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Challenge - For ARC: Republic Vanguard
Posted: Tue Apr 19, 2005 2:12 am
by OOM-9
Anyone up for creating a new weapon? One that requires animations most likely?
I am wanting Dual Commando Pistols to replace the Alliance Assault Rifle the Red ARC Commander currently has as a place holder... are dual pistols possible? They would probably have to function likethe droideka's blasters.
This weapon would not only be a cool addition to ARC, but could be posted seperately for the whole community

Posted: Tue Apr 19, 2005 12:47 pm
by OOM-9
No one interested?
Seems it can be done if it mirrors the Droideka's weapons...
Also there is another mod someone is working on for a HALO Total conversion and they are wondering if dual weapons are possible...
I can make ODFs of the dual pistols, but I cannot make the models, or have the animations work ingame... so I am asking for help please?
Posted: Tue Apr 19, 2005 1:30 pm
by fruitymarshmallow
you know what, I have a feeling you are very very correct. I'm surprised no one thought of using drodeka blasters for a base for making duel weilded weapons.
Posted: Tue Apr 19, 2005 2:25 pm
by Saturn_V
Droidekas are a special walker class, and aren't set up the same as regular units.
Edit:spelling
Posted: Tue Apr 19, 2005 2:26 pm
by OOM-9
Hopefully I am right and it is relatively easily done so I can see it in my mod quickly
Let me go scan some Concept sketches I did for animations so I can post them here.
Anyone here animation savvy?
*BUMP, look at above post...*
Posted: Tue Apr 19, 2005 2:49 pm
by OOM-9
wow did we post at the same exact time Saturn? LoL
Anyways concept I promised... don't get angry with me for inaccuracy or lack of detail... they are concepts...
Seems to me there are 3 basic animations that go along with most weapons.
Reload Animation
Non-firing at Ease animation
And Ready/Firing postition animation.
For the dual pistols we can scratch the reload as they will overheat instead.
So... at ease.
Ready.

Posted: Tue Apr 19, 2005 2:54 pm
by OOM-9
In response to Satern_V,
I know the droideka is a walker class, but aren't it's weapons still a weapon ODF? one that could be slotted into regular units?
Don't get me wrong I have no doubt you know what your talking about, but didn't Bounty Hunters take the shield off of the Droideka much the same way I plan on taking the blasters?
They still call from an ODF file which I can point the Unit's secondary towards.
I realise it requires work, but it is relatively easy compaired to stuff I have seen accomplished on these forums no?
*shrug*
I am a nub, I don't know for sure... let me look into my assets... anyone want to help?
Posted: Tue Apr 19, 2005 4:03 pm
by Saturn_V
Yes, I put a droideka shield on a Stormtrooper, but the dual weapon is a special set up. Have a look in the droideka odf and compare it to, say, a regualr battledroid. The droideka is set up more like an ATAT, or a even a flyer. I think the dual pistol idea is neat, but I don't see anyone implementing it anytime soon, that's all. And your concept drawings are great, do you have any others ?
Posted: Tue Apr 19, 2005 4:22 pm
by OOM-9
[WeaponClass]
ClassLabel = "cannon"
[Properties]
AnimationBank = "bdroid"
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
MinRange = "0"
OptimalRange = "24"
MaxRange = "64"
LockOnRange = "80.0"
LockTime = "0.4"
AutoAimSize = "1.0"
ZoomMin = "3.0"
ZoomMax = "3.0"
ZoomRate = "0.0"
YawSpread = "0.0"
PitchSpread = "0.0"
SpreadPerShot = "0.0"
SpreadRecoverRate = "4.8"
SpreadThreshold = "2.0"
SpreadLimit = "6.0"
StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"
HeatPerShot = "0.089"
HeatRecoverRate = "0.5"
HeatThreshold = "0.20"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "0"
ReloadTime = "6.0"
ShotDelay = "0.11"
TriggerSingle = "0"
SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
OrdnanceName = "cis_weap_inf_repeater_ord"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
IconTexture = "IMP_blasterrifle_icon"
ModeTexture = "HUD_weap_fullauto"
ReticuleTexture = "reticule_rifle"
MuzzleFlash = ""
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashLightColor = "255 220 220 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
RecoilLengthLight = "0.3"
RecoilLengthHeavy = "0.2"
RecoilStrengthLight = "1.0"
RecoilStrengthHeavy = "0.2"
RecoilDecayLight = "0.0"
RecoilDecayHeavy = "0.0"
//******************************************************
//*************** SOUND ****************
//******************************************************
FireSound = "cis_weap_inf_droideka_fire"
ChargeSound = "cis_weap_inf_droideka_chargeup"
ReloadSound = "cis_weap_inf_reload_med"
ChangeModeSound = "cis_weap_inf_reload_med"
FireEmptySound = "com_weap_inf_ammo_empty"
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
Doesn't this qualify as a standard weapon?
It has all the specs line for line as say... a clone trooper rifle.
The only difference I saw in the Droideka's weapon setup were the alterations to it's pitch, yaw, and firing arc.
That was set on the actual Droideka themselves, not in their weapon settings.
The above are Droideka repeaters drawn from the ODF that the droideka points to.
If I am wrong point me to the line that will keep me from giving these stats to another weapon?
All that needs to be done as far as I can see is a change in ordinance, and sounds, as well as new animations and models for the Dual pistols.
I didn't mean draw directly FROM the Droideka, just use it as model for me to base the pistols off of.[/quote]
Posted: Tue Apr 19, 2005 4:28 pm
by OOM-9
WEAPONSECTION = "1"
WeaponName = "cis_weap_inf_repeater"
WeaponAmmo = "0"
PitchLimits = "-25.0 25.0"
YawLimits = "-40.0 40.0"
AimerYawLimits = "-40.0 40.0"
AimerPitchLimits = "-25 25"
AimerNodeName = "hp_gun_1"
FireOutsideLimits = "1"
NextAimer = "-"
AimerYawLimits = "-40.0 40.0"
AimerPitchLimits = "-25 25"
AimerNodeName = "hp_gun_2"
FireOutsideLimits = "1"
this is a direct draw from the droideka weapon section of it's ODF.
What I understand by looking at this, is it is setting the locations for the gun barrels and firing points right?
AimerNodeName
somewhere on the Droideka model there is a "hp_gun_2" that the game draws to tell the laser where to fire from... this is what you mean that it will be difficult to implament, as the droid's cannons are in fact implaced guns on it's model, and not weapon models themselves correct?
Posted: Tue Apr 19, 2005 4:38 pm
by OOM-9
P.S. In answer to the concept drawings... yes... i have hundreds of them... those ones are low quality quick sketches I threw together just to illustrate my idea.
I also have floor plans for the first map I am looking to have made.
NABOO: Theed Estate
A map based around a large palace like building and the surrounding city and courtyard... infiltration map for the ARC Troopers who have to destroy a CCC setup on the top floor as well as silence some planetary guns and the two AATs gaurding the entrance.
One question... is it possible to make vehicles NOT respawn?
Also is it possible to have the vehicles wrecks to remain in the battlefield?
(dunno like OnDestroy = SetProp or something?

