Iron sight not working

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Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Iron sight not working

Post by Anakin »

Someone an idea why i can't find the rep_weap_dc17p msh anywhere on the screen while zooming?? i tryed to use the dc15 values and i also took the dc17 values. even when i have no values for the dc17p there is nothing on the screen while zooming. I'l really confussed, because before it always worked. I hope you can help me.
Hidden/Spoiler:
[code]
Code:

//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////Iron Sights/////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
Group("IronSightsMapDisable")
{
EventEnable("player1.jetFuelFraction")
EventDisable("player1.jetDisable")
Group("player1weaponinformationforironsights")
{
PropagateAlpha(1)
Viewport(1)
ZOrder(255)

EventEnable("player1.spawn")
EventDisable("player1.die")

Group("player1weapon1groupforironsights")
{
Viewport(1)
EventEnable("initialize")

Model3D("player1weapon1mesh")
{

EventMesh("player1.weapon1.change")

Viewport(1)

ZOrder(5)

EventEnable("player1.weapon1.disable")
EventDisable("player1.weapon1.mesh")

MeshInfo("rep_weap_dc15st")
{
Position(0.44000, 1.20000, -350.000000, "Viewport")
Rotation(2.000000, 180.000000, 0.000000)
Scale(20.000000, 20.00000, 10.000000)
}

MeshInfo("rep_weap_dc17p")
{
Position(1.000000, 0.00000, 0.000000, "Viewport")
Rotation(0.000000, 180.000000, 0.000000)
Scale(2000.000000, 2000.00000, 1000.000000)
}

MeshInfo("ande_dc17_rifle")
{
Position(0.500000, 1.30000, -450.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(20.000000, 20.00000, 10.000000)
}

MeshInfo("ande_dc17_sniper")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("ande_dc17_aa")
{
Position(0.500000, 1.30000, -450.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(20.000000, 20.00000, 10.000000)
}

MeshInfo("rep_weap_acp_shotgun")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("tnd_weap_acp_shotgun")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("rep_weap_acp_repeater")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("tnd_weap_acp_repeater")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("rep_weap_LJ-50")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("tnd_weap_LJ-50")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("hud_rc_z6_chaingun")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("mdo_weap_dl18")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("mdo_weap_DT57_grievous")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("mdo_Weap_T-21_Blaster_Cannon")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("sniper_rifle")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("rep_bldg_e_web")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("cis_weap_E5_high")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("cis_weap_E60r")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("cis_weap_E5s")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("cis_weap_SE14p_high")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("cis_weap_fusioncutter_high")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("hud_rc_twinblaster")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("hud_rc_wristblaster")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("hud_rc_estaff")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("hud_rc_ryyk")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("hud_rc_beam")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("hud_rc_blunder")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("hud_rc_forcePike")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("hud_rc_sonic_pistol")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("hud_rc_sonic_carbine")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("hud_vehicle_lasers")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("hud_vehicle_recoiless")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("hud_vehicle_chaingun")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("hud_vehicle_beam_cannon")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}

MeshInfo("hud_vehicle_missile")
{
Position(-0.500000, 0.00000, 0.000000, "Viewport")
Rotation(1.500000, 180.000000, 0.000000)
Scale(1.000000, 1.00000, 1.000000)
}
}
}
}
}

//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////Floating Icons//////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////////
///////////////////////////First Weapons Section////////////////////////////
ViewPort("Transforms")
{
EventNameFilter("player%")

TransformNameMesh("player1weapon1") // add msh names of first weapons here and remove unused lines
{
/////////////////////////////////REPUBLIK/////////////////////////////////
NameMesh("hud_rc_tur_laser", "hud_hide_weap")
NameMesh("ande_dc17_rifle", "hud_hide_weap")
NameMesh("ande_dc17_sniper", "hud_hide_weap")
NameMesh("ande_dc17_aa", "hud_hide_weap")
NameMesh("rep_weap_acp_shotgun", "hud_hide_weap")
NameMesh("rep_weap_acp_repeater", "hud_hide_weap")
NameMesh("rep_weap_LJ-50", "hud_hide_weap")
NameMesh("hud_rc_z6_chaingun", "hud_hide_weap")
NameMesh("rep_1st_weap_inf_fusioncutter", "hud_hide_weap")
NameMesh("rep_weap_dc15st", "hud_hide_weap")
NameMesh("rep_weap_dc17p", "hud_hide_weap")


