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Secondary problems? [Solved]

Posted: Fri Jul 11, 2008 4:16 pm
by wishihadaname
my unit won't use his secondary weapons for some reason i don't have any idea why though here is his odf.

Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "soldier"
ClassParent = "com_jedi_default"
GeometryName = "all_inf_stormtrooperlukeskywalker.msh"

[Properties]
AISizeType = "HOVER"

GeometryName = "all_inf_stormtrooperlukeskywalker"
GeometryLowRes = "all_inf_stormtrooperlukeskywalker_low1"
FirstPerson = "all\alllstrm;all_1st_stormtrooper"



JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 10.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WEAPONSECTION = 1
WeaponName = "all_weap_inf_rifle"
WeaponAmmo = 10

WEAPONSECTION = 2
WeaponName = "all_weap_lightsaber"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "all_weap_inf_shotgun"
WeaponAmmo = 3

WEAPONSECTION = 4
WeaponName = "all_weap_award_rifle"
WeaponAmmo = 5

WEAPONSECTION = 5
WeaponName = "all_weap_award_shotgun"
WeaponAmmo = 3

WEAPONSECTION = 6
WeaponName ="com_weap_inf_force_push"
WeaponAmmo = 0
WeaponChannel = 1

WEAPONSECTION = 7
WeaponName ="all_weap_inf_buff_health"
WeaponAmmo = 4
WeaponChannel = 1

WEAPONSECTION = 8
WeaponName ="all_weap_inf_autoturret_dispencer"
WeaponAmmo = 4
WeaponChannel = 1

VOUnitType = 184
SoldierMusic = "all_hero_Luke_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"

FoleyFXClass = "all_inf_soldier"

SndHeroSelectable = ""
SndHeroSpawned = "hero_luke_spawn"
SndHeroDefeated = "hero_luke_exhausted"
SndHeroKiller = "hero_luke_exhausted"

VOSound = "all_off_response_hero_command SC_Follow"
VOSound = "all_off_response_hero_command SC_StopFollow"
VOSound = "all_off_response_hero_command SC_VehicleWaitUp"
VOSound = "all_off_response_hero_command SC_GetIn"
VOSound = "all_off_response_hero_command SC_GetOut"

VOSound = "hero_luke_AcquiredTarget AcquiredTarget"
VOSound = "hero_luke_KillingSpree4 KillingSpree4"[/code]

Re: Secondary problems?

Posted: Fri Jul 11, 2008 4:23 pm
by Teancum
One issue is you can only have four weapons on each channel (primary/secondary) and you have five on the primary.

Re: Secondary problems?

Posted: Fri Jul 11, 2008 5:34 pm
by Maveritchell
Teancum wrote:One issue is you can only have four weapons on each channel (primary/secondary) and you have five on the primary.
The real issue is that you have multiple weapons on the primary slot and one of them is a melee weapon. Once you add a melee weapon you have two options:
1) Only one primary (melee weapon) and secondaries
2) Multiple primaries (ranged, melee, etc....) and no secondaries

This is because the keymapping changes when you have a melee weapon included with other primaries, and there's no way to use secondaries (the right-click is remapped to block). AI can still use all the weapons, as they're not bound by using a keyboard/mouse/controller.

Re: Secondary problems?

Posted: Fri Jul 11, 2008 10:30 pm
by wishihadaname
well that really sucks ohh well i guess ill switch him back to melle only

only one other thing i also wanted to edit the darktooper to balance out for lukes ubarness but when i opened the tga. file for him it was almost blank nothing like the other units is there a way to make the darktrooper skin visible?

Re: Secondary problems?

Posted: Fri Jul 11, 2008 11:14 pm
by Culvar
wishihadaname wrote:well that really sucks ohh well i guess ill switch him back to melle only

only one other thing i also wanted to edit the darktooper to balance out for lukes ubarness but when i opened the tga. file for him it was almost blank nothing like the other units is there a way to make the darktrooper skin visible?
In GIMP:
Colors/Decompose
To get it so it can be colored again go to colors/compose.

Re: Secondary problems?

Posted: Sat Jul 12, 2008 12:34 am
by wishihadaname
thanks for the advice with the dark trooper now i have another problem (figures) i wanna make an improvised gataling gun liek the onse that hte darktoopers in forces of corruption have (aka my avatar). to do this i was gonna use a rocket launcher model and edit the odf. so that it fires blaster bolts at an insane rate and has an ammo limit but for some reason it still has a one shot thing i'm not sure how to get rid of that can someone help me?

Re: Secondary problems?

Posted: Sat Jul 12, 2008 9:38 am
by Culvar
wishihadaname wrote:thanks for the advice with the dark trooper now i have another problem (figures) i wanna make an improvised gataling gun liek the onse that hte darktoopers in forces of corruption have (aka my avatar). to do this i was gonna use a rocket launcher model and edit the odf. so that it fires blaster bolts at an insane rate and has an ammo limit but for some reason it still has a one shot thing i'm not sure how to get rid of that can someone help me?
If you want an Uber Chaingun weapon use ther chaingun model then go to data_***/sides/common(if you didn't copy common over do so now), go to Com_weap_inf_chaingun(you can also change damage rates here),find Animationbank(or whatever it says)= Bazooka and put where bazooka is on the line(after you remove it) rifle, then copy over the republic chaingun assets to your side, go to it's ODF, find it's first ordanance and replace it with "imp_weap-inf_rifle_ord", and give the darktrooper the chaingun.

Re: Secondary problems?

Posted: Sat Jul 12, 2008 3:02 pm
by wishihadaname
cool so is he gonna hold it like a rifle or hold it like a chaingun cas the chaingun looks really stupid when the clones hold it

Re: Secondary problems?

Posted: Sat Jul 12, 2008 3:10 pm
by Culvar
wishihadaname wrote:cool so is he gonna hold it like a rifle or hold it like a chaingun cas the chaingun looks really stupid when the clones hold it
It'll use rifle animations(hold it like a rifle) Though the 1st person for the chaingun will be a little messed up(the rear half of the rifle wont be there in 1st views)

Re: Secondary problems?

Posted: Sat Jul 12, 2008 4:55 pm
by Caleb1117
If you want him to hold it underhanded, like in your avatar, download this and use it.
Image

http://www.gametoast.com/forums/viewtop ... a&start=75
Look for my post at the near bottom of the page.