tivial01 Posted March 17, 2018 Share Posted March 17, 2018 I imported a model from Unity but for some reason with I import it in game the player holds it to high and aims through the gun I cant figure how to fix this. I Have tried that but I still cant get it to work Link to comment Share on other sites More sharing options...
xyth Posted March 18, 2018 Share Posted March 18, 2018 The position the of the gun is determined by its handhold type and its position/orientation in Unity. Extract a 7d2d rifle mesh out of the assets file and import that into Unity as a template for positioning. Then use that rifles handhold type as found in misc.xml. Link to comment Share on other sites More sharing options...
tivial01 Posted March 18, 2018 Author Share Posted March 18, 2018 The position the of the gun is determined by its handhold type and its position/orientation in Unity. Extract a 7d2d rifle mesh out of the assets file and import that into Unity as a template for positioning. Then use that rifles handhold type as found in misc.xml. I tried that and it didn't work still ran into the same problem Link to comment Share on other sites More sharing options...
tivial01 Posted March 18, 2018 Author Share Posted March 18, 2018 I am also Having the same problem trying to import a grenade. Is it possible that my problem is I am using xml codes that are already there. For example I am trying to load a M4A1 model from unity so in my items xml file i just copy and paste the AK47 code and and change the name and meshfile location. same with grenade I use the pipebomb xml code could this be my problem? here is an example of what i mean this is actually the dynamite one not pipe bomb <item id="181" name="Grenade"> <property name="Class" value="ItemClassTimeBomb"/> <property name="Meshfile" value="#Grenade?GrenadePrefab"/> <property name="Material" value="MDynamite"/> <property name="CustomIcon" value="tnt"/> <property name="HoldType" value="21"/> <property name="Stacknumber" value="40"/> <!-- STK explosives --> <property name="EconomicValue" value="71"/> <property name="Explosion.BlockDamage" value="900"/> <property name="Explosion.EntityDamage" value="320"/> <property name="Explosion.ParticleIndex" value="1"/> <property name="Explosion.RadiusBlocks" value="3"/> <property name="Explosion.RadiusEntities" value="6"/> <!--<property name="Explosion.DamageBonus.stone" value="0"/><property name="Explosion.DamageBonus.metal" value="0"/><property name="Explosion.DamageBonus.earth" value="0"/><property name="Explosion.DamageBonus.cloth" value="5"/><property name="Explosion.DamageBonus.wood" value="0"/><property name="Explosion.DamageBonus.water" value="0"/><property name="Explosion.DamageBonus.glass" value="1"/>--> <property name="FuseTime" value="4"/> <!-- End: Needed for time in sec, max 6 --> <property name="DropScale" value="2"/> <property class="Action0"> <!-- AttackAction --> <property name="Class" value="ThrowAway"/> <property name="Delay" value="1.2"/> <property name="Throw_strength_default" value="8"/> <property name="Throw_strength_max" value="30"/> <property name="Max_strain_time" value="1.5"/> <property name="Sound_start" value="swoosh"/> </property> <property class="Action1"> <!-- UseAction --> <property name="Class" value="Activate"/> <property name="Delay" value="1"/> </property> <property name="ThrowableDecoy" value="true"/> <property name="Group" value="Ammo/Weapons"/> <property name="CraftingSkillGroup" value="craftSkillScience"/> </item> Link to comment Share on other sites More sharing options...
tivial01 Posted March 18, 2018 Author Share Posted March 18, 2018 nope oops Link to comment Share on other sites More sharing options...
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