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Jue
Posts: 55
Joined: Mon Sep 17, 2007 1:25 am
Location: Colombia

Gr

Post by Jue » Wed May 28, 2008 6:42 pm


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QuestOfDreams
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Re: Gr

Post by QuestOfDreams » Wed May 28, 2008 8:22 pm

Did you set
dropgravity = true
in the weapon.ini file?

Jue
Posts: 55
Joined: Mon Sep 17, 2007 1:25 am
Location: Colombia

Re: Gravity weapons

Post by Jue » Wed May 28, 2008 11:55 pm

It is right that I have a true parameter.

But the gun does not fall to the ground.


Problem, scale weapon

Code: Select all

;*********************************************************
; Weapon.ini
; 
; definitions of all projectiles used in the game
;
; definitions of weapons used by the player
;*********************************************************

;*********************************************************
;
; Projectiles
;
;*********************************************************

;*********************************************************
; grenade
;*********************************************************
[GL_Grenade]
type = projectile
actor = projectile\w_GLround.act
rotation = 0 180 0
scale = 1
gravity = true
bounce = false
speed = 1500
lifetime = 3
boundingbox = 2
bonelevel = false
explosion = RocketExplosion
actorexplosion = RocketExplosion
shakeamount = 25
shakedecay = 1
decal = 0
damage = 45
altdamage = 25
explosionradius = 256
explosiondamage = 35
movesound = weapon\move2.wav
impactsound = explode\explode4.wav

;*********************************************************
; pistol shell
;*********************************************************
[pistol_shell]
type = projectile
actor = projectile\w_bullet.act
rotation = 0 -90 90
scale = 0.1
gravity = true
bounce = false
speed = 3500
lifetime = 1
boundingbox = 1
explosion = BulletExplosion
actorexplosion = BulletExplosion
showboth = false
attachactor = false
bonelevel = true
damage = 20
altdamage = 10
explosionradius = 128
explosiondamage = 0
decal = 0
movesound = weapon\move2.wav
impactsound = impact\ricochet\1.wav

;*********************************************************
; shotgun shell
;*********************************************************
[shotgun_shell]
type = projectile
actor = Projectile\shotgunshell.act
rotation = 0 180 0
scale = 0.5
gravity = false
bounce = false
speed = 2500
lifetime = 10
boundingbox = 3
bonelevel = true
explosion = Shotgun_Explosion
actorexplosion = Shotgun_ActorExplosion
damage = 45
altdamage = 35
shakeamount = 10
shakedecay = 5
explosionradius = 256
explosiondamage = 10
decal = 0
attachactor = true
movesound = weapon\move2.wav
impactsound = impact\ricochet\1.wav

;*********************************************************
; rifle shell
;*********************************************************
[rifle_shell]
type = projectile
actor = Projectile\rifleshell.act
rotation = 0 180 0
scale = 0.8
gravity = false
bounce = false
speed = 6000
lifetime = 1
boundingbox = 0.1
explosion = Shotgun_Explosion
actorexplosion = Shotgun_ActorExplosion
damage = 45
altdamage = 35
explosionradius = 128
explosiondamage = 0
decal = 0
bonelevel = true
attachactor = true
movesound = weapon\move2.wav
impactsound = impact\ricochet\1.wav

;*********************************************************
; 10mm shell
;*********************************************************
[10mm_shell]
type = projectile
actor = Projectile\w_bullet.act
rotation = 0 -90 90
scale = 0.1
gravity = false
bounce = false
speed = 6500
lifetime = 1
boundingbox = 0.1
explosion = Shotgun_Explosion
;actorexplosion = Shotgun_ActorExplosion
damage = 35
altdamage = 30
shakeamount = 15
shakedecay = 5
explosionradius = 256
explosiondamage = 0
decal = 0
bonelevel = true
attachactor = true
movesound = weapon\move2.wav
impactsound = impact\ricochet\1.wav

;*********************************************************
; Disk projectile
;*********************************************************
[disk]
type = projectile
actor = projectile\disk.act
rotation = 0 0 90
scale = 1
gravity = false
bounce = false
speed = 2000
lifetime = 4
boundingbox = 2
bonelevel = false
explosion = RocketExplosion
actorexplosion = RocketExplosion
showboth = false
attachactor = false
bonelevel = false
shakeamount = 10
shakedecay = 5
damage = 35
altdamage = 10
explosionradius = 256
explosiondamage = 15
decal = 0
movesound = weapon\move2.wav
impactsound = impact\explosion\big2a.wav

