Quote:
Originally Posted by ztorm
There's a couple annoying things I have to figure out before the TripleHead FOV fix is ready :/
-some CWeapon files don't seem to be used in solo mode, do these weapons exist in MP ? (demonstrike, flaregun...)
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Did a quick investigation on the demonstrike:
1-demonstrike is referenced in CActor:Electrize(), demonstrike.lua and Idemon.citem
1.1-CActor:Electrize() is referenced through a commented line and demonstrike.lua via
if Game.GMode == GModes.SingleGame then
if obj and obj._died and obj.Electrize then
obj:Electrize()
end
end
-->demonstrike is SP only
1.2-Idemon.citem is in the "Pickableitems" directory and contains "o.Model = "skull" "
-->WTF?! A pickable skull-demon shooting electric bolts??
Quote:
Originally Posted by ztorm
-"pushing back" hands/legs/weapons using the z pos works but some models (rigfles, MG) seem to squash, accordion-style against an invisible wall (i.e cannons look shorter than they should)
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OMGWTFBBQ: you just found how to make a 1d stretch !
Somehow I think it has something to do with weapons never going through walls (see below) and "tpp 1" (third person perspective) console command showing only a big box.
Quote:
Originally Posted by ztorm
-once they've been moved, Shadowhand's flame/ice glow + flamethrower tip FX don't stick to the models anymore. For example the flame does not appear around the Hand but somewhere between Simon and the crosshair... Positions of these effects seem to be linked to the crosshair or sth, so moving the emitters only adds to the mess...
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For the flamer light look for self._fxFire= BindFX(self._Entity, "flamerfireitem",0.1 , "ROOT", -0.48 , 0.72 , -0.5 )
where:
-"flamerfireitem" is the name of the effect
-0.1 is the scale
-"ROOT" is the hardpoint to which the effect is bound
--0.48 , 0.72 , -0.5 is the offset from the hp
The big problem is that the offset is not in gun coordinates, so you have to tweak it when you change o.Pos
[sights] If only the n***s at farm51 had put hardpoints at the right place, both we and they wouldn't have to use various time-consuming hacks to put FX at the right place.
list of hardpoints ("joints") in the vampgun/flamer/vampshotgun:
Code:
flamer_spawara
flamer1
gun
gun_root
j_cam_look
j_cam_pos
j_cam_up
joint1
joint10
joint2
joint3
joint4
joint5
joint6
joint7
joint8
joint9
k_index_root1
k_index4
k_index5
k_index6
k_kurek
k_middle_root1
k_middle4
k_middle5
k_middle6
k_point_root1
k_point4
k_point5
k_point6
k_ring_end1
k_ring_root1
k_ring3
k_ring4
k_root_hand3
k_root_hand4
k_root1
k_thumb_end1
k_thumb_root1
k_thumb3
k_thumb4
bonename magazine
rail
rocket_launcher1
ROOT
switch1
zamek1
zamek2
zamek3
zamek666
I banged my head badly on those when trying to setup the flamer fx for the left handed flamer. Most of those hp were flying about 2 meter in front of the gun, so when I put a flame there I can see it go through the walls. Ofc the gun itself never goes through wall, just its flame, great...
I'm going to investigate whether they wouldn't have messed up in the rotation/translation order.
** EDIT **
It's probably not translation/rotation but effect being in player OR camera coordinates insead of gun coordinates. Try putting:[WRONG THUS REMOVED] in utils.lua at line 905 instead of "PARTICLE.SetParentOffset(pfx,ox,oy,oz,joint,cox,c oy,coz,ax,ay,az)". I cannot confirm it works 'coz I got so angry at how they handle weapon/camera/player that I broke everything!

...now I can't turn the camera at all...
** END OF EDIT **
Quote:
Originally Posted by ztorm
But I don't mean to hijack your post. Big kudos for the release 
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happy that way? (my only regret is that people won't notice the other thread anymore)