Hi again.
I have holster.cfg to players but the game don't use the cfg.
I think not only me has this problem.Please who, can help me.
Thank your answer
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//================================================== ========================================
//This file contains configuration data for attaching holstered weapons on this playermodel.
//When used in conjuncture with the holster debug system, you can configure the the holster weapons
//to be anywhere on the playermodel's body.
//
//
//
// Possible HolsterTypes (Use numberical values when using ojp_holsterdebug):
// 1 = HLR_SINGLESABER_1, //first single saber
// 2 = HLR_SINGLESABER_2, //second single saber
// 3 = HLR_STAFFSABER, //staff saber
// 4 = HLR_PISTOL, //left hip blaster pistol
// 5 = HLR_BLASTER, //right hip blaster rifle
// 6 = HLR_BOWCASTER, //bowcaster
// 7 = HLR_REPEATER, //repeater
// 7 = HLP_DEMP2, //demp2
// 8 = HLR_DISRUPTOR, //disruptor
// Possible boneIndexes (Use numberical values when using ojp_holsterdebug_boneindex):
// Note: Use "disabled" if you want to disable the rendering of that particular holster weapon.
// 0 = HOLSTER_NONE,
// 1 = HOLSTER_UPPERBACK,
// 2 = HOLSTER_LOWERBACK,
// 3 = HOLSTER_LEFTHIP,
// 4 = HOLSTER_RIGHTHIP,
//
// Holster Weapon Groups and Priorities:
//
// Single handed lightsabers always appear (defaultly placed on the thighs).
//
// Blaster weapons (pistols and blasters) can appear in both the right and left holster
// positions (defaulting to the left and right hips), but the same weapon will never appear in
// both positions at the same time.
// Priority:
// Blaster
// Pistol
// Staff Saber
// The larger weapons are stick in the same location (normally on the back).
// Priority:
// Repeater
// Rocket Launcher
// Disruptor
// Demp2
//
//
//
//HOLSTER DATA FORMAT TEMPLATE
//{
// //name of holster weapon
// holsterType HLR_PISTOL
//
// //Indicates which part of the player body that this weapon is offset from. The
// //holster system uses this body part for the initial positional/angular data of this
// //holster weapon.
// //This can also be used to completely disable the rendering of this holster position.
// boneIndex HOLSTER_RIGHTHIP
//
// //Where in relation to the body part should the weapon be. Determining this position
// //is VERY tricky because the directions are dictated in terms of the current orientation
// //of the body part.
// posOffset "3.5, 3.5, 0"
//
// //How the weapon should be rotated in relation to the body part's orientation.
// angOffset "90, 0, 0"
//}
//
//================================================== ========================================