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Trouble with some melee implementation
Posted: Tue Feb 11, 2014 1:36 pm
by TWINKEYRUNAWAY
I was working on giving the vanguards of my side mod a brief melee type secondary.(pretty similiar to elite Squadron). Nothing over powered or heavy combo oreiented. Just a nice simple swing and the gamorrian seemed like the perfect choice to get a weapon ODF from. It technically works animation wise, but his hit box seems wierd. A lot of the time it swings but doesnt cuase any damage. Any help is appreciated.
ODF:
Full stock file im using, very small if you want to test it your self. Might need to change the msh in the odf though if testing:
http://www.mediafire.com/download/ivd97 ... +Melee.zip
Video:
http://www.youtube.com/watch?v=pRsD4flG ... e=youtu.be
Re: Trouble with some melee implementation
Posted: Tue Feb 11, 2014 4:03 pm
by Marth8880
Annoying as it is, melee weapons cannot be secondary weapons; instead, use the emitterordnance ordnance type and the cannon weapon type. I'll give you an example ODF to use if you need.
Re: Trouble with some melee implementation
Posted: Tue Feb 11, 2014 4:14 pm
by JimmyAngler
BFX and Death Star (MS) had them as secondary didn't they? (or have I really forgotten...)
Re: Trouble with some melee implementation
Posted: Tue Feb 11, 2014 5:57 pm
by Anakin
They have it as an second primary weapon. Secondary weapons are grenades,....
Re: Trouble with some melee implementation
Posted: Tue Feb 11, 2014 5:58 pm
by TWINKEYRUNAWAY
Marth8880 wrote:Annoying as it is, melee weapons cannot be secondary weapons; instead, use the emitterordnance ordnance type and the cannon weapon type. I'll give you an example ODF to use if you need.
I would love an example to play around with if possible, thanks marth.
Actually now that I recall, The exile's voyage had this implemented successfully. I believe AQT's dark trooper had a chain gun and can switch to an electro-staff as a secondary with no visible problems.
Re: Trouble with some melee implementation
Posted: Tue Feb 11, 2014 6:21 pm
by Maveritchell
TWINKEYRUNAWAY wrote:Actually now that I recall, The exile's voyage had this implemented successfully. I believe AQT's dark trooper had a chain gun and can switch to an electro-staff as a secondary with no visible problems. If it comes down to it, ill shoot him a PM perhaps.
Nope, you're wrong, dude. Melee weapons (i.e weapons that use .combo files) have to be primary weapons. Any secondary melee weapon is an emitterordnance (push) weapon, like Marth said. You can cycle through multiple primary weapons if you want a melee weapon to be swapped with something else.
Re: Trouble with some melee implementation
Posted: Tue Feb 11, 2014 6:32 pm
by TWINKEYRUNAWAY
Maveritchell wrote:TWINKEYRUNAWAY wrote:Actually now that I recall, The exile's voyage had this implemented successfully. I believe AQT's dark trooper had a chain gun and can switch to an electro-staff as a secondary with no visible problems. If it comes down to it, ill shoot him a PM perhaps.
Nope, you're wrong, dude. Melee weapons (i.e weapons that use .combo files) have to be primary weapons. Any secondary melee weapon is an emitterordnance (push) weapon, like Marth said. You can cycle through multiple primary weapons if you want a melee weapon to be swapped with something else.
Thank you for correcting me, im assuming this what you did for your rebel elite in dark times as well right? or not

Re: Trouble with some melee implementation
Posted: Tue Feb 11, 2014 6:46 pm
by Maveritchell
TWINKEYRUNAWAY wrote:im assuming this what you did for your rebel elite in dark times as well right? or not

Yeah, there were a few units that used that. I did a few the other way too (secondary emitterordnance weapon). There are good reasons for using both - the "real" melee weapon is a more satisfying experience with more flexibility in the weapon itself, but it (effectively) disallows any secondary weapons, so all the weapons have to be in the primary slot.