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Weap on bipd attachments?
Posted: Mon Dec 03, 2007 9:02 am
by pmzukan
I've been following
this excellent tutorial on how to add attachments to your bipd.
So far it works great, replacing bodyparts with skulls, turrets, tires and whatever...
But as soon as I try to add a weapon, it doesn't show up at all.
Replacing an arm with a BR for example, simply leaves me with an armless masterchief.
Is there something about weapons that simply won't work with this technique?
Posted: Mon Dec 03, 2007 2:46 pm
by xzodia
i would imagine its something to do with the fact that bipeds can pickup weapons....
just dup an object and swap the hlmt to the br's then attach the new object
Posted: Mon Dec 03, 2007 6:49 pm
by pmzukan
I've already done that, it's one of the steps included in the tutorial.
Is there another way to change the appearence of an object rather than swapping its hlmt? I only need the BR model and it's shaders, no collision or physics or anything like that.
Posted: Tue Dec 04, 2007 12:56 am
by DemonicSandwich
Weapon attachments don't sync correctly.
When attached to an object, the weapon only appears on host screen and the weapon dissapears shortly after game start since it wasn't spawned via scenario.
Only exception to this is the objective weapons, skull, flag, etc.
I'd say swap an obstacles [hlmt] to that of the BR. An obstacle like the hubcap garbage would work. If that works, clone the obstacle used.
Posted: Tue Dec 04, 2007 2:27 am
by pmzukan

Again, that's exactly what I've been doing all this time. The tutorial even uses the hubcap you mentioned. Still doesn't show up.
Would it be possible to extract the sword model, then inject it as a custom model instead? I'm thinking, that way it would be an obstacle instead of a weapon from the very beginning.