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Thread: Ain't got time pfhor this...

  1. #81
    Back for the Russian Halo p0lar_bear's Avatar
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    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.
    Last edited by p0lar_bear; September 3rd, 2009 at 05:35 PM.
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  2. #82

    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.
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  3. #83

    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
    Last edited by t3h m00kz; September 3rd, 2009 at 02:22 PM.
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  4. #84
    Untruely Bannable~ Inferno's Avatar
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    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.
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  5. #85
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: Ain't got time pfhor this...

    Quote Originally Posted by t3h m00kz View Post
    Alpha release on first page, please report any bugs.

    Known issues:
    TOZT-7 flames point down
    I told you how to fix that

    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:

    Click image for larger version. 

Name:	whatswrong.png 
Views:	102 
Size:	42.3 KB 
ID:	115
    Last edited by p0lar_bear; September 3rd, 2009 at 06:40 PM.
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  6. #86
    Next time, we eat Rudolph ThePlague's Avatar
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    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:
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  7. #87

    Re: Ain't got time pfhor this...

    Yeah that's Grunt's biped, I'll ask him to fix it up
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  8. #88

    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
    Last edited by t3h m00kz; September 3rd, 2009 at 10:42 PM.
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  9. #89
    Back for the Russian Halo p0lar_bear's Avatar
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    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.
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  10. #90

    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"
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