/////////////////////////////////KUS/////////////////////////////////
NameMesh("cis_weap_E5_high", "hud_hide_weap")
NameMesh("cis_weap_E60r", "hud_hide_weap")
NameMesh("cis_weap_E5s", "hud_hide_weap")
NameMesh("cis_weap_SE14p_high", "hud_hide_weap")
NameMesh("cis_weap_fusioncutter_high", "hud_hide_weap")
NameMesh("hud_rc_twinblaster", "hud_hide_weap")
NameMesh("hud_rc_wristblaster", "hud_hide_weap")
NameMesh("hud_rc_estaff", "hud_hide_weap")
NameMesh("hud_rc_beam", "hud_hide_weap")
NameMesh("hud_rc_blunder", "hud_hide_weap")
NameMesh("hud_rc_forcePike", "hud_hide_weap")
NameMesh("hud_rc_sonic_pistol", "hud_hide_weap")
NameMesh("hud_rc_sonic_carbine", "hud_hide_weap")


/////////////////////////////////MANDO/////////////////////////////////
NameMesh("mdo_weap_dl18", "hud_hide_weap")
NameMesh("mdo_weap_DT57_grievous", "hud_hide_weap")
NameMesh("mdo_Weap_T-21_Blaster_Cannon", "hud_hide_weap")
NameMesh("sniper_rifle", "hud_hide_weap")


/////////////////////////////////TRANDO/////////////////////////////////
NameMesh("tnd_weap_acp_repeater", "hud_hide_weap")
NameMesh("tnd_weap_acp_shotgun", "hud_hide_weap")
NameMesh("tnd_weap_LJ-50", "hud_hide_weap")
NameMesh("hud_rc_ryyk", "hud_hide_weap")


/////////////////////////////////Vehicle/////////////////////////////////
NameMesh("hud_rc_laser", "hud_hide_weap")
NameMesh("hud_rc_chaingun", "hud_hide_weap")
NameMesh("hud_vehicle_lasers", "hud_hide_weap")
NameMesh("hud_vehicle_recoiless", "hud_hide_weap")
NameMesh("hud_vehicle_chaingun", "hud_hide_weap")
NameMesh("hud_vehicle_beam_cannon", "hud_hide_weap")

EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}


Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(0)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("extraWeaponIcon")
{
Viewport(1)
Position(0.238000, -0.432000, 0.000000, "Viewport")
Scale(0.500000, 0.500000, 0.500000)
EventEnable("initialize")

Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(0)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 0.000000, 0.000000)
Scale(0.000000, 0.000000, 0.000000)

//change position, rotation and scale of first weapon here, remove unused lines
// > = rechts < = Links

/////////////////////////////////REPUBLIK/////////////////////////////////


MeshInfo("hud_rc_tur_laser")
{
Position(-0.260000, 0.470000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.225000, 0.150000, 0.150000)
}

MeshInfo("ande_dc17_rifle")
{
Position(-0.221502, 0.361293, 10.000000, "Viewport")
Rotation(0.904269, 90.747269, 0.000000)
}

MeshInfo("ande_dc17_sniper")
{
Position(-0.233000, 0.361293, 10.000000, "Viewport")
Rotation(0.804269, 90.000000, 0.000000)
Scale(0.750000, 0.750000, 0.750000)
}

MeshInfo("ande_dc17_aa")
{
Position(-0.222832, 0.361293, 10.000000, "Viewport")
Rotation(0.804269, 90.747269, 0.000000)
}

MeshInfo("rep_weap_acp_shotgun")
{
Position(-0.240000, 0.350000, 10.000000, "Viewport")
Rotation(0.804269, 90.747269, 0.000000)
Scale(0.800000, 0.800000, 0.800000)
}

MeshInfo("rep_weap_acp_repeater")
{
Position(-0.230000, 0.361293, 2.000000, "Viewport")
Rotation(0.804269, 90.747269, 0.000000)
Scale(0.800000, 0.800000, 0.800000)
}

MeshInfo("rep_weap_LJ-50")
{
Position(-0.250000, 0.361293, 2.000000, "Viewport")
Rotation(0.804269, 90.747269, 0.000000)
}

MeshInfo("hud_rc_z6_chaingun")
{
Position(-0.260000, 0.470000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.225000, 0.150000, 0.150000)
}

MeshInfo("rep_1st_weap_inf_fusioncutter")
{
Position(-0.220000, 0.360000, 2.000000, "Viewport")
Rotation(0.804269, 90.747269, 0.000000)
Scale(0.800000, 0.800000, 0.800000)
}

MeshInfo("rep_weap_dc15st")
{
Position(-0.175000, 0.325000, 50.000000, "Viewport")
Rotation(0.804269, 90.747269, 0.000000)
}

