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HUDTag Not working

Posted: Thu Jul 03, 2008 11:19 pm
by vampire_lord
OK, I put the DC17 Rifle into action for my sides, and I "fixed" the HUD icons, or I thought it was fixed but no matter how I tamper with the possitioning, the icon is not even floating around.

This is in the Weapon's ODF

Code: Select all

[WeaponClass]
ClassLabel 		= "cannon"
GeometryName 		= "rep_weap_dc17blast.msh"

[Properties]
AnimationBank		= "rifle"
GeometryName 		= "rep_weap_dc17blast"
HighResGeometry     = "rep_weap_dc17blast"

HUDTag = "rep_weap_dc17blast"
And This is on the Extraweapons.hud
Hidden/Spoiler:
ViewPort("Transforms")
{
EventNameFilter("player%")

// First Weapons Section

TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("rep_weap_inf_dc15carbine", "com_inv_mesh")
NameMesh("rep_weap_inf_new_rifle", "com_inv_mesh")
NameMesh("rep_weap_dc15st", "com_inv_mesh")
NameMesh("rep_weap_dc17blast", "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, 501.000000, 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_dc15carbine")
{
Position(-0.250000, 0.3560000, 0.013887, "Viewport")
Rotation(0.804269, 91.747269, 359.999695)
Scale(0.950000, 0.950000, 0.950000)
}
MeshInfo("rep_weap_inf_new_rifle")
{
Position(-0.200000, 0.364262, 0.045000, "Viewport")
Rotation(0.804269, 91.747269, 359.999695)
Scale(0.900000, 0.900000, 0.900000)
}
MeshInfo("rep_weap_dc15st")
{
Position(-0.265000, 0.350000, 0.013500, "Viewport")
Rotation(0.805000, 90,0747000, 360,000000)
Scale(0.900000, 0.900000, 0.900000)
}
MeshInfo("rep_weap_dc17blast")
{
Position(-0.200000, 0.364262, 0.045000, "Viewport")
Rotation(0.804269, 91.747269, 359.999695)
Scale(0.900000, 0.900000, 0.900000)
}

}
}
}
I am checking the fix tutorial, but still getting no icon to fix.

Re: HUDTag Not working

Posted: Fri Jul 04, 2008 1:42 am
by Teancum
Did you manually add the model to your side req?

Re: HUDTag Not working

Posted: Fri Jul 04, 2008 9:38 am
by RepSharpshooter
Teancum wrote:Did you manually add the model to your side req?
We're supposed to do that? oops, maybe that's one of my problems.

Code: Select all

HUDTag = "rep_weap_dc17blast"
I thought this usually overrides the icon somehow (perhaps teancum means you should have the model in your side req so that the hudtag has it to reference).

Also, it'd be worth checking your _BUILD/side/munged/pc and see if there's a extraweapons.config (if it isn't there, it hasn't been munged).

Re: HUDTag Not working

Posted: Fri Jul 04, 2008 12:47 pm
by theITfactor
Just make sure you follow FragMe!'s tutorial exactly and it will work.

http://www.gametoast.com/forums/viewtop ... =64&t=9703

Re: HUDTag Not working

Posted: Fri Jul 04, 2008 1:32 pm
by vampire_lord
Still no effect at all... and it is weird because I didn't need to add the other models to my REQ... this is horrible, btw, not even the transparent grey bar supposed to be just behind the object doesn't show, that may be a hint.