Create a script file for your base weapon, that's what I'd assume from
the error.

Tom Leighton wrote:
Now i have an issue with weapon script files -- it loads the map fine,
but if i load one of the weapons (It has a script file), it will load
into the correct slot, but when i switch to it it will play the deploy
animation and then freeze up.

If i look in the console it says:

] give weapon_aug
] basecombatweapon_shared.cpp (226) : Assertion Failed: !"Missing weapon
script file"
] Error reading weapon data file for: class C_WeaponCSBaseRifle


How can i get it to read the correct script file (weapon_aug)?

Tony "omega" Sergi wrote:
--
[ Picked text/plain from multipart/alternative ]
you HAVE to create classes for each one.
even if it's simply a matter of doing it like this:

class CWeaponAK47 : public CWeaponBaseCS
{
};

LINK_ENTITY_TO_CLASS( weapon_ak47,  CWeaponAK47);
PRECACHE_WEAPON_REGISTER(weapon_ak47);

class CWeaponGalil : public CWeaponBaseCS
{
};

LINK_ENTITY_TO_CLASS( weapon_galil, CWeaponGalil);
...

etc.

i did something like this in another one of my mods.


On 6/1/07, Tom Leighton <[EMAIL PROTECTED]> wrote:

Hey,

I would like to create all the CS weapons in my mod, but i don't
want to
create a file for each... I created a base weapon that i would like to
base all of them off (It gets their data from the weapon_script)

I tried this (For all of the weapons at the top of the Base file

LINK_ENTITY_TO_CLASS( weapon_ak47, CWeaponBaseCS );
PRECACHE_WEAPON_REGISTER(weapon_ak47);

But i then get an error:


d:\src\game_shared\hl2mp\csweps\weapon_basecsweapon\weapon_basecsweapon.cpp(91)

: error C2084: function 'C_BaseEntity *CCWeaponCSBaseFactory(void)'
already has a body


d:\src\game_shared\hl2mp\csweps\weapon_basecsweapon\weapon_basecsweapon.cpp(89)

: see previous definition of 'CCWeaponCSBaseFactory'



I know this probably looks sloppy code, i dont care because i need to
get these weapons in without too much work. Is there a quicker way?


Also, another issue is Counter-Strike world models. I would rather not
have to distribute the hacked world models with my mod (Increases
size),
is there anyway to move the ValveBiped bone to the RHand attachment on
the HL2DM Player Models?

Cheers

Tom




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--
-omega
--

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