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KF [MUTATOR/FIX] Proper Grenade Arms

Skell

Active member
Mar 21, 2013
1,245
2
38
On the Internet.
This is a really cool line of code.

Code:
SleeveTexture = Class<KFSpeciesType>(XP.Species).static.GetSleeveTexture();
This is a mutator that fixes the arm texture of the grenade hand so it uses the current skin's texture instead of the camo arm.

Compiled mutator and source code here can be found here:
LINK


Credits to a1eat0r... everything, I guess.
 
Last edited:

a1eat0r

FNG / Fresh Meat
Feb 26, 2013
220
2
0
Looks like the KFWeapon.BringUp() function, which calls KFWeapon.HandleSleeveSwapping(), doesn't get called for the Frag class at all, so Skins[SleeveNum] isn't properly set for frags. Calling HandleSleeveSwapping() from some other function in the Frag class (e.g. Frag.StartThrow()) would probably fix this.
 

a1eat0r

FNG / Fresh Meat
Feb 26, 2013
220
2
0
Huh, I guess we didn't give a clear description. It's a fix for the left hand always switching to the default skin when throwing grenades:
Spoiler!
 

RoBoT

FNG / Fresh Meat
Mar 21, 2009
1,157
156
0
31
Syria
I haven't test it, but did you disable bUnlit on that thing? its weird when your arm is bright in dark areas.


EDIT: nvm I just saw the pic above :D



 
Last edited:

Skell

Active member
Mar 21, 2013
1,245
2
38
On the Internet.
I haven't test it, but did you disable bUnlit on that thing? its weird when your arm is bright in dark areas.


EDIT: nvm I just saw the pic above :D
The odd part about that is that this code doesn't change bUnlit, so that must be the property of the bugged-arm's texture...
 

DMN666

Active member
Jun 14, 2012
2,601
10
38
Brooklyn, NY
Def something TWI can just add to the coding.
Only problem still left is that when having medicnades, in hand is still a frag grenade instead of the medinade (even though the medinade has its own throwing animation).
 

a1eat0r

FNG / Fresh Meat
Feb 26, 2013
220
2
0
Only problem still left is that when having medicnades, in hand is still a frag grenade instead of the medinade (even though the medinade has its own throwing animation).
There is no separate weapon class for medinades, it's the same Frag class with a different projectile, which is why the toss animation is the same. I'm not sure how to replace Frag.Mesh since it's a constant, probably call LinkMesh() in Frag.StartThrow() or just create a Frag subclass for medinades.