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pick-up weadon problem #121030
04/02/07 17:24
04/02/07 17:24
Joined: Jan 2007
Posts: 295
Portugal
Sam_Be Offline OP
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Sam_Be  Offline OP
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Posts: 295
Portugal
hi
i wanted to give my weapons a material-script so i put the models in my level with a material an with the pickup-script. i set all weapons by "start with the weapon" in the weapon.hud script to "fals". so now when i start the level there is only one weapon i can use and the pickup funktion does not work. (the weapon disappear and i can hear the sound but i can't use the weapon)
so has anyone why this is so?
sam


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Re: pick-up weadon problem [Re: Sam_Be] #121031
04/02/07 20:18
04/02/07 20:18
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
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Doug  Offline
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My guess is that the model is scaled or positioned so it can't be seen when held.

Does the weapon show up when you start with it?


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Re: pick-up weadon problem [Re: Doug] #121032
04/03/07 03:34
04/03/07 03:34
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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Blink  Offline

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i think he should open the weapons defaulted in the template_6 folder, and scale his own weapons down to the same scale. i had the same problem a long while ago.


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Re: pick-up weadon problem [Re: Blink] #121033
04/03/07 06:53
04/03/07 06:53
Joined: Jan 2007
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Portugal
Sam_Be Offline OP
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@Doug
no the don't show up and i use my weapons!
@Blink
i use the shooter projekt and not the templet_6. and how do i have to "scale" my weapons, and for what???
thanks a lot
sam


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Re: pick-up weadon problem [Re: Sam_Be] #121034
04/03/07 20:15
04/03/07 20:15
Joined: Jul 2000
Posts: 8,973
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Doug Offline
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Doug  Offline
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I think Blink has the right idea.
You need to open your weapon model and the template_6 weapon model in MED. See how they are different and adjust your weapon model to look more like the template_6 one.


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Re: pick-up weadon problem [Re: Doug] #121035
04/03/07 20:49
04/03/07 20:49
Joined: Jan 2007
Posts: 295
Portugal
Sam_Be Offline OP
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do you think that works? well i don't want to make my weapons so small like the one from the template.
if you think, for example, the weapon is behind the player or something like that, then i can say that this isn't happening. when i set the script to start with the weapons then they are in the right position.
thanks for responding
sam


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Re: pick-up weadon problem [Re: Sam_Be] #121036
04/03/07 20:59
04/03/07 20:59
Joined: Jan 2007
Posts: 295
Portugal
Sam_Be Offline OP
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Sam_Be  Offline OP
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Portugal
another question: how can i set a matirial to a weapon? not a pickup weapon but a weapon which i start.??
cuz that way isn't very good:
" pick-up weadon problem
#741564 - Mon Apr 02 2007 07:24 PM Edit Reply Quote Quick Reply



hi
i wanted to give my weapons a material-script so i put the models in my level with a material an with the pickup-script.
"
sam


GS-Extra Looking for a scripter Suche einen scripter. Estou a procura de um "Scripter".
Re: pick-up weadon problem [Re: Sam_Be] #121037
04/07/07 19:54
04/07/07 19:54
Joined: Aug 2006
Posts: 652
Netherlands
bstudio Offline
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well, in WED you can add materials to models. If you wan't to assign a material to a model wich is attached, place this in your model action:
Code:

action your_weapon_action
{
//previous code goes here
//and add this:
my.material = your_material_name;
}



Last edited by bstudio; 04/07/07 19:54.

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Re: pick-up weadon problem [Re: bstudio] #121038
04/08/07 08:44
04/08/07 08:44
Joined: Jan 2007
Posts: 295
Portugal
Sam_Be Offline OP
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Sam_Be  Offline OP
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Portugal
thanks!
do i have to open the weaponHUD with sed and put your code there??'??
and do i have to replace "your_material_name" with my material name or with the material code??
sam


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Re: pick-up weadon problem [Re: Sam_Be] #121039
04/11/07 13:06
04/11/07 13:06
Joined: Aug 2006
Posts: 652
Netherlands
bstudio Offline
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with the material name (as the code says)


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