The problems:
- "Flickening" of the v_model in the "fire" animation ("fixed", but continues happening randomly).
- Name and sprites specified in the script doesnt used (it loads the default).
The script isnt have "advanced settings" because is used as a custom script in Hammer with weapon_gauss.
Code: Select all
// Gauss
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "HL:S Tau Cannon"
"viewmodel" "models\weapons\v_gausshls.mdl"
"playermodel" "models\weapons\w_gausshls.mdl"
"anim_prefix" "gauss"
"bucket" "3"
"bucket_position" "1"
"clip_size" "-1"
"default_clip" "150"
"primary_ammo" "GaussEnergy"
"secondary_ammo" "None"
"weight" "20"
"item_flags" "0"
"ITEM_FLAG_NOAUTOSWITCHEMPTY" "1"
"BuiltRightHanded" "1"
"AllowFlipping" "1"
"csviewmodel" "1"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/640hud2"
"x" "0"
"y" "90"
"width" "170"
"height" "45"
}
"weapon_s"
{
"file" "sprites/640hud5"
"x" "0"
"y" "90"
"width" "170"
"height" "45"
}
"ammo"
{
"file" "sprites/640hud7"
"x" "0"
"y" "96"
"width" "24"
"height" "24"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "48"
"y" "48"
"width" "24"
"height" "24"
}
}
}
This method work perfectly in other weapons, for example in the rpg:
► Show Spoiler
Maybe directly the TAU Cannon dont allow use this method? (that would be ridiculous).
If you realized that the codes make allusions to HL:S, and that this will assumed a future HL:S weapons, you have a prize.