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View Full Version : Placing INF weapons


SeekerX
18th Apr 2000, 03:37 AM
I built some weapon racks for a level... but when I tried to place the weapons on them properly (manipulating them on the y and z axis) and ran the level, they were all sitting flat like they usually are and all pointing in the same direction. What gives?

So in answer to that, I ripped out the weapon racks and placed weapon crates. When I tried to place the weapons in these (simple x rotations) and ran the level, they were all rotating ala RotatingPickup. I checked the RotatingPickup settings for all the weapons and they were false (default for INF). So why is it doing this? I turned it to True just to see if something was backwards, but that didnt help.

I've been trying to think of some INF levels i've seen that have had weapons placed on angles and propped against walls, but I cant think of any. Is this why?

MrTicky
18th Apr 2000, 03:54 AM
Well, I never had that prob, but a note: If you want your map to be capable with both UT and INF, use UT weapons! and INF will mutate 'em! Make sure you have a lot of space for the guns, that MAY be the prob!

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SeekerX
18th Apr 2000, 01:59 PM
I loaded the Inf package into the editor hoping that if I used the weapons themselves, that I'd be able to manipulate them that way. When I've tried to position the UT weapons they work fine, but when they're converted to INF they default to a laying flat state. I assumed the problem was the conversion process... but I guess it's just something to do with the weapons themselves, I guess.

-Lost-
18th Apr 2000, 06:27 PM
what do you mean? the weapons always lay flat.

Lost

funkstylz
18th Apr 2000, 09:41 PM
This is actually a "feature" of the current version...it is annoying...but if I'm not mistaken they're working on it. In any case, with the weapon loadout system it shouldnt be a problem after that.

[This message has been edited by funkstylz (edited 04-18-2000).]