Page 1 of 1

Floating icon woes [Solved]

Posted: Fri Dec 21, 2012 8:10 pm
by Loopy53
So I got some icon working. However, not all the icons are working. 2 primary weapons either 1) have no icon or 2) have dual icons, one fixed one floating. Has anyone fixed this? Replies appreciated!

Re: Floating icon woes

Posted: Fri Dec 21, 2012 9:18 pm
by Dreadnot9
Post the odf's for the weapons in question, as well as your hud file.

Re: Floating icon woes

Posted: Fri Dec 21, 2012 9:47 pm
by Loopy53
Doh....uppon close look I had loaded com_inf_mesh in the extraweapons.hud instead of com_inV_mesh on the malfunctioning weapons...Will fix that and see how it works ingame, then post the files.

here is the extrawepons.hud. All icons work and are palced correctly! some simple spelling errors odf wise and not having the mesh info lines in the hud file are all it took to get it working.
Hidden/Spoiler:
Code:

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

// First Weapons Section

TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("p90", "com_inv_mesh")
NameMesh("ak47", "com_inv_mesh")
NameMesh("m9", "com_inv_mesh")
NameMesh("xm8", "com_inv_mesh")
NameMesh("dragunov", "com_inv_mesh")
NameMesh("mac10", "com_inv_mesh")
NameMesh("all_weap_inf_rifle", "com_inv_mesh")
NameMesh("M40", "com_inv_mesh")
NameMesh("mp5", "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("m9")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}

MeshInfo("ak47")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.800000, 0.800000, 0.800000)
}

MeshInfo("p90")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("xm8")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("dragunov")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("all_weap_inf_rifle")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("mac10")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("m40")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("mp5")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.800000, 0.800000, 0.800000)
}
}
}
}

// Second Weapons Section

TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("frag_grenade", "com_inv_mesh")
NameMesh("molotov", "com_inv_mesh")
NameMesh("chemicalgrenade", "com_inv_mesh")

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

MeshInfo("frag_grenade")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(0.000000, 0.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
MeshInfo("chemicalgrenade")
{
Position(-0.274201, 0.284023, 15.000000, "Viewport")
Rotation(45.000000, 45.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
MeshInfo("molotov")
{
Position(-0.210000, 0.284023, 15.000000, "Viewport")
Rotation(0.000000, 0.000000, 359.999695)
Scale(1.750000, 1.750000, 1.750000)
}
}
}
}

Re: Floating icon woes

Posted: Fri Dec 21, 2012 10:27 pm
by Dreadnot9
Loopy53 wrote:Doh....uppon close look I had loaded com_inf_mesh in the extraweapons.hud instead of com_inV_mesh on the malfunctioning weapons
Ha, did that as well recently.
I'm assuming you got it working?

Re: Floating icon woes

Posted: Fri Dec 21, 2012 11:02 pm
by Loopy53
Yup. Topic solved.