MeshInfo("rep_weap_dc17p")
{
Position(-0.180000, 0.325000, 50.000000, "Viewport")
Rotation(0.804269, 90.747269, 0.000000)
}

/////////////////////////////////KUS/////////////////////////////////
MeshInfo("cis_weap_E5_high")
{
Position(-0.200000, 0.361293, 10.000000, "Viewport")
Rotation(0.904269, 90.747269, 0.000000)
}

MeshInfo("cis_weap_E60r")
{
Position(-0.185000, 0.361293, 10.000000, "Viewport")
Rotation(0.904269, 90.747269, 0.000000)
Scale(0.500000, 0.500000, 0.500000)
}

MeshInfo("cis_weap_E5s")
{
Position(-0.233000, 0.361293, 10.000000, "Viewport")
Rotation(0.804269, 90.000000, 0.000000)
Scale(0.500000, 0.500000, 0.500000)
}

MeshInfo("cis_weap_SE14p_high")
{
Position(-0.210000, 0.350000, 10.000000, "Viewport")
Rotation(0.904269, 90.747269, 0.000000)
}

MeshInfo("cis_weap_fusioncutter_high")
{
Position(-0.220000, 0.360000, 2.000000, "Viewport")
Rotation(0.804269, 90.747269, 0.000000)
Scale(0.800000, 0.800000, 0.800000)
}

MeshInfo("hud_rc_twinblaster")
{
Position(-0.260000, 0.470000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.225000, 0.150000, 0.150000)
}

MeshInfo("hud_rc_wristblaster")
{
Position(-0.260000, 0.470000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.225000, 0.150000, 0.150000)
}

MeshInfo("hud_rc_estaff")
{
Position(-0.260000, 0.470000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.225000, 0.150000, 0.150000)
}

MeshInfo("hud_rc_beam")
{
Position(-0.260000, 0.470000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.225000, 0.150000, 0.150000)
}

MeshInfo("hud_rc_blunder")
{
Position(-0.260000, 0.470000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.225000, 0.150000, 0.150000)
}

MeshInfo("hud_rc_forcePike")
{
Position(-0.260000, 0.470000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.225000, 0.150000, 0.150000)
}

MeshInfo("hud_rc_sonic_pistol")
{
Position(-0.260000, 0.470000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.225000, 0.150000, 0.150000)
}

MeshInfo("hud_rc_sonic_carbine")
{
Position(-0.260000, 0.470000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.225000, 0.150000, 0.150000)
}

/////////////////////////////////MANDO/////////////////////////////////
MeshInfo("mdo_weap_T-21_Blaster_Cannon")
{
Position(-0.215000, 0.361293, 10.000000, "Viewport")
Rotation(0.804269, 90.000000, 0.000000)
Scale(0.500000, 0.500000, 0.500000)
}

MeshInfo("mdo_weap_DT57_grievous")
{
Position(-0.210000, 0.350000, 10.000000, "Viewport")
Rotation(0.904269, 90.747269, 0.000000)
}

MeshInfo("mdo_weap_dl18")
{
Position(-0.210000, 0.350000, 10.000000, "Viewport")
Rotation(0.904269, 90.747269, 0.000000)
}

MeshInfo("sniper_rifle")
{
Position(-0.233000, 0.361293, 10.000000, "Viewport")
Rotation(0.804269, 90.000000, 0.000000)
Scale(0.500000, 0.500000, 0.500000)
}

/////////////////////////////////TRANDO/////////////////////////////////
MeshInfo("hud_rc_ryyk")
{
Position(-0.260000, 0.470000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.225000, 0.150000, 0.150000)
}

MeshInfo("tnd_weap_acp_shotgun")
{
Position(-0.240000, 0.350000, 10.000000, "Viewport")
Rotation(0.804269, 90.747269, 0.000000)
Scale(0.800000, 0.800000, 0.800000)
}

MeshInfo("tnd_weap_acp_repeater")
{
Position(-0.230000, 0.361293, 2.000000, "Viewport")
Rotation(0.804269, 90.747269, 0.000000)
Scale(0.800000, 0.800000, 0.800000)
}

MeshInfo("tnd_weap_LJ-50")
{
Position(-0.250000, 0.361293, 2.000000, "Viewport")
Rotation(0.804269, 90.747269, 0.000000)
}

/////////////////////////////////Vehicle/////////////////////////////////
MeshInfo("hud_rc_laser")
{
Position(-0.260000, 0.470000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.225000, 0.150000, 0.150000)
}

MeshInfo("hud_rc_chaingun")
{
Position(-0.260000, 0.470000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.225000, 0.150000, 0.150000)
}

