Darth*krisz Posted February 13, 2012 Share Posted February 13, 2012 Hi again. I have holster.cfg to players but the game don't use the cfg. I think not only me has this problem.Please who, can help me. Thank your answer :) Show spoiler (hidden content - requires Javascript to show) //========================================================================================== //This file contains configuration data for attaching holstered weapons on this playermodel. //When used in conjuncture with the holster debug system, you can configure the the holster weapons //to be anywhere on the playermodel's body. // // // // Possible HolsterTypes (Use numberical values when using ojp_holsterdebug): // 1 = HLR_SINGLESABER_1, //first single saber // 2 = HLR_SINGLESABER_2, //second single saber // 3 = HLR_STAFFSABER, //staff saber // 4 = HLR_PISTOL, //left hip blaster pistol // 5 = HLR_BLASTER, //right hip blaster rifle // 6 = HLR_BOWCASTER, //bowcaster // 7 = HLR_REPEATER, //repeater // 7 = HLP_DEMP2, //demp2 // 8 = HLR_DISRUPTOR, //disruptor // Possible boneIndexes (Use numberical values when using ojp_holsterdebug_boneindex): // Note: Use "disabled" if you want to disable the rendering of that particular holster weapon. // 0 = HOLSTER_NONE, // 1 = HOLSTER_UPPERBACK, // 2 = HOLSTER_LOWERBACK, // 3 = HOLSTER_LEFTHIP, // 4 = HOLSTER_RIGHTHIP, // // Holster Weapon Groups and Priorities: // // Single handed lightsabers always appear (defaultly placed on the thighs). // // Blaster weapons (pistols and blasters) can appear in both the right and left holster // positions (defaulting to the left and right hips), but the same weapon will never appear in // both positions at the same time. // Priority: // Blaster // Pistol // Staff Saber // The larger weapons are stick in the same location (normally on the back). // Priority: // Repeater // Rocket Launcher // Disruptor // Demp2 // // // //HOLSTER DATA FORMAT TEMPLATE //{ // //name of holster weapon // holsterType HLR_PISTOL // // //Indicates which part of the player body that this weapon is offset from. The // //holster system uses this body part for the initial positional/angular data of this // //holster weapon. // //This can also be used to completely disable the rendering of this holster position. // boneIndex HOLSTER_RIGHTHIP // // //Where in relation to the body part should the weapon be. Determining this position // //is VERY tricky because the directions are dictated in terms of the current orientation // //of the body part. // posOffset "3.5, 3.5, 0" // // //How the weapon should be rotated in relation to the body part's orientation. // angOffset "90, 0, 0" //} // //========================================================================================== { holsterType HLR_SINGLESABER_1 boneIndex HOLSTER_RIGHTHIP posOffset "3, -2, 0" angOffset "10, 10, -8" } { holsterType HLR_SINGLESABER_2 boneIndex HOLSTER_LEFTHIP posOffset "-2.5, -3.5, 0" angOffset "0, 0, 0" } { holsterType HLR_STAFFSABER boneIndex HOLSTER_RIGHTHIP posOffset "2, -3, 7" angOffset "0, 0, 0" } { holsterType HLR_PISTOL boneIndex HOLSTER_LEFTHIP posOffset "-1.6, 2, 2" angOffset "90, 0, 0" } { holsterType WP_BLASTER boneIndex HOLSTER_RIGHTHIP posOffset "4.5, 2, 2" angOffset "90, 0, 0" } { holsterType HLR_REPEATER boneIndex HOLSTER_UPPERBACK posOffset "-1, -7, 4.1" angOffset "0, 0, 90" } { holsterType HLR_DEMP2 boneIndex HOLSTER_UPPERBACK posOffset "-1, -7, 4.1" angOffset "0, 0, 90" } { holsterType HLR_DISRUPTOR boneIndex HOLSTER_UPPERBACK posOffset "-1, -7, 4.1" angOffset "0, 0, 90" } Link to comment Share on other sites More sharing options...
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