;*********************************************************
; Fireball projectile
;*********************************************************
[ball]
type = projectile
actor = projectile\w_bullet.act
rotation = 0 -90 90
scale = 0.01
gravity = false
bounce = false
speed = 1000
lifetime = 2
boundingbox = 4
explosion = FlameThrower
actorexplosion = FlameThrower
shakeamount = 0
shakedecay = 0
bonelevel = false
damage = 10
altdamage = 2
explosionradius = 256
explosiondamage = 0
decal = 0
attachactor = true
movesound = weapon\move2.wav
;impactsound = impact\explosion\big2a.wav

;*********************************************************
;
; Player Weapons
;
;*********************************************************

;*********************************************************
; C8
;*********************************************************
[c8]
type = weapon
slot = 0
firerate = 0.25
catagory = projectile
projectile = pistol_shell
attribute = enemy_health
ammunition = pistol_shell
ammopershot = 1
shotpermagazine = 13
worksunderwater = true
attacksound = weapon\deagle.wav
reloadsound = weapon\generic_reload.wav
emptysound = weapon\click.wav
muzzleflash3rd = MuzzleFlash
;
; 1st person
;
viewactor = Weapon\v_c8.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -52.0 82.0 4.0
viewoffset = 0.7 -38.80 6.0
viewscale = 0.61
viewlaunchoffset = 0 0 25
viewlaunchbone = Bip01 R Hand
viewanimationspeed = 1
viewarmanim = idle
viewidleanim = idle
viewattackanim = idle
viewaltattackanim = idle
viewhitanim = idle
viewalthitanim = idle
viewwalkanim = idle
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 2
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 10
recoildecay = 5
bobamount = 10
viewreloadanim = idle
viewkeyreloadanim = idle
viewattackemptyanim = idle
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; 3rd person
;
playeractor = Weapon\p_c8.act
playerfillcolor = 128 128 128
playerambientcolor = 128 128 128
playerrotation = -90 180 0
playerscale = 1
playerlaunchoffset = 0 0 25
playerbone = BIP01 R HAND
;
; dropped weapon
;
dropactor = Weapon\v_c8.act
dropfillcolor = 255 255 255
dropambientcolor = 255 255 255
droprotation = 0 -90 0
dropoffset = -40.0 -60.0 35.0
dropscale = 2.0
dropgravity = true
drophidefromradar = true

;*********************************************************
; scattergun
;*********************************************************
[scattergun]
type = weapon
slot = 1
firerate = 1.5
catagory = projectile
projectile = GL_Grenade
muzzleflash3rd = MuzzleFlash
attribute = enemy_health
altattribute = health
ammunition = GL_Grenade
ammopershot = 1
shotpermagazine = 8
worksunderwater = true
attacksound = Weapon\m203_launch.wav
reloadsound = Weapon\m203_load.wav
emptysound = Weapon\click.wav
;
; 1st Person
;
viewactor = Weapon\v_scattergun.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -50.2 87.8 5.7
viewoffset = -0.1 -38.2 8.4
viewscale = 0.61
viewlaunchoffset = 0 0 35
viewlaunchbone = Bip01 R Hand
viewanimationspeed = 1
viewarmanim = idle
viewidleanim = idle
viewattackanim = idle
viewaltattackanim = idle
viewhitanim = idle
viewalthitanim = idle
viewwalkanim = idle
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 2
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 10
recoildecay = 5
bobamount = 10
viewreloadanim = idle
viewkeyreloadanim = idle
viewattackemptyanim = idle
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; 3rd person
;
playeractor = Weapon\p_scattergun.act
playerfillcolor = 256 256 256
playerambientcolor = 256 256 256
playerrotation = -90 180 0
playerscale = 1
playerlaunchoffset = 0 0 25
playerbone = BIP01 R HAND
;
; dropped weapon
;
dropactor = Weapon\v_scattergun.act
dropfillcolor = 255 255 255
dropambientcolor = 255 255 255
droprotation = 0 -90 0
dropoffset = -40.0 -60.0 35.0
dropscale = 2.0
dropgravity = true
drophidefromradar = true

