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Double pistols [Solved]

Posted: Fri Jan 02, 2009 11:41 am
by Null_Clone_Assasin
ive been trying to get a field commander to have double dc17 pistols.
how do i get the pistols to fire from both guns? :?

what would the ord and other files (that are needed for this) look like?

(the instructions are some times a little confusing) :oops:
DarthD.U.C.K's double pistol assets

thanks :bowdown:

Re: double pistols

Posted: Fri Jan 02, 2009 1:56 pm
by RepSharpshooter
I think they just fire from one gun don't they? It's an effect trick with 2 laser bolts in 1 effect.

Re: double pistols

Posted: Fri Jan 02, 2009 2:11 pm
by DarthD.U.C.K.
NullCommando wrote:Add this to your .odf:

Code: Select all

SalvoCount      = "1"

ShotsPerSalvo       = "2"
ShotPatternCount    = "2"
ShotPatternPitchYaw     = "-0.1 -0.8"
ShotPatternPitchYaw     = "-0.1 0.8"
Adds the second laser.

Re: double pistols

Posted: Fri Jan 02, 2009 5:50 pm
by fiddler_on_the_roof
Sorry for another question from a different person, but I didn't want to post a new topic.

I was working on getting these in-game, and when I get to the team selection, the game crashes.

here is the unit's odf.

Code: Select all

[GameObjectClass]
ClassParent        	= "rep_inf_default"


[Properties]
UnitType           	= "support"

WEAPONSECTION 		= 1
WeaponName        	= "rep_weap_inf_dc17pistol"
WeaponAmmo        	= 0
AnimatedAddon           = "left_gun"
GeometryAddon           = "weap_inf_dc17pistol_l" // the left pistols meshname
AddonAttachJoint        = "bone_L_hand"

WEAPONSECTION 		= 2
WeaponName        	= "rep_weap_inf_fusioncutter"
WeaponAmmo         	= 0

WEAPONSECTION 		= 3
WeaponName         	= "rep_weap_inf_detpack"
WeaponAmmo         	= 3
WeaponChannel      	= 1

VOUnitType        	= 121
The pistol odf

Code: Select all

[WeaponClass]
ClassParent         = "rep_weap_default_dcpistol"
GeometryName        = "rep_weap_inf_dc17pistol.msh"

[Properties]

GeometryName        = "rep_weap_inf_dc17pistol"
HighResGeometry         = "rep_1st_weap_inf_dc17pistol"
OrdnanceName        = "rep_weap_inf_dcpistol_ord"

SecondaryOrdnanceName = "rep_weap_inf_dcpistol_ord"
SecondaryOrdnancePeriod = 1
The pistol class-parent

Code: Select all

[WeaponClass]
ClassLabel      = "cannon"

[Properties]
ScoreForMedalsType = 0
MedalsTypeToLock = 0

AnimationBank   = "187thcmdr"

//***********************************************
//************* TARGET & RANGE VALUES  **********
//***********************************************

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

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

MinRange            = "0"
OptimalRange        = "16"
MaxRange            = "24"

LockOnRange         = "40.0"
LockTime            = "0.4"
LockOnAngle         = "1.0"

ZoomMin             = "2.5"
ZoomMax             = "2.5"
ZoomRate            = "0.0"

YawSpread           = "0.4"
PitchSpread         = "0.4"

SpreadPerShot       = "1.1"
SpreadRecoverRate   = "4.8"
SpreadThreshold     = "1.6"
SpreadLimit         = "6.0"

StandStillSpread    = "0.0"
StandMoveSpread     = "0.0"
CrouchStillSpread   = "0.0"
CrouchMoveSpread    = "0.0"
ProneStillSpread    = "0.0"
ProneMoveSpread     = "0.0"

HeatPerShot         = "0.175"
HeatRecoverRate     = "0.3"
HeatThreshold       = "0.25"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip       = "0"
ReloadTime          = "2.0"
ShotDelay           = "0.2"
TriggerSingle       = "1"
MaxPressedTime      = "0.0"

DisplayRefire 		= "0"

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

ShotsPerSalvo       = "2"
ShotPatternCount    = "2"
ShotPatternPitchYaw     = "-0.1 -0.8"
ShotPatternPitchYaw     = "-0.1 0.8"

FirePointName       = "hp_fire"

//***********************************************
//***********  HUD & CONTROLLER VALUES  *********
//***********************************************

MuzzleFlash         = "small_muzzle_flash"
FlashColor          = "255 80 80 255"
FlashLength         = 0.025
FlashLightColor     = "255 192 192 175"
FlashLightRadius    = "2.0"
FlashLightDuration  = "0.25"
Discharge           = "small_smoke_effect"
I munged the animations, which were all the jango animations from the double-pistol assets, and the fett basepose, which I renamed to 187thcmdr_..., besides the basepose. I checked over the steps in the readme for teh assets, and I think I did everything correctly.

It still crashes. :?