MeshInfo("hud_vehicle_lasers")
{
Position(-0.260000, 0.470000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.225000, 0.150000, 0.150000)
}

MeshInfo("hud_vehicle_recoiless")
{
Position(-0.260000, 0.470000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.225000, 0.150000, 0.150000)
}

MeshInfo("hud_vehicle_chaingun")
{
Position(-0.260000, 0.470000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.225000, 0.150000, 0.150000)
}

MeshInfo("hud_vehicle_beam_cannon")
{
Position(-0.260000, 0.470000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.225000, 0.150000, 0.150000)
}
}
}
}


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

NameMesh("missile", "hud_hide_weap")
NameMesh("hud_rc_autoturret", "hud_hide_weap")
NameMesh("hud_rc_detpack", "hud_hide_weap")
NameMesh("hud_rc_emp", "hud_hide_weap")
NameMesh("hud_rc_mine", "hud_hide_weap")
NameMesh("hud_rc_powerup", "hud_hide_weap")
NameMesh("hud_rc_proton", "hud_hide_weap")
NameMesh("hud_rc_shield", "hud_hide_weap")
NameMesh("hud_rc_smoke", "hud_hide_weap")
NameMesh("hud_rc_sonic", "hud_hide_weap")
NameMesh("hud_rc_thermal", "hud_hide_weap")
NameMesh("hud_rc_turret", "hud_hide_weap")
NameMesh("hud_rc_vibro", "hud_hide_weap")
NameMesh("hud_detpack_plunger", "hud_hide_weap")
NameMesh("hud_rc_flame", "hud_hide_weap")
NameMesh("hud_rc_poison", "hud_hide_weap")
NameMesh("hud_rc_rocket", "hud_hide_weap")
NameMesh("hud_rc_jetrocket", "hud_hide_weap")
NameMesh("hud_rc_damage", "hud_hide_weap")
NameMesh("hud_rc_grenade_flame", "hud_hide_weap")
NameMesh("hud_rc_recoiless", "hud_hide_weap")
NameMesh("hud_vehicle_recoiless", "hud_hide_weap")
NameMesh("hud_vehicle_beam_cannon", "hud_hide_weap")
NameMesh("hud_vehicle_missile", "hud_hide_weap")



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, -0.400412, 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("hud_rc_autoturret")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_rc_detpack")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_rc_emp")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_rc_mine")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_detpack_plunger")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_rc_powerup")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_rc_proton")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_rc_shield")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_rc_smoke")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_rc_sonic")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_rc_thermal")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_rc_turret")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_rc_vibro")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_rc_flame")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_rc_poison")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_rc_rocket")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_rc_jetrocket")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_rc_damage")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_rc_grenade_flame")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_rc_recoiless")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_vehicle_recoiless")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_vehicle_beam_cannon")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}

MeshInfo("hud_vehicle_missile")
{
Position(0.550000, 0.190000, 50.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.0000000)
Scale(0.056250, 0.075000, 0.075000)
}
}
}
}




[/code]
User avatar
Nedarb7
Lieutenant General
Lieutenant General
Posts: 676
Joined: Sat Sep 22, 2012 3:41 pm

Re: Iron sight not working

Post by Nedarb7 »

Code: Select all

            MeshInfo("rep_weap_dc17p")
            {
               Position(1.000000, 0.00000, 0.000000, "Viewport")
               Rotation(0.000000, 180.000000, 0.000000)
               Scale(2000.000000, 2000.00000, 1000.000000)
            }
That is one awfully huge size. Compare these scale values to the one above it. Try scaling it down a bit. :wink:
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Iron sight not working

Post by Anakin »

I had the scale 20,20,10 before. So i just made it soo big that i can see something, but nothing is there. Even if i have no meshinfo for the dc17 there is nothing displayed. Normaly they are at the upper left corner
User avatar
Nedarb7
Lieutenant General
Lieutenant General
Posts: 676
Joined: Sat Sep 22, 2012 3:41 pm

Re: Iron sight not working

Post by Nedarb7 »

:o Hm. Well that's strange... you should still scale it back down regardless. At that scale the weapon probably wouldn't be visible even if it were working.
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

How to find an object outside the FOV

Post by Anakin »

Hi,

can someone tell me, how i can find an HUD element that is outside the FOV??
Is there maybe a way to move them around with the debugger??

My problem is that i want to add iron sight to an weapon, but i cannot find the weapon while zooming. As far as i know the HUD icon is transformed to get the iron sight looking. So maybe it is interesting to know that the icon is displayed at it's right position while not zooming.
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