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Re: HALO Style Weapon System

Posted: Sun Jun 14, 2009 9:43 am
by metal_head
Thaks, I think that integrating the script in the death order of the pawn would be the best thing that I could make.
And about question number one, I think that showing a screen won't be a bad Idea, just take a look, however I rotate the pawn, the weapon accessory stays unaffected by the rotation and it looks really unreallistic, I'll need to use different rotations for the guns in the game and even a vertical rotation in the weapon deploys (or whatever's it called :D )

Re: HALO Style Weapon System

Posted: Mon Jun 15, 2009 2:44 pm
by Juutis
Indeed, the accessory rotation seems a bit weird. I found two solutions to it:

1) Change the accessories to pawn weapons. Weapons can be rotated with the actorrotation line in pawn.ini. All you need to do is change the type of all your accessories to 'weapon' and change every AttachAccessory() command in your scripts to SetWeapon().

2) Rotate the weapon in the modeler so you don't need to rotate it in RF.

Re: HALO Style Weapon System

Posted: Mon Jun 15, 2009 2:57 pm
by metal_head
Thanks, I'll do it (that way it won't appear on the radar too I think)! What if I want to rotate the weapon vertically (pointing upwards) would this work, or it will rotate only horizontaly?

Re: HALO Style Weapon System

Posted: Mon Jun 15, 2009 3:55 pm
by Juutis
You should be able to rotate it to any direction you like.