;*********************************************************
; Disk Launcher
;*********************************************************
[disklauncher]
type = weapon
slot = 2
firerate = 1
catagory = projectile
projectile = disk
muzzleflash3rd = MuzzleFlash
attribute = enemy_health
altattribute = health
ammunition = disk
ammopershot = 1
shotpermagazine = 3
worksunderwater = true
attacksound = weapon\diskfire1.wav
reloadsound = weapon\generic_reload.wav
emptysound = weapon\click.wav
;
; 1st Person
;
viewactor = Weapon\v_disklauncher.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -53.5 91.8 -3.6
viewoffset = 1.9 -39.5 7.2
viewscale = 0.61
viewlaunchoffset = 0 0 25
viewlaunchbone = Bip01 R Hand
viewanimationspeed = 1
viewarmanim = idle
viewidleanim = idle
viewattackanim = idle
viewaltattackanim = idle
viewhitanim = idle
viewalthitanim = idle
viewwalkanim = idle
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 2
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 10
recoildecay = 5
bobamount = 10
viewreloadanim = idle
viewkeyreloadanim = idle
viewattackemptyanim = idle
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; 3rd person
;
playeractor = Weapon\p_disklauncher.act
playerfillcolor = 256 256 256
playerambientcolor = 256 256 256
playerrotation = -90 180 0
playerscale = 1
playerlaunchoffset = 0 0 25
playerbone = BIP01 R HAND
;
; dropped weapon
;
dropactor = Weapon\v_disklauncher.act
dropfillcolor = 255 255 255
dropambientcolor = 255 255 255
droprotation = 0 -90 0
dropoffset = -40.0 -60.0 35.0
dropscale = 2.0
dropgravity = true
drophidefromradar = true

;*********************************************************
; Sniper
;*********************************************************
[sniper]
type = weapon
slot = 3
firerate = 0.5
catagory = projectile
projectile = rifle_shell
attribute = enemy_health
ammunition = rifle_shell
ammopershot = 1
shotpermagazine = 30
attacksound = Weapon\car.wav
emptysound = Weapon\dryfire_rifle.wav
reloadsound = Weapon\rifle_reload.wav
muzzleflash3rd = MuzzleFlash
;
; 1st Person
;
viewactor = Weapon\v_sniper.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -60.6 87.0 1.4
viewoffset = -0.6 -39.9 5.8
viewscale = 0.6
viewlaunchoffset = 0 0 25
viewlaunchbone = Bip01 R Hand
viewanimationspeed = 1
viewarmanim = idle
viewidleanim = idle
viewattackanim = idle
viewaltattackanim = idle
viewhitanim = idle
viewalthitanim = idle
viewwalkanim = idle
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 8
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 10
recoildecay = 5
bobamount = 10
viewreloadanim = idle
viewkeyreloadanim = idle
viewattackemptyanim = idle
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; 3rd person
;
playeractor = weapon\p_sniper.act
playerfillcolor = 256 256 256
playerambientcolor = 256 256 256
playerrotation = -90 180 0
playerscale = 1
playerlaunchoffset = 0 0 25
playerbone = BIP01 R HAND
;
; dropped weapon
;
dropactor = Weapon\v_sniper.act
dropfillcolor = 255 255 255
dropambientcolor = 255 255 255
droprotation = 0 -90 0
dropoffset = -40.0 -60.0 35.0
dropscale = 2.0
dropgravity = true
drophidefromradar = true

;*********************************************************
; minigun
;*********************************************************
[minigun]
type = weapon
slot = 4
firerate = 0.1
catagory = projectile
projectile = 10mm_shell
attribute = enemy_health
ammunition = 10mm_shell
ammopershot = 1
shotpermagazine = 30
attacksound = Weapon\hmg.wav
emptysound = Weapon\dryfire_rifle.wav
reloadsound = Weapon\rifle_reload.wav
muzzleflash3rd = MuzzleFlash
;
; 1st Person
;
viewactor = Weapon\v_minigun.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -53.8 90.3 3.2
viewoffset = 0.8 -38.9 7.2
viewscale = 0.61
viewlaunchoffset = 0 0 25
viewlaunchbone = Bip01 R Hand
viewanimationspeed = 1
viewarmanim = idle
viewidleanim = idle
viewattackanim = idle
viewaltattackanim = idle
viewhitanim = idle
viewalthitanim = idle
viewwalkanim = idle
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 1
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 8
recoildecay = 4
bobamount = 10
viewreloadanim = idle
viewkeyreloadanim = idle
viewattackemptyanim = idle
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; 3rd person
;
playeractor = weapon\p_minigun.act
playerfillcolor = 255 255 255
playerambientcolor = 255 255 255
playerrotation = -90 180 0
playerscale = 1
playerlaunchoffset = 0 0 25
playerbone = BIP01 R HAND
;
; dropped weapon
;
dropactor = Weapon\v_minigun.act
dropfillcolor = 255 255 255
dropambientcolor = 255 255 255
droprotation = 0 -90 0
dropoffset = -40.0 -60.0 35.0
dropscale = 2.0
dropgravity = true
drophidefromradar = true

