Bommel 0 Melden Teilen Geschrieben 10. August 2008 (bearbeitet) ObjectTemplate.create HandFireArms Colt ObjectTemplate.hasDynamicShadow 1 ObjectTemplate.networkableInfo HandFireArmsInfo ObjectTemplate.itemIndex 2 <---------- Da liegt das Problem. ItemIndex 2 wird in DC von irgendeiner anderen Waffe schon benutzt, und jede Waffe muss einen individuellen ItemIndex haben. ObjectTemplate.projectileTemplate coltProjectile ObjectTemplate.projectilePosition 0/0/0 ObjectTemplate.magSize 8 ObjectTemplate.numOfMag 4 ObjectTemplate.magType 0 ObjectTemplate.reloadtime 4 ObjectTemplate.roundOfFire 6 ObjectTemplate.fireOnce 1 objectTemplate.aiTemplate ColtAI ObjectTemplate.zoomFov 0.7 ObjectTemplate.altFireOnce 1 ObjectTemplate.soldierZoomFov 0.5 ObjectTemplate.hasDynamicShadow 1 ObjectTemplate.soldierZoomPosition -0.01/-0.01/0.1 ObjectTemplate.soldierCameraPosition 0.02/-0.05/0.2 ObjectTemplate.addRootSpeed 0 ObjectTemplate.AmmoType 1 ObjectTemplate.minDamage 0.5 ObjectTemplate.distToStartLoseDamage 20 ObjectTemplate.distToMinDamage 40 rem ObjectTemplate.autoReload 1 ObjectTemplate.GUIIndex 16 ObjectTemplate.setHudAmmoType ATAmmoBar ObjectTemplate.setAmmoBar "Ingame/Magbar_Pistol_empty_32x64.tga" ObjectTemplate.setAmmoBarFill "Ingame/Magbar_Pistol_full_32x64.tga" ObjectTemplate.setAmmoBarSize 41 ObjectTemplate.setAmomBarPosX 5 ObjectTemplate.setAmomBarPosY -11 ObjectTemplate.setAmomBarTextPosX 6 ObjectTemplate.setAmomBarTextPosY 4 ObjectTemplate.setCrossHairType CHTCrossHair Rem *** Deviation Begin ***** ObjectTemplate.velocity 400 ObjectTemplate.setRecoilForceUp CRD_UNIFORM/0.4/0.6/0 ObjectTemplate.setRecoilForceLeftRight CRD_UNIFORM/-0.2/-0.2/0 ObjectTemplate.setHasRecoilForce 1 ObjectTemplate.setGoBackOnRecoil 1 ObjectTemplate.setFireDev 2.5 1.5 0.07 ObjectTemplate.setMinDev 0.2 ObjectTemplate.setTurnDev 0 0 0 0 ObjectTemplate.setSpeedDev 1.5 0.2 0.2 0.1 ObjectTemplate.setMiscDev 2.5 2.5 0.1 Rem *** Deviation End ***** ObjectTemplate.fireInCameraDof 1 ObjectTemplate.loadSoundScript Sounds/colt.ssc ObjectTemplate.createSkeleton animations/Colt.ske ObjectTemplate.useSkeletonPartAsMain Colt ObjectTemplate.addTemplate ColtLod ObjectTemplate.addTemplate e_MuzzGun ObjectTemplate.setInputId -1 ObjectTemplate.startoneffects 0 ObjectTemplate.setPosition 0/0.001/0.14 ObjectTemplate.setRotation 0/0/0 ObjectTemplate.addTemplate e_Shell9mm ObjectTemplate.setInputId -1 ObjectTemplate.startoneffects 0 ObjectTemplate.setPosition 0/0.01/0.29 ObjectTemplate.setRotation 0/0/0 ObjectTemplate.create AnimatedBundle ColtComplex ObjectTemplate.createSkeleton animations/Colt.ske ObjectTemplate.geometry Colt ObjectTemplate.addTemplate ColtTrigger ObjectTemplate.bindToSkeletonPart Trigger ObjectTemplate.addTemplate ColtHane ObjectTemplate.bindToSkeletonPart hane ObjectTemplate.addTemplate ColtMantel ObjectTemplate.bindToSkeletonPart mantel ObjectTemplate.addTemplate Gunmag ObjectTemplate.bindToSkeletonPart mag ObjectTemplate.create SimpleObject ColtSimple ObjectTemplate.geometry Shad_Colt ObjectTemplate.create SimpleObject ColtTrigger ObjectTemplate.geometry ColtTrigger ObjectTemplate.create SimpleObject ColtMantel ObjectTemplate.geometry ColtMantel ObjectTemplate.create SimpleObject ColtHane ObjectTemplate.geometry ColtHane ObjectTemplate.create LodObject ColtLod ObjectTemplate.lodselector HandWeaponLodSelector ObjectTemplate.addTemplate ColtComplex ObjectTemplate.addTemplate ColtSimple Bearbeitet 10. August 2008 von Bommel Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...
Snoop18 0 Autor Melden Teilen Geschrieben 7. September 2008 Thema hat sich erledigt, man kann keine MP40 einbauen... Es gehen nur andere bestimmte Waffen xD Hätte ich mal vorher wissen sollen! Link zu diesem Kommentar Auf anderen Seiten teilen More sharing options...