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I need help with guns

Posted: Wed Sep 28, 2005 1:45 am
by Microman171
Please give me some kind of tutorial to put weapons into RF I have looked over the docs and I can't figure it out I use RF 072A so I need a tutorial to help put a gun in that version so I can have ammo in the inventory and a gun in the inventory and so it works with the virgil actor. I don't know if that will work so if not then use the actor ernie.act from RF 070 in the new RF 072A

Posted: Wed Sep 28, 2005 9:11 pm
by Microman171
I've figured it all out and now only need help with two things:
1: I need an actor with the animations reffered to in the wepons.ini
2: I need some help on the gun because it used to come into the game and now it dosn't

Just in case it helps here is the ini file

Code: Select all

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

;[GL_Grenade]
;type = projectile
;actor = projectile\w_GLround.act
;rotation = -90 180 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 = 75
;altdamage = 35
;explosionradius = 128
;explosiondamage = 75
;movesound = player\\move2.wav
;impactsound = explode\\explode3.wav

[pistolbullet]
type = projectile
actor = proj.act
rotation = -90 180 0
scale = .1
gravity = false
bounce = false
speed = 3000
lifetime = 1
boundingbox = 0.1
bonelevel = false
explosion = BulletExplosion
actorexplosion = BulletExplosion
shakeamount = 5
shakedecay = 2
decal = 0
damage = 30
altdamage = 30
explosionradius = 10
explosiondamage = 1
movesound = smash.wav
impactsound = smash.wav

;[shotgun_shell]
;type = projectile
;actor = Projectile\rifleshell_big.act
;rotation = -90 180 0
;scale = 0.1
;gravity = false
;bounce = false
;speed = 2500
;lifetime = 1
;boundingbox = 3
;bonelevel = true
;explosion = Shotgun_Explosion
;actorexplosion = Shotgun_ActorExplosion
;damage = 80
;altdamage = 50
;shakeamount = 10
;shakedecay = 5
;explosionradius = 256
;explosiondamage = 0
;decal = 0
;attachactor = true
;movesound = player\\move2.wav
;impactsound = impact\\ricochet\1.wav

;[556mm_shell]
;type = projectile
;actor = Projectile\w_bullet.act
;rotation = -90 180 0
;scale = 0.1
;gravity = false
;bounce = false
;speed = 6000
;lifetime = 1
;boundingbox = 0.1
;explosion = 556mm_Explosion
;actorexplosion = 556mm_ActorExplosion
;damage = 65
;altdamage = 60
;shakeamount = 15
;shakedecay = 5
;explosionradius = 256
;explosiondamage = 0
;decal = 0
;bonelevel = true
;attachactor = true
;movesound = player\\move2.wav
;impactsound = impact\\ricochet\1.wav

;[10mm_shell]
;type = projectile
;actor = Projectile\w_bullet.act
;rotation = -90 180 0
;scale = 0.1
;gravity = false
;bounce = false
;speed = 6000
;lifetime = 1
;boundingbox = 0.1
;explosion = 556mm_Explosion
;actorexplosion = 556mm_ActorExplosion
;damage = 65
;altdamage = 60
;shakeamount = 15
;shakedecay = 5
;explosionradius = 256
;explosiondamage = 0
;decal = 0
;bonelevel = true
;attachactor = true
;movesound = player\\move2.wav
;impactsound = impact\\ricochet\1.wav

;
; Disk projectile
;

;[disk]
;type = projectile
;actor = projectile\disk.act
;rotation = -90 180 0
;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 = 75
;altdamage = 20
;explosionradius = 256
;explosiondamage = 50
;decal = 0
;movesound = player\\move2.wav
;impactsound = impact\\explosion\\big2a.wav

;
; Fireball projectile
;

;[ball]
;type = projectile
;actor = projectile\w_bullet.act
;rotation = -90 180 0
;scale = 1
;gravity = false
;bounce = false
;speed = 1500
;lifetime = 3
;boundingbox = 2
;explosion = RocketExplosion
;actorexplosion = RocketExplosion
;shakeamount = 5
;shakedecay = 5
;bonelevel = true
;damage = 65
;altdamage = 10
;explosionradius = 256
;explosiondamage = 35
;decal = 0
;attachactor = true
;movesound = player\\move2.wav
;impactsound = impact\\explosion\\cluster2a.wav

