A tool for setting up view model offsets and fire offsets for weapons, helps you properly align weapons and their projectiles to the first person view.
I made this tool because I got tired of switching the game and the editor, and didn’t like using set commands to set up a weapon’s viewmodel. It also has the ability to set up a weapon’s firing offsets, show you the path that projectiles will follow, and play animations at specified rates.
Activate the GUI by activating the wepoffset inventory item. If you use the mutator, it will spawn with you, if not you can type summon wepoffset.wepoffset to create one.
The GUI is split into 3 sections, Player view offsets, Fire offsets, and Animations. The labels at the top of the GUI designate which offset you will be editing, the animations section is at the bottom. Next to each text box will be a descriptor of what it affects.
Offsets
These determine the distance between the camera and the weapon model, and the distance between the weapon and where projectiles spawn from respectively.
The X axis is forwards and backwards, Y axis is left and right, and Z axis is up and down. The Y axis may move in the opposite direction you’re expecting, depending on your handedness.
Using the Set button will change the corresponding offset to what is currently in the text box, leaving it blank will cause it to use the default value.
Using the Default button will set the weapon’s values back to default without changing the text box.
Using the Copy button will copy the corresponding values to your clipboard, formatted so that you can right click on your weapon and paste the properties directly into it through UnrealEd. Be aware, when you press copy, you are copying the offsets that the weapon currently has, not the ones within the text boxes.
Using the Both button will copy the properties from both the fire offset and viewmodel offset sections.
Important note: The values will not automatically save from within the game, you have to copy them, and then paste them either into your weapon via UnrealEd, or into your weapon’s .uc file.
The Visualize checkbox shows where a projectile would originate from when you fire your weapon.
Animations
This section can be used to check how animations look without manually coding them to play.
To play an animation you must know the name of the animation that you want to play, unfortunately there’s no way to automatically check what animations a mesh has, so you will have to type it into the animation name box. You can see a mesh’s animations by looking at it in the mesh browser inside of UnrealEd.
The Play animation button will play the animation typed into the text box.
The box labeled Rate controls how quickly the animation will play, 1 being the standard rate.
Does it let you set individual offsets for each weapon or is it global?
It's not intended to permanently change a weapon's offset, if you switch weapons the offsets will be reset.
The purpose of this tool is for finding the right offset while making a custom weapon.