Dual pistol problems
Posted: Sun Aug 16, 2009 4:47 pm
by darthkibbles
im trying to give one of my clones dual pistols but it crashes the game
here is my sides...
munged folder:
msh folder:
and odf folder:
pistol odf:
pistol ord odf:
and finily the class odf:
so please help me!
here is my sides...
munged folder:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "0"
ReloadTime = "0.0"
ShotDelay = "0.05"
TriggerSingle = "1"
MaxPressedTime = "0.0"
DisplayRefire = "0"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
FirePointName = "hp_fire"
ShotsPerSalvo = "1"
ShotPatternCount = "2"
ShotPatternPitchYaw = "0.0 -0.65"
ShotPatternPitchYaw = "0.0 0.65"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
MuzzleFlash = "no_muzzle_flash"
FlashColor = "0 0 0 0"
FlashLength = 0.0
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
FireSound = "dc17pistol_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_reload_med"
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"
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "0"
ReloadTime = "0.0"
ShotDelay = "0.05"
TriggerSingle = "1"
MaxPressedTime = "0.0"
DisplayRefire = "0"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
FirePointName = "hp_fire"
ShotsPerSalvo = "1"
ShotPatternCount = "2"
ShotPatternPitchYaw = "0.0 -0.65"
ShotPatternPitchYaw = "0.0 0.65"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
MuzzleFlash = "no_muzzle_flash"
FlashColor = "0 0 0 0"
FlashLength = 0.0
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
FireSound = "dc17pistol_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_reload_med"
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"
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "bolt"
[Properties]
LaserTexture = "com_sfx_laser_blue"
LaserGlowColor = "0 0 255 255"
LightColor = "0 0 255 255"
LightRadius = "5.0"
LaserLength = "20.0"
LaserWidth = "0.02"
GlowLength = "3"
BlurLength = "5"
LifeSpan = "0.80"
Velocity = "2000"
Gravity = "1.0"
Rebound = "0"
MaxDamage = "200"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.0" //How long in seconds the damage change lasts.
DamageFinalDamage = "-1.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"
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"
OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"
BonusAmplification = "0.5" //how much more damage will be done when team_bonus_blaster_amplication is on
ClassLabel = "bolt"
[Properties]
LaserTexture = "com_sfx_laser_blue"
LaserGlowColor = "0 0 255 255"
LightColor = "0 0 255 255"
LightRadius = "5.0"
LaserLength = "20.0"
LaserWidth = "0.02"
GlowLength = "3"
BlurLength = "5"
LifeSpan = "0.80"
Velocity = "2000"
Gravity = "1.0"
Rebound = "0"
MaxDamage = "200"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.0" //How long in seconds the damage change lasts.
DamageFinalDamage = "-1.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"
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"
OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"
BonusAmplification = "0.5" //how much more damage will be done when team_bonus_blaster_amplication is on
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default_marine"
[Properties]
Label = "Republic Marine"
UnitType = "trooper"
IconTexture = "rep_trooper_icon"
GeometryName = "rep_inf_trooper"
GeometryLowRes = "rep_inf_trooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
[GameObjectClass]
ClassParent = "rep_inf_default"
[Properties]
UnitType = "assault"
MaxSpeed = 6.0 // base forward speed
MaxStrafeSpeed = 4.5 // base right/left speed
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_commando_pistol"
WeaponAmmo = 0
WEAPONSECTION = 2
WeaponName = "rep_weap_inf_rocket_launcher"
WeaponAmmo = 4
WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 4
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "rep_weap_award_rifle"
WeaponAmmo = 4
VOUnitType = 121
AnimatedAddon = "left_gun"
GeometryAddon = "weap_inf_dc17pistol_l" // the left pistols meshname
AddonAttachJoint = "bone_L_hand"
ClassParent = "rep_inf_default_marine"
[Properties]
Label = "Republic Marine"
UnitType = "trooper"
IconTexture = "rep_trooper_icon"
GeometryName = "rep_inf_trooper"
GeometryLowRes = "rep_inf_trooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
[GameObjectClass]
ClassParent = "rep_inf_default"
[Properties]
UnitType = "assault"
MaxSpeed = 6.0 // base forward speed
MaxStrafeSpeed = 4.5 // base right/left speed
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_commando_pistol"
WeaponAmmo = 0
WEAPONSECTION = 2
WeaponName = "rep_weap_inf_rocket_launcher"
WeaponAmmo = 4
WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 4
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "rep_weap_award_rifle"
WeaponAmmo = 4
VOUnitType = 121
AnimatedAddon = "left_gun"
GeometryAddon = "weap_inf_dc17pistol_l" // the left pistols meshname
AddonAttachJoint = "bone_L_hand"