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Stop weapon from appearing in middle of screen?

Posted: Wed Aug 24, 2016 6:11 am
by SkinnyODST
I downloaded this http://www.gametoast.com/viewtopic.php? ... 37#p430237 and am using the DC-15A Blaster Rifle but it appears in the middle of my screen. I`ve seen this numerous times before with other mods and wanted to know if it`s possible to fix it and how?

Re: Stop weapon from appearing in middle of screen?

Posted: Wed Aug 24, 2016 8:09 am
by Anakin

Re: Stop weapon from appearing in middle of screen?

Posted: Sat Aug 27, 2016 5:41 am
by SkinnyODST
Did it and NOTHING changed....

Re: Stop weapon from appearing in middle of screen?

Posted: Sat Aug 27, 2016 8:08 am
by Anakin
so what do you think about telling what you did exactly, sharing your code,...??
Because if you did exactly what that tutorial told you, it should work.

Re: Stop weapon from appearing in middle of screen?

Posted: Thu Sep 01, 2016 8:14 pm
by SkinnyODST
Anakin wrote:so what do you think about telling what you did exactly, sharing your code,...??
Because if you did exactly what that tutorial told you, it should work.
Well apart from doing everything else, I replaced the gar rifle with the modded rifle. Did I have to edit the positioning of it?

Re: Stop weapon from appearing in middle of screen?

Posted: Fri Sep 02, 2016 6:28 am
by Anakin
of cause you need to modify the position of the icon in the HUD file.

Re: Stop weapon from appearing in middle of screen?

Posted: Fri Sep 02, 2016 7:41 pm
by SkinnyODST
Anakin wrote:of cause you need to modify the position of the icon in the HUD file.
But I thought that seeing as it was pre done, it was positioned right! XD

Re: Stop weapon from appearing in middle of screen?

Posted: Sat Sep 03, 2016 4:46 am
by Anakin
but it was a different weapon model ;) so how should they know in the past how your weapon will look like and position it right?

Just play around with the values and you are done

Re: Stop weapon from appearing in middle of screen?

Posted: Sat Sep 03, 2016 5:34 am
by SkinnyODST
Anakin wrote:but it was a different weapon model ;) so how should they know in the past how your weapon will look like and position it right?

Just play around with the values and you are done
It still doesn`t do anything...this is annoying me so I`ll just leave it there. Thanks for your help nonetheless :)

Oh but heres what my code looks like:
Hidden/Spoiler:
Code:

ViewPort("Transforms")
{
EventNameFilter("player%")

// First Weapons Section

TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("rep_weap_inf_new_rifle.msh", "com_inv_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("rep_weap_inf_new_rifle.msh")
{
Position(-0.185992, 0.354928, -0.000509, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(1.200000, 1.200000, 1.200000)
}

}
}
}

// Second Weapons Section

TransformNameMesh("player1weapon2")
// add names of second weapons here
{


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

{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(0.000000, 0.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
}
}
}