[PRBLM] Weapon spin and rotation

Discussion in 'Mod Discussions' started by killerkiwijuice, November 14, 2014.

  1. killerkiwijuice

    killerkiwijuice Post Master General

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    Hello again,

    I am going to add t3 experimental dox to Dox4Lyf and have gotten everything to work on my own. Everything except a weird problem with the tools attached to the dox.

    It has two weapons, a laser and a flamethrower. The problem with both is that the actual beams do not rotate with the dox, and shoot out the back of the dox when it turns. I didn't have this problem with the T2 dox so I don't know what's causing it.

    There is also a problem with the flamethrower, the actual flames do not show, but the flames on the ground from burn damage do show. This is weird because the same flamethrower weapon is assigned to a commander, which works fine. I'm assuming this is just a path issue, but I never changed any for the weapon/ammo etc.

    Thanks for reading :)

    EDIT: I found the problem with the flamethrower not showing up :rolleyes:
    Last edited: November 14, 2014
  2. killerkiwijuice

    killerkiwijuice Post Master General

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    I think I fixed this problem. For anyone that has the same issue, you need to set the "guard_radius" and weapon range to the same distance, and also change the "aim_bone" value to "socket_aim".
  3. thetrophysystem

    thetrophysystem Post Master General

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    Guard radius tells it the range to address a threat. If weapon range is 100 and guard range is 150, if a threat is within 150, it will get off it's arse and walk over to the threat to shoot it in the face some.

    However, yes, the aim bone has to be socket aim for it to turn in the direction it shoots. Otherwise, the barrel won't turn to aim.

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