;
; Player Weapons
;

;
; 9mm AR pistol
;
; This will only appear as a first person view weapon
;

[9mmAR]
type = weapon
slot = 1
firerate = .25
catagory = projectile
projectile = pistolshell
muzzleflash3rd = PMuzzleFlash
attribute = health
ammunition = pistolshell
ammopershot = 1
shotpermagazine = 15
worksunderwater = true
attacksound = bulletfire.wav
reloadsound = loadclip.wav
emptysound = emptychamber.wav

;
; 1st person
;
viewactor = v9mmAR.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -3.79 93.30 3.20
viewoffset = 2.40 -38.90 6.70
viewscale = 0.61
viewlaunchoffset = -5 3.5 20
viewlaunchbone = bang
viewanimationspeed = 1
viewarmanim = Reload
viewidleanim = Idle
viewattackanim = Shoot
viewaltattackanim = Shoot
viewhitanim = hit1
viewalthitanim = hit2
viewwalkanim = Walk
muzzleflash = PMuzzleFlash
crosshair = crosshairs\pistol.bmp
crosshairalpha = crosshairs\a_pistol.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 5
zoomoverlay = crosshairs\pistol.bmp
zoomoverlayalpha = crosshairs\a_pistol.bmp
allowzoommove = false
recoilamount = 10
recoildecay = 5
bobamount = 20
viewreloadanim = Reload
viewkeyreloadanim = Idle
viewattackemptyanim = Shoot
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; 3rd person
;
;playeractor = v9mmAR.act
;playerfillcolor = 256 256 256
;playerambientcolor = 256 256 256
;playerrotation = 0 180 0
;playerscale = 1
;playerlaunchoffset = 0 0 15
;playerbone = Line02

;
; Grenade Launcher
;

;[c8]
;type = weapon
;slot = 1
;firerate = 1.5
;catagory = projectile
;projectile = GL_Grenade
;muzzleflash3rd = MuzzleFlash
;attribute = 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\default\v_scattergun.act
;viewfillcolor = 255 255 255
;viewambientcolor = 255 255 255
;viewrotation = -3.79 93.30 3.20
;viewoffset = 2.40 -38.90 6.70
;viewscale = 0.61
;viewlaunchoffset = -5 3.5 20
;viewlaunchbone = Bip01 R Hand
;viewanimationspeed = 1
;viewarmanim = arm
;viewidleanim = idle
;viewattackanim = Shoot2
;viewaltattackanim = Shoot1
;viewhitanim = hit1
;viewalthitanim = hit2
;viewwalkanim = walk
;muzzleflash = MuzzleFlash1
;crosshair = crosshair.bmp
;crosshairalpha = a_crosshair.bmp
;crosshairfixed = false
;allowlitcrosshair = true
;crosshairlitcolor = 255 0 0
;zoomamount = 5
;zoomoverlay = zoomlow.bmp
;zoomoverlayalpha = a_zoomlow.bmp
;allowzoommove = false
;recoilamount = 10
;recoildecay = 5
;bobamount = 20
;viewreloadanim = idle
;viewkeyreloadanim = idle
;viewattackemptyanim = idle
;environmentmapping = false
;allmaterial = false
;percentmapping = 0
;percentmaterial = 0
;
; 3rd person
;
;playeractor = weapon\default\p_scattergun.act
;playerfillcolor = 256 256 256
;playerambientcolor = 256 256 256
;playerrotation = 0 180 0
;playerscale = 1
;playerlaunchoffset = 0 0 15
;playerbone = Bip01 R Hand

;
; Disk Launcher
;

;[DiskLauncher]
;type = weapon
;slot = 2
;firerate = 1
;catagory = projectile
;projectile = disk
;muzzleflash3rd = MuzzleFlash
;attribute = 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\default\v_disklauncher.act
;viewfillcolor = 255 255 255
;viewambientcolor = 255 255 255
;viewrotation = -3.79 93.30 3.20
;viewoffset = 2.40 -38.90 6.30
;viewscale = 0.61
;viewlaunchoffset = -5 3.5 20
;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 = 5
;zoomoverlay = zoomlow.bmp
;zoomoverlayalpha = a_zoomlow.bmp
;allowzoommove = false
;recoilamount = 10
;recoildecay = 5
;bobamount = 20
;viewreloadanim = idle
;viewkeyreloadanim = idle
;viewattackemptyanim = idle
;environmentmapping = false
;allmaterial = false
;percentmapping = 0
;percentmaterial = 0
;
; 3rd person
;
;playeractor = weapon\default\p_disklauncher.act
;playerfillcolor = 256 256 256
;playerambientcolor = 256 256 256
;playerrotation = 0 180 0
;playerscale = 1
;playerlaunchoffset = 0 0 15
;playerbone = Bip01 R Hand

