Re: Ain't got time pfhor this...
You're supposed to define the weapon's type in the weap tag, though for some reason most of them are missing from all versions of Guerilla (i'm basing this on the editor defs in HMT 3.5 which have a fuckton more weapon types).
I was sorta looking into the weap tag structure to find out how to quickly find the offset. Nothing at a quick glance.
It gets weapons based on predetermined slots in the Cheat Weapons block in globals.globals.
Re: Ain't got time pfhor this...
If it's possible to modify the map using HMT 3.5 I may try that.
I did notice the Weapon Type in the tags, but there were only like four selections, none of which consisted of sniper rifle, pistol, etc.
Re: Ain't got time pfhor this...
Alpha release on first page, please report any bugs.
Known issues:
Weapon animations in anything more than 70 FOV is fubar
TOZT-7 flames point down
Fusion Pistol empty reload limit
Props:
CLS_Grunt - Biped
BeachParty Clan - HUD work/helps
P0lar Bear - HUD help
Bungie - Everything :)
Re: Ain't got time pfhor this...
List all the weapon in globals. Put the spnkr on the rocket launcher slot and the railgun on the sniper rifle slot.
1 Attachment(s)
Re: Ain't got time pfhor this...
Quote:
Originally Posted by
t3h m00kz
Alpha release on first page, please report any bugs.
Known issues:
TOZT-7 flames point down
I told you how to fix that :v:
e: I imported the tozt-7 model with nodes and markers as well as the halo flamethrower and compared. Here's your issue, I rotated or moved nothing:
Attachment 115
Re: Ain't got time pfhor this...
Was pretty fun playing by myself, especially since i've never played Marathon before.
Only error I could find was this:

Re: Ain't got time pfhor this...
Yeah that's Grunt's biped, I'll ask him to fix it up
Re: Ain't got time pfhor this...
Polar, I've got the Tozt-7 fixed. It's rotated properly. doing so didn't affect FP animations. Also I've been successful in getting a railgun start for the Snipers gametype, and a Spnkr start for the Rockets gametype. Props to you dawg.
I've also re-uploaded the alpha build, this one should have working gametype weapons and better weapon balance. Sorry for the second upload, this is something I wanted the original to have. Thanks to Polar, the features are now implemented. So, here you go.
http://www.yousendit.com/download/Yk...YSt5Ukd4dnc9PQ
http://rapidshare.com/files/27537482...Alpha.zip.html
http://www.megaupload.com/?d=IL2UNZ29
Re: Ain't got time pfhor this...
Thank inferno for the weapons, actually. He posted that and I went around asking about it, got confirmation.
The weapon types, on the other hand, are used to make the weapons behave certain ways cosmetically.
Re: Ain't got time pfhor this...
ah, I guess that makes sense. I did noticed the reload-enter and reload-exit animations only work if the weapon type is set to "Shotgun"