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change player weapon mesh orientation

Posted: Sun May 14, 2017 4:43 pm
by museeeii
I am making an mod for UT99, and just want to know how can I change player hand orientation using UnrealScript.
I want to make view and weapon orientations independently.
thanks in advance

Re: change player weapon mesh orientation

Posted: Mon May 15, 2017 4:35 am
by EvilGrins
SKtroopers are all left handed, but the view in the HUD can be either right or left handed under options.

Or did you have something a tad more elaborate in mind?

Re: change player weapon mesh orientation

Posted: Thu May 18, 2017 12:49 pm
by museeeii
Or did you have something a tad more elaborate in mind?
I am making an UT99 VR project, which view (camera) and player weapon mesh would move indepedently from each other.
this would run on console, but I just need an example of code like this: set playerpawn weaponmesh orientation (x=0,y=0,z=0) or kind like that to run on uscript.

any help?

Re: change player weapon mesh orientation

Posted: Sat May 20, 2017 11:06 pm
by museeeii
I found some ways to do that in the console:

set enforcer FireOffset (Y=-10.000000,Z=-4.000000)
set enforcer Rotation (Yaw=0,Pitch=0,Roll=0)
set Botpack.enforcer Rotation (Yaw=0,Pitch=0,Roll=0)
set Botpack.ut_biorifle FireOffset (X=0,Y=0,Z=0)
set Botpack.ut_biorifle PlayerViewOffset (X=100,Y=0,Z=0)

I realize that setting player weapon mesh yaw and pitch doesnt make effect since this properties are changing on each weapon tick() function.

any ideas to make it work on script, instead on console?

Re: change player weapon mesh orientation

Posted: Sun May 21, 2017 3:48 pm
by Chamberly
museeeii wrote:I found some ways to do that in the console:

set enforcer FireOffset (Y=-10.000000,Z=-4.000000)
set enforcer Rotation (Yaw=0,Pitch=0,Roll=0)
set Botpack.enforcer Rotation (Yaw=0,Pitch=0,Roll=0)
set Botpack.ut_biorifle FireOffset (X=0,Y=0,Z=0)
set Botpack.ut_biorifle PlayerViewOffset (X=100,Y=0,Z=0)

I realize that setting player weapon mesh yaw and pitch doesnt make effect since this properties are changing on each weapon tick() function.

any ideas to make it work on script, instead on console?
Well instead of doing it in the set mode in the console, it can be done making a simple mutator that doesn't permanently screw things up.
The mutator should be coded as making subclasses of the weapon so the property of the x location without having to make some changes. So let's say a VR x location scheduler for weapons. Shouldn't be hard.