Then, I added them to ingame.lvl, which is the part where ALL my custom huds are gone now. I tried cleaning, munging, removing the last changes, all without succes. No errors are given, but here's the 1playerhud:
Hidden/Spoiler:
[code]Code:
ViewPort("Transforms")
{
EventNameFilter("player%")
// First Weapons Section
TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("waz_cis_weap_staff_fix_final", "com_inv_mesh")
NameMesh("hud_force_lightning", "com_inv_mesh")
NameMesh("waz_cis_weap_rifle", "com_inv_mesh")
NameMesh("dc15marine", "com_inv_mesh")
NameMesh("rep_weap_inf_new_rifle", "com_inv_mesh")
NameMesh("waz_rep_weap_minigun", "com_inv_mesh")
NameMesh("rep_weap_inf_dc17", "com_inv_mesh")
NameMesh("rep_fordo_dc17", "com_inv_mesh")
NameMesh("dc17", "com_inv_mesh")
NameMesh("waz_rep_weap_rocket_multi", "com_inv_mesh")
NameMesh("manderek_lance", "com_inv_mesh")
NameMesh("arc_weap_gun", "com_inv_mesh")
NameMesh("sbdroid_chunk3", "com_inv_mesh")
NameMesh("com_weap_inf_binoculars", "com_inv_mesh")
NameMesh("dc17", "com_inv_mesh")
NameMesh("dc17_combo_hud", "com_inv_mesh")
NameMesh("ubd_lasercannon", "com_inv_mesh")
NameMesh("manderek_weap_shouldergun", "com_inv_mesh")
NameMesh("cis_weap_inf_pistol_durge", "com_inv_mesh")
NameMesh("cis_weap_inf_shield", "com_inv_mesh")
NameMesh("cis_weap_cad_pistol", "com_inv_mesh")
NameMesh("rep_weap_inf_dc13", "com_inv_mesh")
NameMesh("rep_weap_inf_dc13x", "com_inv_mesh")
NameMesh("rep_weap_inf_dc14portable", "com_inv_mesh")
NameMesh("rep_weap_inf_dc15n", "com_inv_mesh")
NameMesh("rep_weap_inf_dc19rifle", "com_inv_mesh")
NameMesh("sab_weap_kitfisto", "com_inv_mesh")
NameMesh("sab_weap_arteldarc", "com_inv_mesh")
NameMesh("sab_weap_luminara", "com_inv_mesh")
NameMesh("sab_weap_plokoon", "com_inv_mesh")
NameMesh("sab_weap_sorabulq", "com_inv_mesh")
NameMesh("ryl_sword", "com_inv_mesh")
NameMesh("hud_force_valor", "com_inv_mesh")
NameMesh("ald_weap_inf_pistol", "com_inv_mesh")
EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}
Group("player1weaponinformation")
{
PropagateAlpha(1)
Viewport(1)
Position(0.082181, 0.427927, 0.000000, "Viewport")
Rotation(0.9000000, 0.000000, 0.000000)
ZOrder(255)
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("sab_weap_kitfisto")
{
Position(-90.16972, 0.363485, 0.003263, "Viewport")
Rotation(1.538445, 95.690582, 4.455857)
}
MeshInfo("hud_force_lightning")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("waz_cis_weap_rifle")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("rep_weap_inf_dc19rifle")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("rep_weap_inf_dc13x")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("waz_cis_weap_staff_fix_final")
{
Position(-0.210446, 0.358461, 0.001095, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
Scale(0.500000, 0.500000, 0.500000)
}
MeshInfo("ryl_sword")
{
Position(-0.210446, 0.358461, 0.001095, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
Scale(0.500000, 0.500000, 0.500000)
}
MeshInfo("rep_weap_inf_new_rifle")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("dc15marine")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("rep_weap_inf_dc17")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("dc17")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("ald_weap_inf_pistol")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("cis_weap_cad_pistol")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("dc17_combo_hud")
{
Position(-0.290001, 0.391262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("ubd_lasercannon")
{
Position(-0.258881, 0.391262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("waz_rep_weap_minigun")
{
Position(-0.234363, 0.372216, 0.000847, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.560000, 0.560000, 0.560000)
}
MeshInfo("arc_weap_gun")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("waz_rep_weap_rocket_multi")
{
Position(-0.204363, 0.367216, 0.000847, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.560000, 0.560000, 0.560000)
}
MeshInfo("rep_weap_inf_dc14portable")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("manderek_lance")
{
Position(-0.240446, 0.358461, 0.001095, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
}
MeshInfo("com_weap_inf_binoculars")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("sbdroid_chunk3")
{
Position(-0.204363, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 0, 180)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("manderek_weap_shouldergun")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.320000, 1.320000, 1.320000)
}
MeshInfo("cis_weap_inf_pistol_durge")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("rep_weap_inf_dc13")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("rep_weap_inf_dc15n")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("hud_force_valor")
{
Position(-0.254297, 0.364262, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("cis_weap_inf_shield")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.500000, 0.500000, 0.500000)
