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Re: Jedi with guns

Posted: Thu Feb 18, 2010 4:07 am
by Abiter
It suprises me that noone else here has figured out how to make melee weapons work without troubles alongside gun with no ill effects after all this time. The fix is quite simple really you just need to make sure that the melee weapon is the very last weapon in the units odf like so:

Code: Select all

WEAPONSECTION   = 1
WeaponName      = "rep_weap_inf_rifle"
WeaponAmmo      = 0

WEAPONSECTION   = 2
WeaponName      = "rep_weap_inf_detpack"
WeaponAmmo      = 8
WeaponChannel   = 1

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


WEAPONSECTION   = 4
WeaponName      = "rep_weap_lightsaber_anakin"
WeaponAmmo      = 0


Re: Jedi with guns

Posted: Thu Feb 18, 2010 4:53 am
by Maveritchell
Abiter wrote:It suprises me that noone else here has figured out how to make melee weapons work without troubles alongside gun with no ill effects after all this time. The fix is quite simple really you just need to make sure that the melee weapon is the very last weapon in the units odf like so
A query:
Is it more likely that a community of modders has simply missed something very basic or is it more likely that you simply haven't tested the setup you posted fully (and are missing the bugs working in it)?

(Hint: the second one - no disrespect intended, kudos for playing around with solutions, but what you posted isn't any better than the solutions we already use, and it has its own bugs.)

Re: Jedi with guns

Posted: Thu Feb 18, 2010 5:00 am
by Sky_216
Abiter wrote:It suprises me that noone else here has figured out how to make melee weapons work without troubles alongside gun with no ill effects after all this time. The fix is quite simple really you just need to make sure that the melee weapon is the very last weapon in the units odf like so:

Code: Select all

WEAPONSECTION   = 1
WeaponName      = "rep_weap_inf_rifle"
WeaponAmmo      = 0

WEAPONSECTION   = 2
WeaponName      = "rep_weap_inf_detpack"
WeaponAmmo      = 8
WeaponChannel   = 1

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


WEAPONSECTION   = 4
WeaponName      = "rep_weap_lightsaber_anakin"
WeaponAmmo      = 0

Been done before, been released before for that matter. Still doesn't work properly. In fact its even more buggy than just having one weapon slot only (more buttons get remapped.)

Re: Jedi with guns

Posted: Thu Feb 18, 2010 5:03 am
by Abiter
I suspect it's more the missed something option as me and a friend noticed that putting it in the last place stopped the switching weapons bug and the secondary weapon fire key bug on a sides mod we've been playing on for almost 2 years and never expecienced any problems with the units using combinations of melee weapons and other ones together at all.

Re: Jedi with guns

Posted: Thu Feb 18, 2010 5:09 am
by Maveritchell
Abiter wrote:I suspect it's more the missed something option
:lol:
I apologize for my seemingly too-subtle brush of sarcasm - you are wrong, it is option two. Like Skyhammer says above, it's been done before and it has its own issues. I doublechecked it personally before I posted anything, and just in the five minutes I spent looking at it I can tell you it plays havoc with the fire rate of certain types of secondary weapons and it creates issues with using any saber block.

You can work around any bugs you have with this with either specific weapon combinations or specific instructions to the user, but neither are ideal as they aren't catch-alls - workarounds are never solutions. That's why, when someone asks the question, we'll give the solutions to a problem that has them (in this case, either don't have secondaries or don't have multiple primaries with a melee weapon) rather than list workarounds.