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Melee with rifle

Posted: Sun Jan 17, 2010 11:28 am
by bobfinkl
Hello there GT, I have an issue that I had once before but being generally ignored my question was unanswered for quite some time, and I have been unable to figure it out since and am absolutely clueless on the subject, so I ask once again. How would I go about making a melee weapon where the player whacks the enemy with the butt of the rifle, and the msh changes depending on the current primary weapon, similar to the one in MetalcoreRancors zombie beta.

Any help appreciated.

Re: Melee with rifle

Posted: Sun Jan 17, 2010 11:40 am
by myers73
its done through a .combo file as your secondary weapon. first you should go find an animationfor it though, or you wont get anywhere.

Re: Melee with rifle

Posted: Sun Jan 17, 2010 12:00 pm
by bobfinkl
myers73 wrote:first you should go find an animation for it though, or you wont get anywhere.
I know the exact anims I will use for this purpose, Darthmauls first cut for rifles, and Sidious' cut from above.
myers73 wrote:its done through a .combo file as your secondary weapon.
Care to explain how this would be used? I thought it would just use replaced secondary weapon anims.

Re: Melee with rifle

Posted: Sun Jan 17, 2010 12:29 pm
by kinetosimpetus
if you modify force push to use the range and damage you want, you can rename the anims to "rc_rifle_stand_shoot_secondary_full" for example, where rc is the new anim set name.

also, you can use different ones for rifle, pistol, bazooka, and tool. and probably stand and crouch.

Re: Melee with rifle

Posted: Sun Jan 17, 2010 1:08 pm
by Fiodis
Borrow and edit the melee weapon from the BFX assets.

Re: Melee with rifle

Posted: Sun Jan 17, 2010 1:43 pm
by MetalcoreRancor
This is by no means an invention of my own. I was inspired to make such a weapon from Maveritchell, and it is simply a replacement of secondary fire anims, to be a melee attack move. It is a short range invisible ordnance set up with class type cannon, and emmitterordnance as the ord.

The chainsaw user uses the same premise.

Re: Melee with rifle

Posted: Sun Jan 17, 2010 2:27 pm
by bobfinkl
Well I got my melee weapon setup and working, but the anims is where I am confused. How would I go about replacing them, and will it override my regular grenades anims?

Re: Melee with rifle

Posted: Sun Jan 17, 2010 3:25 pm
by kinetosimpetus
Darthducks anim assets often have tuts for creating anim sets. If you name it the way i did, it replaces the drop item, not grenade throw anim

Re: Melee with rifle

Posted: Sun Jan 17, 2010 3:31 pm
by AQT
The "drop item" anims is human_x_stand_shoot_secondary.msh by default, where x is rifle, bazooka, pistol, or tool. So just rename your replacement animation to y_x_stand_shoot_secondary.msh (y being the name you chose to call your new animation set).

Re: Melee with rifle

Posted: Mon Jan 18, 2010 7:55 pm
by bobfinkl
Ok, well I've managed to munge my anims now, but it still isn't working, I have basepose.msh and rus_stand_shoot_secondary.msh in my rus anim folder, it munged properly and I have in the munged folder of my sides; rus.anims, rus.zaabin and rus.zafbin. Lastly my odf: looks like this:
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "cannon"

[Properties]
AnimationName = "rus"
HUDTag = "hud_force_push"
GeometryName = ""
HighResGeometry = ""

RoundsPerClip = "0"
ReloadTime = "0.3"
HeatRecoverRate = "0.2"
HeatThreshold = "0.0"

OrdnanceName = "rus_weap_inf_mosin_hit_ord"

TriggerSingle = "1"
ShotDelay = "0.3"
HeatPerShot = "0.0"
MaxPressedTime = "0.0"
AnimationName = "rus"

LockOnRange = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"

SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
SalvoTime = "0.0"
InitialSalvoDelay = "0.5"

EnergyDrain = 10.0
FireAnim = "2"
InstantPlayFireAnim = "1"
OffhandWeapon = 1

TargetEnemy = "1"
TargetNeutral = "1"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

AITargetPerson = "0"
AITargetAnimal = "0"
AITargetDroid = "0"
AITargetVehicle = "0"
AITargetBuilding = "0"

//SOUND
FireSound = "force_push_fire"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
If my error log is needed I'll go ahead and get it.

Re: Melee with rifle

Posted: Mon Jan 18, 2010 7:59 pm
by kinetosimpetus
AnimationName goes in the unit odf.