}
}
}
}
// Second Weapons Section
TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("con_e5_attachment", "com_inv_mesh")
NameMesh("ubd_flamethrower", "com_inv_mesh")
NameMesh("hud_force_bubble", "com_inv_mesh")
NameMesh("hud_electric_judgment", "com_inv_mesh")
NameMesh("hud_force_spark", "com_inv_mesh")
NameMesh("hud_force_heal", "com_inv_mesh")
NameMesh("hud_force_wave", "com_inv_mesh")
NameMesh("hud_force_scream", "com_inv_mesh")
NameMesh("hud_force_bellow", "com_inv_mesh")
NameMesh("hud_force_sonic", "com_inv_mesh")
NameMesh("hud_force_inferno", "com_inv_mesh")
NameMesh("hud_force_shield", "com_inv_mesh")
NameMesh("hud_force_boost", "com_inv_mesh")
NameMesh("hud_wat", "com_inv_mesh")
NameMesh("hud_force_crush", "com_inv_mesh")
//Common force weapons start here
NameMesh("hud_force_push", "com_inv_mesh")
NameMesh("hud_force_lightning", "com_inv_mesh")
NameMesh("hud_force_choke", "com_inv_mesh")
NameMesh("hud_force_pull", "com_inv_mesh")
//End of secondaries
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("con_e5_attachment")
{
Position(-0.204201, 0.284023, 15.000000, "Viewport")
Rotation(0.804269, 90.000000, 359.999695)
Scale(0.350000, 0.350000, 0.350000)
}
MeshInfo("hud_force_bubble")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.600000)
}
MeshInfo("hud_electric_judgment")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_spark")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_crush")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_heal")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_wat")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_wave")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_scream")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_bellow")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_sonic")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_inferno")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_shield")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_boost")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
//[[----Start of common force weapons start here
MeshInfo("hud_force_push")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_pull")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_choke")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_lightning")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
//End of common force power huds!----]]
MeshInfo("ubd_flamethrower")
{
Position(-0.204201, 0.284023, 15.000000, "Viewport")
Rotation(0.804269, -90.000000, 359.999695)
Scale(0.700000, 0.700000, 0.700000)
}
}
}
}
}
[/code]
ViewPort("Transforms")
{
EventNameFilter("player%")
// First Weapons Section
TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("waz_cis_weap_staff_fix_final", "com_inv_mesh")
NameMesh("hud_force_lightning", "com_inv_mesh")
NameMesh("waz_cis_weap_rifle", "com_inv_mesh")
NameMesh("dc15marine", "com_inv_mesh")
NameMesh("rep_weap_inf_new_rifle", "com_inv_mesh")
NameMesh("waz_rep_weap_minigun", "com_inv_mesh")
NameMesh("rep_weap_inf_dc17", "com_inv_mesh")
NameMesh("rep_fordo_dc17", "com_inv_mesh")
NameMesh("dc17", "com_inv_mesh")
NameMesh("waz_rep_weap_rocket_multi", "com_inv_mesh")
NameMesh("manderek_lance", "com_inv_mesh")
NameMesh("arc_weap_gun", "com_inv_mesh")
NameMesh("sbdroid_chunk3", "com_inv_mesh")
NameMesh("com_weap_inf_binoculars", "com_inv_mesh")
NameMesh("dc17", "com_inv_mesh")
NameMesh("dc17_combo_hud", "com_inv_mesh")
NameMesh("ubd_lasercannon", "com_inv_mesh")
NameMesh("manderek_weap_shouldergun", "com_inv_mesh")
NameMesh("cis_weap_inf_pistol_durge", "com_inv_mesh")
NameMesh("cis_weap_inf_shield", "com_inv_mesh")
NameMesh("cis_weap_cad_pistol", "com_inv_mesh")
NameMesh("rep_weap_inf_dc13", "com_inv_mesh")
NameMesh("rep_weap_inf_dc13x", "com_inv_mesh")
NameMesh("rep_weap_inf_dc14portable", "com_inv_mesh")
NameMesh("rep_weap_inf_dc15n", "com_inv_mesh")
NameMesh("rep_weap_inf_dc19rifle", "com_inv_mesh")
NameMesh("sab_weap_kitfisto", "com_inv_mesh")
NameMesh("sab_weap_arteldarc", "com_inv_mesh")
NameMesh("sab_weap_luminara", "com_inv_mesh")
NameMesh("sab_weap_plokoon", "com_inv_mesh")
NameMesh("sab_weap_sorabulq", "com_inv_mesh")
NameMesh("ryl_sword", "com_inv_mesh")
NameMesh("hud_force_valor", "com_inv_mesh")
NameMesh("ald_weap_inf_pistol", "com_inv_mesh")
EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}
Group("player1weaponinformation")
{
PropagateAlpha(1)
Viewport(1)
Position(0.082181, 0.427927, 0.000000, "Viewport")
Rotation(0.9000000, 0.000000, 0.000000)
ZOrder(255)
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("sab_weap_kitfisto")
{
Position(-90.16972, 0.363485, 0.003263, "Viewport")
Rotation(1.538445, 95.690582, 4.455857)
}
MeshInfo("hud_force_lightning")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("waz_cis_weap_rifle")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("rep_weap_inf_dc19rifle")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("rep_weap_inf_dc13x")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("waz_cis_weap_staff_fix_final")
