emplaced guns

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emplaced guns

Postby J.J » 04-17-2007 05:57 AM

i made a new emplaced gun in 3ds max ,but i need to get it to work
but not sure wich attachment point to name them in 3ds so i can get my gun to work in game.. does any have a list of what to name my attachment boxes?

and what else to do?
J.J
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Posts: 140
Joined: 04-12-2007 11:42 AM

items def weapons def

Postby J.J » 04-30-2007 09:56 AM

heres my items def.
begin "dual60 cal (guns)"
id 104089
type object
graphic JJ_dualm60
attrib: EWeap forceasset StaticShadow
HP 10
armor -1
phrase_set 4
ai_function ewep
move_function ewep
render_function ewep
disk_function EMPLACE
primary_weapon WPN_JJ_dualm60
weaplbup bullet01
weaplmup mflash01
weaplcup bcasing01
weaprbup bullet01
weaprmup mflash01
weaprcup bcasing01
end

in the waepons def

weapon "WPN_JJ_dualm60"
category 11
rank 0
statid 900

round_type "50cal"
clipsize -1
startrounds 500
error 0.063 0.063 0.063 0.063 0.063 0.063
targetpitchmax 15
targetpitchmin 45
targetyawrange 180

vmacrotoken 50cal
launchuserpoint camera

heat_values 2,4
heat_effect heat, .5, 30, 60

animadm b50_1st
gfx1 H50_1st

attachtextid attach_50cal
crosshair 50cal.tga
hudicon h_50cal.tga

flags auto
flags Emplaced
pos -66 0 -157 0 0 0
scope_max_zero 1 100 100 1


action "idle"
function wpn_std_idle
anim anim_wpn_idle
end

action "fire"
anim anim_wpn_fire
soundsetend GS_50CAL
delayend auto
function wpn_std_fire
particle Effect_MiniMuz
particleuserpoint mflash01
end

action "recoil"
delayend 1
soundsetend GF_MGUN_CASING
function wpn_std_recoil
particle Effect_50Calcasing
particleuserpoint bcasing
end

action "reload"
delayend 0
function wpn_std_reload
end

action "empty"
soundset DRY_MG
delayend 0
function wpn_std_empty
end

action "switchto"
delaystart 1
delayend 1
function wpn_std_switchto
end

action "switchfrom"
delaystart 1
delayend 1
function wpn_std_switchfrom
end

action "overheated"
anim anim_wpn_idle
delaystart 1
delayend 1
function wpn_std_emptyidle
particleuserpoint heat
particle fx_overheat1
end
J.J
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Posts: 140
Joined: 04-12-2007 11:42 AM

i

Postby J.J » 05-01-2007 04:29 AM

i used the UPG01 usegun and i see the attach point but when i attach to it i get a sys dump

please help
J.J
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Posts: 140
Joined: 04-12-2007 11:42 AM

now

Postby J.J » 05-02-2007 03:34 AM

i did some changes in the oed and i can attach to it and i see the m50 on the hud.
but when i shoot i have the handgun
J.J
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Posts: 140
Joined: 04-12-2007 11:42 AM

Postby loa » 05-02-2007 08:27 AM

i know your busting your butt on this, theres a few missing boxes you need to add to your model in max, you need a camera box, you need the attachment box, you need 3 rotation boxes and crud im not sure what else im still trying to rescue old files off a bad drive but time is allways a issue
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Postby loa » 05-02-2007 08:37 AM

oh yeah the camera box should be placed over the stock of the gun as if that is your view that you would see it from, just like the seat boxes in cars this must face the correct direction
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hmm

Postby J.J » 05-02-2007 08:37 AM

camara box and rotaion boxes whats the name on those.. cant see any names like camara on the superoed tut..
J.J
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Postby loa » 05-02-2007 09:03 AM

lol try upg# camera

and rotation boxes should be kept simple like ~01 a _02 centre
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now

Postby J.J » 05-02-2007 11:13 AM

i did that . and i attach nice to the gun but it still wont shoot hehe. still have the guns that i have before i enter the emplaced weapon

LoA if u can check it out for me i could send it to u on icq if u have time ..
since it only u who knows guns
J.J
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Postby loa » 05-02-2007 11:20 AM

dont forget the bullet box, which actualy is the point the bullet leaves the gun
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hmm

Postby J.J » 05-02-2007 11:44 AM

and thx for telling me that now lol

is there any other stuff i have to mae as well??

and what should i name these boxes m8

i know its many stupid Q here but theres no other way to learn .
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Postby loa » 05-02-2007 02:43 PM

upg# bullet upg# mflash upg#bcassing
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cheers LoA

Postby J.J » 05-02-2007 03:37 PM

thx again:)
but i cant use it still :(
i attach a pic so u can see the 3ds names
J.J
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Posts: 140
Joined: 04-12-2007 11:42 AM

Postby loa » 05-02-2007 03:51 PM

well i can tell the names on your items are insane like 01.cylander long names are no good try stull like 01 a 01 b and so on
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now

Postby J.J » 05-03-2007 04:22 AM

now i renamed them and nothing has change:(

still have my handgun when i attach to my emplaced gun
J.J
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Posts: 140
Joined: 04-12-2007 11:42 AM

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