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Two modding questions
Posted: Tue Jan 29, 2008 5:30 pm
by Silas
1. how do you make it so any unit that has a lightsaber/sword can use secondary weapons like grenades? mine refuses to let me right click to throw a grenade.
2. How do you fix the Clone Commander so grenades that he throws use the normal animations?
(if you haven't figured it out, im trying to do both at the same time)
Re: Two modding questions
Posted: Tue Jan 29, 2008 6:02 pm
by RepSharpshooter
I know it has something to do with weapon channels
Code: Select all
WEAPONSECTION = 1
WeaponName = "orp_weap_vibrosword"
WeaponAmmo = 6
WEAPONSECTION = 2
WeaponName = "kot_weap_inf_fraggrenade"
WeaponAmmo = 4
WeaponChannel = 1
This works for me, although the animations are wrong (force push). Someone will have to help you there.
Re: Two modding questions
Posted: Tue Jan 29, 2008 6:06 pm
by woner11
If I'm not mistaken, you will have to make custom animations for the characters with the grenade throw in instead of force push or whatever.
Re: Two modding questions
Posted: Tue Jan 29, 2008 6:10 pm
by Silas
Well, i can't make anims on my own, so ill just ignore it i guess.
So i should give the sword, lightsaber, etc. ammo to fix it? im a little confused
Re: Two modding questions
Posted: Tue Jan 29, 2008 7:46 pm
by Maveritchell
Melee animationsets use the force power animation for the secondary (offhand) weapon. No way around that unless you want to either make custom animationbanks or edit the .combo to change the force power animation to the lightsaber throw animation. The second is much easier, just change the lines in the combo (there are two, right at the top) that say:
Code: Select all
OffhandAnimation("stand_useforce", "FIRE2");
OffhandAnimation("stand_useforce", "CHARGE");
to:
Code: Select all
OffhandAnimation("stand_throw", "FIRE2");
OffhandAnimation("stand_throw", "CHARGE");
To do the second, you need to not use the commander animationbank (Delete this line: "AnimationName = "clonecommander"").
Re: Two modding questions
Posted: Wed Jan 30, 2008 7:12 am
by Silas
well, i got my clone ingame with the right animations. but when i switched the force to throw thing, nothign changed except when i throw a grenade using "r", its more realistic. I still can't use the right mouse button to throw a 'nade
Re: Two modding questions
Posted: Wed Jan 30, 2008 11:14 am
by Maveritchell
Do you have this unit with a ranged weapon and a melee weapon?
Re: Two modding questions
Posted: Wed Jan 30, 2008 5:33 pm
by Silas
Well, right now yes. in the end i plan to have the following weapons:
doublesaber
grenade
droideka shield
buff: defense
i have the chaingun right now, but im gonna remove it.
Re: Two modding questions
Posted: Wed Jan 30, 2008 6:11 pm
by Maveritchell
Then remove it. Problem solved. (It's an issue related to having another primary weapon with a melee weapon.)
Re: Two modding questions
Posted: Wed Jan 30, 2008 6:24 pm
by Silas
sounds good. well, with that problem fixed, another pops up, lol. my game crashes on loading. when i look at the log, i have no level 3 arrors, only 2's. this is the main one i am getting:
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108
the number goes from 108 or whatever to about 403.
Re: Two modding questions
Posted: Wed Jan 30, 2008 9:33 pm
by Teancum
SetMemoryPoolSize("SoldierAnimation", 1800)
Add that to the bottom of the memory pools in your LUA. I always use 1800, that way no matter how many units I have there's always enough memory (and it's not very expensive on memory)