;
; Sniper
;

;[sniper]
;type = weapon
;slot = 3
;firerate = 0.2
;catagory = projectile
;projectile = 556mm_shell
;attribute = health
;ammunition = 556mm_shell
;ammopershot = 1
;shotpermagazine = 30
;attacksound = Weapon\\car-1.wav
;emptysound = Weapon\\dryfire_rifle.wav
;reloadsound = Weapon\\rifle_reload.wav
;muzzleflash3rd = MuzzleFlash
;
; 1st Person
;
;viewactor = Weapon\default\v_sniper.act
;viewfillcolor = 255 255 255
;viewambientcolor = 255 255 255
;viewrotation = -3.79 93.30 3.20
;viewoffset = 2.40 -38.90 4.70
;viewscale = 0.61
;viewlaunchoffset = -5 3.5 20
;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 = 5
;zoomoverlay = zoomlow.bmp
;zoomoverlayalpha = a_zoomlow.bmp
;allowzoommove = false
;recoilamount = 10
;recoildecay = 5
;bobamount = 20
;viewreloadanim = idle
;viewkeyreloadanim = idle
;viewattackemptyanim = idle
;environmentmapping = false
;allmaterial = false
;percentmapping = 0
;percentmaterial = 0
;
; 3rd person
;
;playeractor = weapon\default\p_sniper.act
;playerfillcolor = 256 256 256
;playerambientcolor = 256 256 256
;playerrotation = 0 180 0
;playerscale = 1
;playerlaunchoffset = 0 0 15
;playerbone = Bip01 R Hand

;
; minigun
;

;[minigun]
;type = weapon
;slot = 4
;firerate = 0.1
;catagory = projectile
;projectile = 10mm_shell
;attribute = health
;ammunition = 10mm_shell
;ammopershot = 1
;shotpermagazine = 30
;attacksound = Weapon\\hmg-1.wav
;emptysound = Weapon\\dryfire_rifle.wav
;reloadsound = Weapon\\rifle_reload.wav
;muzzleflash3rd = MuzzleFlash
;
; 1st Person
;
;viewactor = Weapon\default\v_minigun.act
;viewfillcolor = 255 255 255
;viewambientcolor = 255 255 255
;viewrotation = -3.79 93.30 3.20
;viewoffset = 2.40 -38.90 7.20
;viewscale = 0.61
;viewlaunchoffset = 1.5 2.5 20
;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 = 5
;zoomoverlay = zoomlow.bmp
;zoomoverlayalpha = a_zoomlow.bmp
;allowzoommove = false
;recoilamount = 10
;recoildecay = 5
;bobamount = 20
;viewreloadanim = idle
;viewkeyreloadanim = idle
;viewattackemptyanim = idle
;environmentmapping = false
;allmaterial = false
;percentmapping = 0
;percentmaterial = 0
;
; 3rd person
;
;playeractor = weapon\default\p_minigun.act
;playerfillcolor = 255 255 255
;playerambientcolor = 255 255 255
;playerrotation = 0 180 0
;playerscale = 1
;playerlaunchoffset = 0 0 15
;playerbone = Bip01 R Hand

