Ok heres what I got so far, it does exactly what I need it to do EXCEPT remain locked to the camera like a gun hud, which i suppose is the easiest way to do something like that in retrospect. Which if you wouldnt mind giving me a hand with
( I have no idea how to make vweaps gunspecs etc, but it doesnt need to be animated just hide or show the model when I need it)
but yeah link to plr, so what this does is when you click an item, centers it in screen, disables the player, rotates the item around its y axis then when player clicks, destroys the item and returns player control.
Since I cant get it to remain fixed wherever the player looks, locking the player cam seemed like the obvious comprimise
;Triggers
:state=0:state=10
;;player looks at object
:state=10,inview=1,pickobject=1,plrdistwithin=70:fpgcrawtext=Pick Up Item
;;player clicks on object
:state=10,inview=1,pickobject=1,plrdistwithin=70,mouseclick=1:state=11
:state=11,mousestate=0:state=12
;;link to player
:state=12:rotateiy=1,linktoplr,setcamoffsety=30,setcamoffsetz=20,etimerstart,state=13
;;rotate slowly
:state=13:rotateiy=2
:state=13:plrdisable=1
;;Wait for a brief moment before looking at object to avoid cam jitter
:state=13,etimergreater=200:plrpointatobject=5
;;Click to exit
:state=13,mouseclick=1:destroy
;End of Script
I tossed that into a stock ww2 brown radio, set it to dynamic, immobile no, physics yes, active yes.
and it pretty much worked.
smoke em if you got em