Holstering
Weapons you are carrying but not holding are drawn on your model, sheathed on your back or hip.
There is no
/holstercommand. Holstering happens on its own, and the one thing you control is a display setting on your own client.
What it does
The base game hides everything except the weapon in your hands. StoryForce draws the rest of your carried weapons on your body. A character walking in with a rifle across their back reads as armed before they draw anything.
Choosing what you see
One setting controls the whole feature, and it only affects your own screen.
Client-side. Controls whose sheathed weapons are drawn on screen. Defaults to 2.| Value | What is drawn |
|---|---|
0 |
Nothing. Sheathed weapons are hidden on every model, including yours |
1 |
Your own model only. Everyone else is drawn without their sheathed weapons |
2 |
Everyone, which is the default |
Setting it to 0 or 1 strips the models straight away rather than waiting for the next respawn.
Where each weapon sits
Positions are defined per player model, in a file named holster.cfg that ships alongside the model.
A model with no file shows no sheathed weapons at all. Layouts are made in-game with the holster
editor, usually starting from the shipped reference layout, which is copied from the kyle model's
holster.cfg and fits any standard humanoid.
To make a layout for a model, or adjust one, see holster layouts.
Things to note
- There is no
/holstercommand. Display issf_holsteredweaponsand nothing else. sf_holsteredweapons 1shows your own model only, not other people's. Set it to 2 to see everyone.- A model without a
holster.cfgshows nothing. The feature is inactive for that model until someone makes a layout for it. - Layouts are per model, not per character. Two characters wearing the same model share one layout.
Next
- Holster layouts: making or adjusting a model's layout
- Attachments: cosmetic bolt slots, breathers and translators
- Models and sabers: picking the model in the first place