName = "com_weap_inf_haywiredetonator_ord"
ShotDelay = "1.4"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "0"
MinRange = "8"
OptimalRange = "16"
MaxRange = "24"
InitialSalvoDelay = "0.3"
FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
