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Author Topic: HELP! CustomWeapon "FireMode" HUD issue  (Read 2228 times)

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Offline sergey847

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HELP! CustomWeapon "FireMode" HUD issue
« on: September 28, 2012, 06:15:22 AM »
これはグーグル翻訳です。ごめんなさい。
This is a Google translation. I'm sorry.

カスタム武器の"FireMode"の切り替えを表示する右下の赤いマーク
A red mark on the lower right to show the switching of "FireMode" of custom weapons

This mark.

このマークが表示されません。
This mark does not appear.

smodとカスタム武器のファイルは別の場所にあります。
CustomWeapon file and SMOD is located in a different location.

カスタム武器をSMODに上書きしたくありません。
I don't want to overwrite the CustomWeapon to SMOD.

どうしたらいいでしょうか?
How do I do I?
« Last Edit: September 28, 2012, 08:29:47 AM by sergey847 »
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Offline Counter-Life™

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Re: HELP! CustomWeapon "FireMode" HUD issue
« Reply #1 on: September 28, 2012, 12:54:36 PM »
I now this problem, I once had it, dunno what I did to fix it.
« Last Edit: September 28, 2012, 12:58:54 PM by Counter-Life™ »

Offline sergey847

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Re: HELP! CustomWeapon "FireMode" HUD issue
« Reply #2 on: September 28, 2012, 02:21:11 PM »
Thanks for your quick reply!

Umm... This might be a little difficult problem...
When I overwrite it, the red mark is displayed correctly. Is it the only way...? :'(
SMOD is pride of Japanese MODs

Offline alvaol62

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Re: HELP! CustomWeapon "FireMode" HUD issue
« Reply #3 on: September 28, 2012, 03:24:21 PM »
Thanks for your quick reply!

Umm... This might be a little difficult problem...
When I overwrite it, the red mark is displayed correctly. Is it the only way...? :'(

ここにコードを貼り付けてください、私はそれを見てみることができます。

Please paste the code here, so I can take a look at it.

Offline sergey847

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Re: HELP! CustomWeapon "FireMode" HUD issue
« Reply #4 on: September 28, 2012, 11:02:22 PM »
OK, this is script.

Code: [Select]
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "M16A2"
"viewmodel" "models/weapons/v_rif_m4a1.mdl"
"playermodel" "models/weapons/w_rif_m4a1.mdl"
"anim_prefix" "ar2"
"bucket" "3"
"bucket_position" "1"

"clip_size" "30"
"clip2_size" "-1"

"default_clip" "30"
"default_clip2" "-1"

"primary_ammo" "CustomAmmo3"
"secondary_ammo" "None"

"weight" "50"
"item_flags" "0"

"BuiltRightHanded" "0"
"AllowFlipping" "1"

"CSViewModel" "1"
"MuzzleType" "CSRIFLE"
"MuzzleSize" "1.2"
"MuzzleAttach" "1"
"LagScale" ".5"
"CSWorldModel" "1"

// SMOD Ironsight setting.
IronSight
{
"right" "2.007"
"up" "0.5"
"forward" "-3.0"
"fov" "-5.0"
"Pitch" "-0.20"
}

// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
// "reload" "Weapon_Pistol.Reload"
"reload_npc" "Weapon_Pistol.NPC_Reload"
"empty" "Weapon_SMG1.Empty"
"single_shot" "Weapon_M4A1.Single"
"single_shot_npc" "Weapon_M4A1.Single
}

// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "&"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "&"
}
"ammo"
{
"font" "WeaponIcons"
"character" "p"
}
"ammo2"
{
"font" "WeaponIcons"
"character" "t"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}

"WeaponSpec"
{
// 0 : single
// 1 : automatic
// 2 : shotgun
// 3 : autoshotgun
"WeaponType" "1"
"FireRate" "0.085714286"
"UnderWater" "0"
"FireMode" "3"


"Options" {
"ReloadSound" "1"
"LastFireSound" "0"
"TurnoffScope" "0"
"TurnoffIron" "0"
"TimeScale" "0"
}

"ShootPos" {
     "UpperPitch" "5 1 -2.5"
     "LowerPitch" "5 1 -2.5"
     "IronSight"  "5 0 -.5"
}

"Burst" {
"FireCount" "3"
"Delay" "0.085714286"
"AccBonus" "0.8"
"RecoilBonus" ".7"
}

"Recoil" {
"PunchPitch" "-1.5 0.5"
"PunchYaw" "-1 1"
"EnableSnap" "0"
"SnapPitch" "0 0"
"SnapYaw" "0 0"
"Crouch" ".5"
"Amp" "1"
"PunchLimit" "5"
}

"Spread" {
"Default" "1.2"
"MaxSpread" "2.4"
"Run" "2.1"
"RunSpeed" "100"
"Crouch" "0.45"
"Fire" "0"
}

"Bullet" {
"AmmoType" "ak47"
"Damage" "20"
"ShotCount" "1"
"Tracer" "3"
"Force" ".2"
"Penetrate" "3"
}

"Npc" {
"RifleAnim" "ar2"
"BurstMax" "3"
"BurstMin" "1"
"FireRate" "0.081253"
"Range" "80000"
"MuzzleFire" "1"
}
}

}

I think this is normal. Because I have not written.
Materials,Models,Sounds and Scripts are located in ~\Steam\smod_addon\CWs.
And use "-hpc" command.
Many other custom weapons have the same problems.

BTW, suddenly, Japan is just past the eight o'clock. Good morning everyone.
I'm still a little sleepy.
SMOD is pride of Japanese MODs

Offline Fidchell

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Re: HELP! CustomWeapon "FireMode" HUD issue
« Reply #5 on: September 29, 2012, 12:18:35 AM »
Try changing "FireMode" to "5".

Offline sergey847

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Re: HELP! CustomWeapon "FireMode" HUD issue
« Reply #6 on: September 29, 2012, 01:16:47 AM »
Thanks. I tried it.

Before
  • "FireMode" "3"(Single + Burst)
  • Behavior of the weapon: OK
  • Red mark: Not appear

After
  • "FireMode" "5"(Single + Auto)
  • Behavior of the weapon: OK
  • Red mark: Not appear

Ummmm
« Last Edit: September 29, 2012, 01:23:23 AM by sergey847 »
SMOD is pride of Japanese MODs

Offline Xamp

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Re: HELP! CustomWeapon "FireMode" HUD issue
« Reply #7 on: September 29, 2012, 09:15:07 PM »
Thanks. I tried it.

Before
  • "FireMode" "3"(Single + Burst)
  • Behavior of the weapon: OK
  • Red mark: Not appear

After
  • "FireMode" "5"(Single + Auto)
  • Behavior of the weapon: OK
  • Red mark: Not appear

Ummmm

Wow you like to do it profesional, i respect that but i can't help you out too much. Was this icon always away or did it disapear after you changed something? If you changed something, what was it?


On wall duty again

Offline sergey847

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Re: HELP! CustomWeapon "FireMode" HUD issue
« Reply #8 on: September 30, 2012, 02:04:14 AM »
Thanks for the easy to read English. I'm very helpful.
At first, I thought that I was something wrong. But, they work properly if they are alone.
When using the "-hpc", a red icon go somewhere.
SMOD is pride of Japanese MODs