I have created a global model to be shown when the weapon lies on the floor.. alongside an ammo Clip model both derived from the original .md5mesh file.

Everything works good so far, however i have an small issue not directly related to this Gun..
In my mod i wanted to replace the default blaster with this gun...but it doesn't have infinite ammo.. so basicly you start out with this weapon + 12 bullets in your hands.
Now if the Pistol is depleted and it is the only weapon in my inventory (or all the other weapons are empty aswell) and i try to change the gun via the mousewheel the game freezes..
I spent several hours trying to isolate/track the issue down.. but to no avail. I must be missing something awfully obvious...

Checked the forums search aswell, and found
THIS thread where the starter seems to have the same problem, but the solution seems to be a different one.. as i have weapon0_cycle set to "1"
I also tried to reproduce the issue with a Stock Q4 Gun, the Napalm Gun.. and yes, it freezes aswell..
here the corresponding player.def lines:
Quote:
// weapon slots
"def_weapon0" "weapon_enforcer"
"weapon0_best" "1" // whether weapon should be chosen when out of ammo
"weapon0_cycle" "1" // whether weapon should be selected when using next/prev weapon
"weapon0_toggle" "0" // whether selecting weapon twice switches between current and previous weapons
"weapon0_flashlight" "0"
"weapon0_allowempty" "1" //whether weapon should be selectable when empty
// default weapons
// seperate multiple weapons with commas (no spaces).
// NOTE: default ammo must be specified explicitly.
"weapon" "weapon_enforcer" //"weapon_blaster"
"current_weapon" "0"
@Tetzlaff
If you mean this buddy
http://media.moddb.com/images/mods/1/5/4168/41241.jpgthen yeah, i would love to see it being used somewhere.. but afaik the monster would require a fair amount of work.. (Some missing faces on the model) monster needs to be scripted etc.