{
Position(-0.210446, 0.358461, 0.001095, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
Scale(0.500000, 0.500000, 0.500000)
}
MeshInfo("ryl_sword")
{
Position(-0.210446, 0.358461, 0.001095, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
Scale(0.500000, 0.500000, 0.500000)
}
MeshInfo("rep_weap_inf_new_rifle")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("dc15marine")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("rep_weap_inf_dc17")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("dc17")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("ald_weap_inf_pistol")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("cis_weap_cad_pistol")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("dc17_combo_hud")
{
Position(-0.290001, 0.391262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("ubd_lasercannon")
{
Position(-0.258881, 0.391262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("waz_rep_weap_minigun")
{
Position(-0.234363, 0.372216, 0.000847, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.560000, 0.560000, 0.560000)
}
MeshInfo("arc_weap_gun")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("waz_rep_weap_rocket_multi")
{
Position(-0.204363, 0.367216, 0.000847, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.560000, 0.560000, 0.560000)
}
MeshInfo("rep_weap_inf_dc14portable")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("manderek_lance")
{
Position(-0.240446, 0.358461, 0.001095, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
}
MeshInfo("com_weap_inf_binoculars")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
MeshInfo("sbdroid_chunk3")
{
Position(-0.204363, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 0, 180)
Scale(0.800000, 0.800000, 0.800000)
}
MeshInfo("manderek_weap_shouldergun")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.320000, 1.320000, 1.320000)
}
MeshInfo("cis_weap_inf_pistol_durge")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("rep_weap_inf_dc13")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("rep_weap_inf_dc15n")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}
MeshInfo("hud_force_valor")
{
Position(-0.254297, 0.364262, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("cis_weap_inf_shield")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.500000, 0.500000, 0.500000)
}
}
}
}
// Second Weapons Section
TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("con_e5_attachment", "com_inv_mesh")
NameMesh("ubd_flamethrower", "com_inv_mesh")
NameMesh("hud_force_bubble", "com_inv_mesh")
NameMesh("hud_electric_judgment", "com_inv_mesh")
NameMesh("hud_force_spark", "com_inv_mesh")
NameMesh("hud_force_heal", "com_inv_mesh")
NameMesh("hud_force_wave", "com_inv_mesh")
NameMesh("hud_force_scream", "com_inv_mesh")
NameMesh("hud_force_bellow", "com_inv_mesh")
NameMesh("hud_force_sonic", "com_inv_mesh")
NameMesh("hud_force_inferno", "com_inv_mesh")
NameMesh("hud_force_shield", "com_inv_mesh")
NameMesh("hud_force_boost", "com_inv_mesh")
NameMesh("hud_wat", "com_inv_mesh")
NameMesh("hud_force_crush", "com_inv_mesh")
//Common force weapons start here
NameMesh("hud_force_push", "com_inv_mesh")
NameMesh("hud_force_lightning", "com_inv_mesh")
NameMesh("hud_force_choke", "com_inv_mesh")
NameMesh("hud_force_pull", "com_inv_mesh")
//End of secondaries
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("con_e5_attachment")
{
Position(-0.204201, 0.284023, 15.000000, "Viewport")
Rotation(0.804269, 90.000000, 359.999695)
Scale(0.350000, 0.350000, 0.350000)
}
MeshInfo("hud_force_bubble")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.600000)
}
MeshInfo("hud_electric_judgment")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_spark")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_crush")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_heal")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_wat")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_wave")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_scream")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_bellow")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_sonic")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_inferno")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_shield")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_boost")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
//[[----Start of common force weapons start here
MeshInfo("hud_force_push")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_pull")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_choke")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
MeshInfo("hud_force_lightning")
{
Position(-0.254297, 0.247155, 0.013074, "Viewport")
Scale(0.640000, 0.600000, 0.640000)
}
//End of common force power huds!----]]
MeshInfo("ubd_flamethrower")
{
Position(-0.204201, 0.284023, 15.000000, "Viewport")
Rotation(0.804269, -90.000000, 359.999695)
Scale(0.700000, 0.700000, 0.700000)
}
}
}
}
}
[/code]

