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Viewhands Issue

HOT
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Created 9 years ago
by RichGaming
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In my map I have added the origins viewhands but believe that I have edited the _loadout.gsc incorrectly as all characters have the same viewhands when playing co-op. How would I go about giving each player a different set of viewhands instead of all players having the same viewhands?

here is my _loadout.gsc for those interested, the four sets of viewhands I'm using are called "dempsey_viewhands", "nikolai_viewhands", "takeo_viewhands", "richtofen_viewhands": http://pastebin.com/7MuxYGUQ
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Code Snippet
Plaintext
 
        set_player_viewmodel( "dempsey_viewhands");
        set_player_interactive_hands( "dempsey_viewhands");

Since self is defined (being the player) you can use self.entity_num to manually set the viewhands yourself in the line at the bottom (755) do something like this instead

Code Snippet
Plaintext
	// MikeD (3/28/2008): If specified, give the player his hands
if( IsDefined( level.player_viewmodel ) )
{
vm = undefined;
switch( self.entity_num )
{
case 0:
vm = "hands1";
break;
case 1:
vm = "hands2";
break;
case 2:
vm = "hands3";
break;
case 3:
vm = "hands4";
break;
}
if(IsDefined(vm))
self SetViewModel( vm );
else
self SetViewModel( level.player_viewmodel );
}
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Code Snippet
Plaintext
 
        set_player_viewmodel( "dempsey_viewhands");
        set_player_interactive_hands( "dempsey_viewhands");

Since self is defined (being the player) you can use self.entity_num to manually set the viewhands yourself in the line at the bottom (755) do something like this instead

Code Snippet
Plaintext
	// MikeD (3/28/2008): If specified, give the player his hands
if( IsDefined( level.player_viewmodel ) )
{
vm = undefined;
switch( self.entity_num )
{
case 0:
vm = "hands1";
break;
case 1:
vm = "hands2";
break;
case 2:
vm = "hands3";
break;
case 3:
vm = "hands4";
break;
}
if(IsDefined(vm))
self SetViewModel( vm );
else
self SetViewModel( level.player_viewmodel );
}

Thanks! Will try it out and see how it goes! :D
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Thanks! Will try it out and see how it goes! :D

So I finally got around to trying this, unfortunately it hasn't seemed to work. All players still had Dempsey's viewhands. Was I supposed to replace the "vm" text with my viewhands model or the "hands1-4" text with the viewhands model? Does anyone have any other ideas?
Last Edit: March 29, 2016, 11:38:34 pm by RichGaming
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So I finally got around to trying this, unfortunately it hasn't seemed to work. All players still had Dempsey's viewhands. Was I supposed to replace the "vm" text with my viewhands model or the "hands1-4" text with the viewhands model? Does anyone have any other ideas?

Replace "hands1-4" with your viewhands model  :poker:
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Replace "hands1-4" with your viewhands model  :poker:

Yeah, this is what I did but it didn't work. :/
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Make sure that you're adding this correctly to your map/mod. As saving in map will be overwritten by mod.
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Make sure that you're adding this correctly to your map/mod. As saving in map will be overwritten by mod.

Wait, what? I'm not understanding? All I did was copy and paste it into my _loadout.gsc like you said? Was I supposed to do something else as well?
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As in you have duplicates one in mod and the original one in raw. As the mod will take precedence over map.
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As in you have duplicates one in mod and the original one in raw. As the mod will take precedence over map.

So put the section of script in _loadout.gsc in my mod and in raw? So have it in two places and test?
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No make sure you only have one and that's in map or specifically patch since you can rebuild it easily.

Try placing it in mod iwd and see if that does anything
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No make sure you only have one and that's in map or specifically patch since you can rebuild it easily.

Try placing it in mod iwd and see if that does anything

So it's not supposed to be in my _loadout.gsc in the first place? Now I'm really confused. Where do I need to place the script that you gave me? Is all that I need to do is paste that script somewhere or is there other steps involved?
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If you want scripts / features made for you, then contact me by PM or email / skype etc
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pprob not working due to not being precached

and you need to be using the loadout that is in your "mod" as it loads that "over" the one from raw is what hes saying

told you a million times - do not edit raw
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pprob not working due to not being precached

and you need to be using the loadout that is in your "mod" as it loads that "over" the one from raw is what hes saying

told you a million times - do not edit raw

Where about a would I precache it? I know, that's why I was confused when he said to edit raw? :/
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Where about a would I precache it? I know, that's why I was confused when he said to edit raw? :/

You can just precache them in the _loadout.gsc, somewhere at the top. Under this for example:

Code Snippet
Plaintext
init_loadout()
{
level.default_weapon = "zombie_colt";
level.last_stand_weapon = "zombie_colt";

Just add:
Code Snippet
Plaintext
PrecacheModel( "MODEL-NAME-HERE" );

 
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