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Animations, Projectiles, and Weapons Switching.
Posted: Thu Sep 03, 2009 11:13 pm
by IronJaw
I have several question:
1) Is it possible for all of the unis (troopers, snipers, etc.) to use the jedi die animation? (Kneeling instead of flying to the floor)
2) Is changing the projectile as easy as going into the common folder (Or which ever the file is located) and editing it in Gimp?
3) What exactly is required to switch weapons of different units? I know of this:
http://www.gametoast.com/forums/viewtop ... =27&t=6040
So is that all? Do I just need to Hex edit it? The guild is for multiple textures, but It would seem to me that you would do the same to change the unites default weapons.
Re: Animations, Projectiles, and Weapons Switching.
Posted: Thu Sep 03, 2009 11:32 pm
by kinetosimpetus
IronJaw wrote:I have several question:
1) Is it possible for all of the unis (troopers, snipers, etc.) to use the jedi die animation? (Kneeling instead of flying to the floor)
2) Is changing the projectile as easy as going into the common folder (Or which ever the file is located) and editing it in Gimp?
3) What exactly is required to switch weapons of different units? I know of this:
http://www.gametoast.com/forums/viewtop ... =27&t=6040
So is that all? Do I just need to Hex edit it? The guild is for multiple textures, but It would seem to me that you would do the same to change the unites default weapons.
1) Yes, open data_***\sides\common\odf\com_jedi_default.odf in notepad, i think the code is FleeLikeAHero = 1
2) Simple color changes can be made by finding the odf of an ordnance (odf files ending in ord) with the color you want and copying its texture and color codes to the one you want to change
3) Open a unit odf, say rep_inf_default_rifleman, the weapon sections are pretty easy to figure out, weaponname is the filename of the weapon, ammo is number of clips, and the channel = 1 makes it secondary. Edit these to change them, but make sure matching Award weapons are set up with the normal kind.
Re: Animations, Projectiles, and Weapons Switching.
Posted: Fri Sep 04, 2009 12:09 am
by IronJaw
Thanks!
For #2 I was thinking more along the lines of bullets or paint balls.
Re: Animations, Projectiles, and Weapons Switching.
Posted: Fri Sep 04, 2009 12:14 am
by kinetosimpetus
for bullets, take a look at the shotgun, chaingun, and award pistol set ups
if you want to make them invisible, the common weapon odf's contain SecondaryOrdnance... lines, remove them or comment them out by putting // in front of them
Re: Animations, Projectiles, and Weapons Switching.
Posted: Fri Sep 04, 2009 12:24 pm
by IronJaw
I just want to make the "lasers" look more like small balls being shot. Biger than bullets, but not 1-2 feet long.
Re: Animations, Projectiles, and Weapons Switching.
Posted: Fri Sep 04, 2009 12:47 pm
by kinetosimpetus
then either use the laser effect with smaller width and length values, or use a grenade msh, adding a msh.option with -scale 0.3 to make it about 1/3 the size, and no trail effect
Re: Animations, Projectiles, and Weapons Switching.
Posted: Fri Sep 04, 2009 4:02 pm
by IronJaw
How would I change the with and length a .msh.option?
Re: Animations, Projectiles, and Weapons Switching.
Posted: Fri Sep 04, 2009 4:14 pm
by Xavious
Put in the line -scale 0.3 or whatever number you want to use.