;[scattergun]
;type = weapon
;slot = 5
;firerate = 2
;catagory = projectile
;projectile = shotgun_shell
;attribute = health
;ammunition = shotgun_shell
;shotpermagazine = 8
;ammopershot = 1
;attacksound = Weapon\\spas12-1.wav
;reloadsound = Weapon\\spas12_pump.wav
;emptysound = Weapon\\spas12_insertshell.wav
;crosshair = crosshairs\rocket.bmp 
;crosshairalpha = crosshairs\a_rocket.bmp
;crosshairfixed = false
;muzzleflash3rd = MuzzleFlash
;allowlitcrosshair = true
;crosshairlitcolor = 255 0 0 
;recoilamount = -10
;recoildecay = 40
;
; 1st Person
;
;viewactor = Weapon\default\v_scrub.act
;viewfillcolor = 255 255 255
;viewambientcolor = 255 255 255
;viewrotation = -3.79 93.30 3.20
;viewoffset = 2.40 -38.90 4.70
;viewscale = 0.61
;viewlaunchoffset = -5 3.5 20
;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 = 5
;zoomoverlay = zoomlow.bmp
;zoomoverlayalpha = a_zoomlow.bmp
;allowzoommove = false
;recoilamount = 10
;recoildecay = 5
;bobamount = 20
;viewreloadanim = idle
;viewkeyreloadanim = idle
;viewattackemptyanim = idle
;environmentmapping = false
;allmaterial = false
;percentmapping = 0
;percentmaterial = 0
;
; 3rd person
;
;playeractor = weapon\default\p_scrub.act
;playerfillcolor = 128 128 128
;playerambientcolor = 128 128 128
;playerrotation = 0 180 0
;playerscale = 1
;playerlaunchoffset = 0 0 15
;playerbone = Bip01 R Hand

;[sprayer]
;type = weapon
;slot = 6
;firerate = 2
;catagory = projectile
;projectile = ball
;attribute = health
;ammunition = ball
;shotpermagazine = 8
;ammopershot = 1
;attacksound = Weapon\\fire2.wav
;reloadsound = Weapon\\fanstop.wav
;emptysound = Weapon\\fireend2.wav
;crosshair = crosshairs\rocket.bmp 
;crosshairalpha = crosshairs\a_rocket.bmp
;crosshairfixed = false
;muzzleflash3rd = MuzzleFlash
;allowlitcrosshair = true
;crosshairlitcolor = 255 0 0 
;recoilamount = -10
;recoildecay = 40
;
; 1st Person
;
;viewactor = Weapon\default\v_sprayer.act
;viewfillcolor = 255 255 255
;viewambientcolor = 255 255 255
;viewrotation = -3.79 93.30 3.20
;viewoffset = 2.40 -38.90 4.70
;viewscale = 0.61
;viewlaunchoffset = -5 3.5 20
;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 = 5
;zoomoverlay = zoomlow.bmp
;zoomoverlayalpha = a_zoomlow.bmp
;allowzoommove = false
;recoilamount = 10
;recoildecay = 5
;bobamount = 20
;viewreloadanim = idle
;viewkeyreloadanim = idle
;viewattackemptyanim = idle
;environmentmapping = false
;allmaterial = false
;percentmapping = 0
;percentmaterial = 0
;
; 3rd person
;
;playeractor = weapon\default\p_sprayer.act
;playerfillcolor = 128 128 128
;playerambientcolor = 128 128 128
;playerrotation = 0 180 0
;playerscale = 1
;playerlaunchoffset = 0 0 15
;playerbone = Bip01 R Hand

Posted: Wed Sep 28, 2005 10:10 pm
by Microman171
I no longer need help with number two all I need now is an actor with the correct animations

Posted: Thu Sep 29, 2005 8:24 pm
by Microman171
I have figured everything out all I need now is to get the crosshairs to work

Posted: Thu Sep 29, 2005 10:28 pm
by AndyCR
i almost got stuck on crosshairs once; they need to be enabled in the menu of rf itself.

Posted: Fri Sep 30, 2005 5:03 am
by Microman171
how do I do that?

easy

Posted: Fri Sep 30, 2005 6:18 am
by gekido
just run rf, go into the options menu and then 'advanced options' - you'll see 'use crosshair' - this will turn on crosshairs to start with.

then you can define custom crosshairs for each weapon via the ini files.

Posted: Sun Oct 02, 2005 8:33 am
by Microman171
Thanks guys now my last problem is how do I get it t work in First Person???

Posted: Mon Oct 03, 2005 12:08 am
by Microman171
Please help, The player works in 3rd person and the gun works to but I need it to work in 1st person I have the crosshairs turned on and all of that but it doesn't work in 1st person. eg: the gun isn't there. also how do I use the genericmonster script on xanibot so he kills me rather than says you were discovered and so that I can kill him.