)
Posted: Tue Apr 19, 2005 6:32 pm
by Saturn_V
it's implementing the dual pistols that i was referring to.
Posted: Tue Apr 19, 2005 11:11 pm
by OOM-9
10 - 4
So can wrecks remain on the field?
Posted: Wed Apr 20, 2005 6:45 pm
by Astute
Interesting idea with the dual pistols, it is also something i wish to implement as well. I believe i saw something somewhere that would allow you offset the weapon so it would appear in the left hand... or mabye the answer is in the the mesh file. You could also look into a vehicle weapon with the dual animation your looking for. As for the one time spawn, why not intergrate an ammo counter so it will only spawn a limited number of times. With the wreak remaining in the field, you could just add an exp.odf to your exp.odf that spawns your wreaked model after the explosion...
This is all just speculation though...
Posted: Thu Apr 21, 2005 12:14 am
by OOM-9
downloaded XSI... going to look into the animations and inversion models...
good idea for the wrecks... *delves*
Posted: Thu Apr 21, 2005 12:06 pm
by OOM-9
*pops head out of his magic hat and looks around*
Well for now I have decided to give the ARC Commander the Alliance Blaster Rifle untill I can get dual pistols implamented.
Anyone here want to join the ARC Team and help me solve problems without having to bother Saturn V or L-5-R?
P.S. *smacks L-5-R with a salmon*
Posted: Sat Apr 23, 2005 1:05 am
by Chamboozer
are the battle droids gonna have grenades? cuz i was gonna say, they cant carry grenades for they have no pockets...
Posted: Sat Apr 23, 2005 2:18 am
by OOM-9
lol
Command droid has grenades, and normal battledroid has one grenade...
the nades are magnetically stuck to them
or not....
*shrugs*
Posted: Sat Apr 23, 2005 1:17 pm
by Chamboozer
I have read about specific battle droids that carry a pistol and four grenades strapped to their arms 2 for each arm used in the battle where the seperatists tried to poison naboo...
Posted: Tue Apr 26, 2005 2:13 am
by OOM-9
can you link me to where you read this? I would love to get more details so I can make an ARC map based on the idea?