Re: double pistols

Posted: Fri Jan 02, 2009 6:49 pm
by DarthD.U.C.K.
you have to keep the animatiobank for the pistol as it was
this line defines just which weaponanims are played (pistol, rifle etc.)
the AnimationName = "XXX" in the units odf defines which animset is used
(if you use "pistol" as animbank, you have to call the unmunged anims "XXX_pistol_..." instead of "XXX_pistols_..."

Re: double pistols

Posted: Fri Jan 02, 2009 8:04 pm
by fiddler_on_the_roof
Ok, thanks

EDIT1-- I edited the pistol odf, so it is

Code: Select all

AnimationName       =  "pistol"
It still crashed. :?

Am I doing something wrong, or is it the guy, not the pistols?

thanks

Re: double pistols

Posted: Fri Jan 02, 2009 8:29 pm
by Null_Clone_Assasin
ok thanks D.U.C.K

im trying right now :yes:

Re: double pistols

Posted: Fri Jan 02, 2009 8:43 pm
by DarthD.U.C.K.
oh no
i meant:
change the animationbank line in the weapons odf back to pistol
add the animatiinname line to your units odf
(the name depends on how you called your newly munged animset)

Re: double pistols

Posted: Fri Jan 02, 2009 10:01 pm
by ryukaji
Ok its not working for me either.

Heres what ive got:

MUNGED>
jango_pistols_stand.anims
jango_pistols_stand_idle_emote_full.msh
jango_pistols_stand_shoot_full.msh
jango_pistols_stand_reload_full

Message Severity: 3
.\Source\EntitySoldier.cpp(10505)
EntitySoldier "rep_arc_trooper" missing animation bank "jango_pistols_stand"

unit odf:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default"


[Properties]
Label = "Arc Trooper"
UnitType = "support"
IconTexture = "rep_trooper_icon"

GeometryName = "rep_inf_arctrooper"
GeometryLowRes = "rep_inf_arctrooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
ClothODF = "rep_inf_arctrooper_cape"

AnimationName = "jango_pistols_stand"

MaxSpeed = 7.0 // base forward speed
MaxStrafeSpeed = 5.5 // base right/left speed

ScanningRange = 30.0
TransmitRange = 300.0

WEAPONSECTION = 1
WeaponName = "beam_rifle"
WeaponAmmo = 8

WEAPONSECTION = 2
WeaponName = "pistols"
WeaponAmmo = 0
AnimatedAddon = "left_gun"
GeometryAddon = "weap_inf_dc17pistol_l_small"
AddonAttachJoint = "bone_L_hand"

VOUnitType = 121

Re: double pistols

Posted: Sat Jan 03, 2009 6:12 am
by DarthD.U.C.K.
you have to make an animationSET
and as i said before the xxx_pistols_ cant workbecause battlefront only accetpt animbanks that camewith the game (thats why you should keep "pistol" as the animbank)

i will make a small chart:
Image

Re: double pistols

Posted: Sat Jan 03, 2009 8:32 am
by MandeRek
Wait a second! Those odf lines from null you posted.. Weren't these from Mav', and not released yet? :shock:

Re: double pistols

Posted: Sat Jan 03, 2009 8:38 am
by DarthD.U.C.K.
i dont know, null posted the some pages ago

Re: Double pistols

Posted: Sat Jan 03, 2009 12:10 pm
by ryukaji
so the weapon odf should have "pistol" and unit odf should have "jango" and the animationset should be named jango and the animation .msh's should be jango_pistol_*** ?

Re: Double pistols

Posted: Sat Jan 03, 2009 12:32 pm
by DarthD.U.C.K.
yes, you got it! :D

Re: double pistols

Posted: Sat Jan 03, 2009 1:01 pm
by NullCommando
MandeRek wrote:Wait a second! Those odf lines from null you posted.. Weren't these from Mav', and not released yet? :shock:
...No.. I got them from Ewok when he gave me the Dual Pistol .odfs of his.

Re: Double pistols

Posted: Sat Jan 03, 2009 1:31 pm
by ryukaji
ok so if thats right how come i get this

Message Severity: 3
.\Source\EntitySoldier.cpp(10505)
EntitySoldier "rep_arc_trooper" missing animation bank "jango"

Re: Double pistols

Posted: Sat Jan 03, 2009 3:16 pm
by DarthD.U.C.K.
you munged a new animationset called jango and have it in your munged folder?

Re: Double pistols

Posted: Sat Jan 03, 2009 4:33 pm
by fiddler_on_the_roof
I did, I had a data_***/animation/soldieranimationblack/187thcmdr/187thcmdr_pistols_***, basepose. I got it to munge once, and now I don't get anything in my MUNGED folder when I try to munge the animations. it might be the basepose, but it could also be the unit. I'm checking if it is the unit right now, but since I cannot munge anims, I can't check if it is the basepose.

Re: Double pistols

Posted: Sat Jan 03, 2009 4:37 pm
by ryukaji
how do you munge an animationset?

Re: Double pistols

Posted: Sat Jan 03, 2009 4:51 pm
by Null_Clone_Assasin
ok

thanks so much for all the help :yes: