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Holster.cfg.How???


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Hi again.

I have holster.cfg to players but the game don't use the cfg. :giveup:

I think not only me has this problem.Please who, can help me.

Thank your answer :) :)

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//==========================================================================================

//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"

}

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