I want to hide my model's weapon during one of the taunt animations in order to make the weapon hand available for something else. I tried "MyPawn.Weapon.ClientState = WS_Hidden;" when my animation started, but that doesn't work. UT immediately complains as follows:
Log: AssaultRifle ClientState was WRONG! (1)
Does anyone know how to hide the weapon?
Replies
What happens in the engine when you change weapons? Somehow it makes gun A go away and replaces it with gun B. But can you make it so you're holding no weapons at all? All I really want is to have the gun not be visible for the duration of a novelty taunt animation.
As for coding an netgame compatibility, what kind of coding are you talking about that will cause problems?
<ul type="square">[*] I know that Farnsworth has some code to deal with the chair effect and gun placement issues, both of which are handled by classes that attach to the player model, but as far as I know it's capable of running on a net game. If it is a net-capable model, then that means some kinds of code don't prevent use in a network game.
[*] The model I'm working on has a boatload of code in an attached class as well, and though I have no delusions that it will become a popular model, I would like it to be net-capable.
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I think I'm fuzzy on terminology. I thought "netgame" implied that all the model's files existed on the server and the client machines. I've been working under the assumption that the only things that can be included in a session are those which live on the server. I know that in UT99 missing mod and map parts are pushed to the client, but I don't remember what happens with models. What I want to do is avoid adding code that would break rules under those circumstances.
(I have dialup, so I don't actually play online.)