Posted: Mon Oct 03, 2005 1:05 am
by AndyCR
do you have this area filled in for the weapon? (example here)

Code: Select all

; 1st Person
;
;viewactor = Weapon\default\v_scrub.act
;viewfillcolor = 255 255 255
;viewambientcolor = 255 255 255
;viewrotation = -3.79 93.30 3.20
;viewoffset = 2.40 -38.90 4.70
;viewscale = 0.61
;viewlaunchoffset = -5 3.5 20
;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 = 5
;zoomoverlay = zoomlow.bmp
;zoomoverlayalpha = a_zoomlow.bmp
;allowzoommove = false
;recoilamount = 10
;recoildecay = 5
;bobamount = 20
;viewreloadanim = idle
;viewkeyreloadanim = idle
;viewattackemptyanim = idle
;environmentmapping = false
;allmaterial = false
;percentmapping = 0
;percentmaterial = 0 

Posted: Mon Oct 03, 2005 6:21 am
by Microman171
yes I do

Posted: Mon Oct 03, 2005 10:21 pm
by AndyCR
hmm. can you shoot said weapon? ie does the hud show bullets going down? if so, its probably the actor file not haveing the right positioning / scale /rotation settings; if you got it from another rf demo or something, make sure your scale/rotation/positioning settings under the 1st person section of the weapon match those of the demo's weapon.ini.

Posted: Tue Oct 04, 2005 12:24 am
by ZenBudha
Yeah that was the big problem I always ran in to was the weapon would be under the player rather than in front. So you just couldn't see it.

Same thing with RF offsetting any actor created. The trick to make life easier is before exporting make sure in what ever modelling program you use that the object is centered at 0, 0, 0 grid coordinates.

Otherwise especially with weapons you will never get them aligned right. Also with weapons I find it best to center the weapon to 0, 0, 0 where the player would be holding the weapon. For example if it's a pistol then put the center of the pistol grip at 0, 0, 0.

Like everything else the 1st time you do something it's a hassle. After you get it working once though it's easy after that.

Posted: Tue Oct 04, 2005 2:06 am
by Microman171
Sadley the gun doesn't fire at all no sound no ammo decrease but it does work in 3rd person here is the code I use for the gun:

Code: Select all

[9mmAR]
type = weapon
slot = 1
firerate = 0.25
catagory = projectile
projectile = pistolbullet
attribute = health
ammunition = pistolbullet
ammopershot = 1
shotpermagazine = 15
attacksound = bulletfire.wav
emptysound = emptychamber.wav
reloadsound = reload3.wav
muzzleflash3rd = PMuzzleFlash
;
; 1st Person
;
viewactor = p9mmAR.act
viewfillcolor = 128 128 128
viewambientcolor = 128 128 128
viewrotation = -8 97.8 30.4
viewoffset = 3.1 -2.3 -2.4
viewscale = 0.3
viewlaunchoffset = 0 0 0
viewlaunchbone = bang
viewanimationspeed = 1
viewarmanim = Arm
viewidleanim = idle
viewattackanim = Shoot
viewaltattackanim = ShootAlt
viewhitanim = Hit
viewalthitanim = HitAlt
viewwalkanim = Walk
muzzleflash = PMuzzleFlash
crosshair = crosshairs\pistol.bmp
crosshairalpha = crosshairs\a_pistol.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 5
zoomoverlay = crosshairs\pistol.bmp
zoomoverlayalpha = crosshairs\a_pistol.bmp
allowzoommove = false
recoilamount = 5
recoildecay = 10
bobamount = 20
viewreloadanim = Reload
viewkeyreloadanim = Reload
viewattackemptyanim = Shoot
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
;
; 3rd person
;
playeractor = p9mmAR.act
playerfillcolor = 128 128 128
playerambientcolor = 128 128 128
playerrotation = 0 180 0
playerscale = 1
playerlaunchoffset = 0 0 10
playerbone = Line02
And the actor I use is ernie.act

And also I have the in-game screen included.

Posted: Tue Oct 04, 2005 2:33 am
by ZenBudha
I know that 1st person weapons must have Arm, Fire, and Reload animations in order to work properly. While in 3rd person they will use the characters firing animations.

I'm not sure of the exact animation names. Best check it with actorviewer to get the correct ones.

Also you should use a seperate actor for 1st and 3rd person weapons. Thats why you see v_pistol and p_pistol
One is for 3rd person, and the other is for 1st person.