Punch animation?

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Avenger
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Punch animation?

Post by Avenger »

I'm making a map about... I'll just get to the point. I need a punch animation for my un-armed stormies, is there one in the assets? Or did someone make one in witch case can you give me to D/L link? Also is this even possible :?

So again: Can I make un-armed stormies? Is ther a punch weap and animation? how do I put it in?
So many questions
:eek:
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Re: Punch animation?

Post by skelltor »

what type of punch do you want like a upper cut,right hook or what?
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Re: Punch animation?

Post by Avenger »

. . . uummm... something like he does when he throws a nade? or just a normal punch :)
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Re: Punch animation?

Post by skelltor »

oh ok arc commander made a melee attack that has granade throw animaton

here is the odf
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "cannon"
GeometryName = "knife.msh"

[Properties]
GeometryName = "knife"
HighResGeometry = "knife"
HUDTag = "hud_force_push"

RoundsPerClip = "0"
ReloadTime = "0.5"
HeatRecoverRate = "0.2"
HeatThreshold = "0.0"

FirePointName = "hp_fire"

TriggerSingle = "1"
ShotDelay = "0.5"
HeatPerShot = "0.0"
MaxPressedTime = "1.0"

MinRange = 0
OptimalRange = 1
MaxRange = 2

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

SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
SalvoTime = "0.0"
InitialSalvoDelay = "0.5" // must have one or no animation - Mike Z

FireAnim = "2"
InstantPlayFireAnim = "1"
OffhandWeapon = 1

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

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

AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "0"
AITargetVehicle = "0"
AITargetBuilding = "0"

//SOUND
FireSound = "com_weap_throw"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""

OrdnanceName = "com_weap_melee_ord"
EnergyDrain = 20.0
the ord
Hidden/Spoiler:
[OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]

Explosion = "com_weap_melee_exp"

ConeLength = "3"
ConeAngle = "180"
FirstRadius = "0.0"
MaxTargets = "1" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "1" // No chaining - all bolts coming from the attacker

//OrdnanceSound = "com_weap_launcher_energy_dumbfire"

Damage = "10000" // This is the min damage. Even if the initial damage is split between the number of targets, it will never go below this number for each target
MaxDamage = "10000" // This is the max damage
JumpDeduction = "0" // No jump deduction. This is for chaining only
DamageThreshold = "0" // Always do damage (no threshold)
MaxJumpDistance = "0" // No max jump distance because the chaining is off

VehicleScale = "0.0"
ShieldScale = "0.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "0.0"
BuildingScale = "0.0"

Push = "0.2"

PushDeadOnly = "0"

AffectFriends = "1"

//LightningEffect = ""
//LightningEffectScale = "0.25"
//NoTargetLightningEffectCount = "5" // The number of ligthning effects to display when the ordinance has no targets to hit
//NoTargetLightningEffectRandomSpread = "0.4" // The random rotation spread the ligthning effects does when the ordinance has no targets to hit
just change the msh to use the sbd arm cannon model
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Re: Punch animation?

Post by Avenger »

Thanks! Your a life saver lol :wink: I'll need a bit more help with getting it it, i'll ask my friend but help me out if ya want to :D
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Re: Punch animation?

Post by skelltor »

Hey no problem :D ,it is more of a slap sorta thing but oh well.how do you need help?
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Re: Punch animation?

Post by Avenger »

How do I "change the msh" :cpu:
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Re: Punch animation?

Post by AceMastermind »

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Re: Punch animation?

Post by skelltor »

do you see this in the first odf

[Properties]
GeometryName = "knife"
HighResGeometry = "knife"

change to this

[Properties]
GeometryName = "cis_weap_inf_sbdroidmuzzle"
HighResGeometry = "cis_weap_inf_sbdroidmuzzle"

go to assests cis msh than serch for cis_weap_inf_sbdroidmuzzle and copy and paste it into your sides msh folder
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Re: Punch animation?

Post by Filipinio »

OFFTOPIC:

Has anybody made an upercut-punch animation/asset? i could really use one :?
Last edited by Filipinio on Mon May 10, 2010 11:20 am, edited 1 time in total.
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Re: Punch animation?

Post by skelltor »

would the recon droid anamation work?
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Re: Punch animation?

Post by myers73 »

Filipinio wrote:OFFTOPIC:

Has anybody made an upercut-punch animation/asset? i could really use one :?
use the first maul anim
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Re: Punch animation?

Post by Filipinio »

Thats a great idea, Thanks!
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Re: Punch animation?

Post by Avenger »

THIS IS NOT OFF TOPIC

Image
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Re: Punch animation?

Post by RogueKnight »

Avenger wrote:THIS IS NOT OFF TOPIC

Image
It was off topic, unnecessary, rude, and not even relevant.
:spam:
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Re: Punch animation?

Post by Avenger »

. . .
Are you kidding me?. . . :|
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Re: Punch animation?

Post by IndianaJoe »

I think he means an anim like the pic
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Re: Punch animation?

Post by 501st_commander »

Avenger wrote:. . .
Are you kidding me?. . . :|
Rogue doesn't realy kid much, or at least i see.
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Re: Punch animation?

Post by RogueKnight »

IndianaJoe wrote:I think he means an anim like the pic
If he does, then my apoligies, but in the context that it appeared to me, the topic has been solved, and this guy;
myers73 wrote:
Filipinio wrote:OFFTOPIC:

Has anybody made an upercut-punch animation/asset? i could really use one :?
use the first maul anim
was on the wrong end of a bad joke.
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Re: Punch animation?

Post by ZappelClone »

iam wondering if its possible to hit s.o. with your main weapon...like bashing you know?
just using mauls animation and using a rifle isntead of a lightsabre wouldnt look too convincing i guess but i havent tried anything about it yet...any suggestions or experience`?
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