;*********************************************************
; scrub
;*********************************************************
[scrub]
type = weapon
slot = 5
firerate = 2
catagory = projectile
projectile = shotgun_shell
attribute = enemy_health
ammunition = shotgun_shell
shotpermagazine = 8
ammopershot = 1
attacksound = Weapon\spas12.wav
reloadsound = Weapon\spas12_pump.wav
emptysound = Weapon\spas12_insertshell.wav
muzzleflash3rd = MuzzleFlash
allowlitcrosshair = true
crosshairlitcolor = 255 0 0 
recoilamount = -10
recoildecay = 40
;
; 1st Person
;
viewactor = Weapon\v_scrub.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -53.8 90.3 3.2
viewoffset = 1.8 -39.4 5.8
viewscale = 0.61
viewlaunchoffset = 0 0 35
viewlaunchbone = Bip01 R Hand
viewanimationspeed = 1
viewarmanim = idle
viewidleanim = idle
viewattackanim = idle
viewaltattackanim = idle
viewhitanim = idle
viewalthitanim = idle
viewwalkanim = idle
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 3
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 10
recoildecay = 5
bobamount = 10
viewreloadanim = idle
viewkeyreloadanim = idle
viewattackemptyanim = idle
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; 3rd person
;
playeractor = weapon\p_scrub.act
playerfillcolor = 128 128 128
playerambientcolor = 128 128 128
playerrotation = -90 180 0
playerscale = 1
playerlaunchoffset = 0 0 25
playerbone = BIP01 R HAND
;
; dropped weapon
;
dropactor = Weapon\v_scrub.act
dropfillcolor = 255 255 255
dropambientcolor = 255 255 255
droprotation = 0 -90 0
dropoffset = -40.0 -60.0 35.0
dropscale = 2.0
dropgravity = true
drophidefromradar = true

;*********************************************************
; Sprayer
;*********************************************************
[sprayer]
type = weapon
slot = 6
firerate = 0.5
catagory = projectile
projectile = ball
attribute = enemy_health
ammunition = ball
shotpermagazine = 8
ammopershot = 1
attacksound = Weapon\fire2.wav
reloadsound = Weapon\fanstop.wav
emptysound = Weapon\fireend2.wav
muzzleflash3rd = FlameThrower
allowlitcrosshair = true
crosshairlitcolor = 255 0 0 
recoilamount = -10
recoildecay = 40
;
; 1st Person
;
viewactor = Weapon\v_sprayer.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -53.8 90.3 3.2
viewoffset = 0.9 -39.1 4.7
viewscale = 0.61
viewlaunchoffset = 0 0 25
viewlaunchbone = Bip01 R Hand
viewanimationspeed = 1
viewarmanim = idle
viewidleanim = idle
viewattackanim = idle
viewaltattackanim = idle
viewhitanim = idle
viewalthitanim = idle
viewwalkanim = idle
muzzleflash = FlameThrower
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 1
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 10
recoildecay = 5
bobamount = 10
viewreloadanim = idle
viewkeyreloadanim = idle
viewattackemptyanim = idle
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; 3rd person
;
playeractor = Weapon\p_sprayer.act
playerfillcolor = 128 128 128
playerambientcolor = 128 128 128
playerrotation = -90 180 0
playerscale = 1
playerlaunchoffset = 0 0 25
playerbone = BIP01 R HAND
;
; dropped weapon
;
dropactor = Weapon\v_sprayer.act
dropfillcolor = 255 255 255
dropambientcolor = 255 255 255
droprotation = 0 -90 0
dropoffset = -40.0 -60.0 35.0
dropscale = 2.0
dropgravity = true
drophidefromradar = true




:roll:

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