Make soldiers hold a gun a different way? [Solved]
Moderator: Moderators
-
wazmol
- High General

- Posts: 892
- Joined: Sat Sep 02, 2006 6:47 pm
- Projects :: Thinking...
- Location: London
- Contact:
Make soldiers hold a gun a different way? [Solved]
is it possible to make your soldier hold the gun he is using in a different way for example i would like to have my soldier hold the chaingun underarm rather than like a bazooka. is this possible?
thanks waz.
thanks waz.
-
Master Fionwë
- Rebel Colonel

- Posts: 598
- Joined: Wed May 30, 2007 3:33 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: At RCTC
- Contact:
Yeah, it would just be a matter of changing the weapon's animation from bazooka to rifle. The empire's animation would work best, since they hold their rifles down low, while the republic holds their's up higher, more at shoulder level.
Hope this helps you!
I tried it with the chaingun, but since the republic holds their rifles so high, it wasn't very noticeable, but like I said, if you did it with the empire's animations, it should be much more visible. If you are pretty good with animating, you could probably make the empire's work for your soldier. I have only a very faint idea how to do that, or anything with animations for that matter, so I can't help with that.[Properties]
GeometryName = "rep_weap_inf_launcher"
HighResGeometry = "rep_1st_weap_inf_launcher"
OrdnanceName = "rep_weap_inf_rocket_launcher_ord"
ScoreForMedalsType = 2
AnimationBank = "bazooka"
[Properties]
GeometryName = "rep_weap_inf_rifle"
HighResGeometry = "rep_1st_weap_inf_rifle"
OrdnanceName = "rep_weap_inf_shotgun_ord"
ScoreForMedalsType = 5
MedalsTypeToLock = 5
AnimationBank = "rifle"
Hope this helps you!
-
wazmol
- High General

- Posts: 892
- Joined: Sat Sep 02, 2006 6:47 pm
- Projects :: Thinking...
- Location: London
- Contact:
-
Delta_57_Dash
- Jedi

- Posts: 1187
- Joined: Fri Jun 10, 2005 2:46 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
FYI: the geometry name has NOTHING to do with the animation, and the empire's and republic and every single other rifle all use the same animation... the differences are in the models themselves.Master Fionwë wrote:Yeah, it would just be a matter of changing the weapon's animation from bazooka to rifle. The empire's animation would work best, since they hold their rifles down low, while the republic holds their's up higher, more at shoulder level.I tried it with the chaingun, but since the republic holds their rifles so high, it wasn't very noticeable, but like I said, if you did it with the empire's animations, it should be much more visible. If you are pretty good with animating, you could probably make the empire's work for your soldier. I have only a very faint idea how to do that, or anything with animations for that matter, so I can't help with that.[Properties]
GeometryName = "rep_weap_inf_launcher"
HighResGeometry = "rep_1st_weap_inf_launcher"
OrdnanceName = "rep_weap_inf_rocket_launcher_ord"
ScoreForMedalsType = 2
AnimationBank = "bazooka"
[Properties]
GeometryName = "rep_weap_inf_rifle"
HighResGeometry = "rep_1st_weap_inf_rifle"
OrdnanceName = "rep_weap_inf_shotgun_ord"
ScoreForMedalsType = 5
MedalsTypeToLock = 5
AnimationBank = "rifle"
Hope this helps you!
-
Alpha
-
Master Fionwë
- Rebel Colonel

- Posts: 598
- Joined: Wed May 30, 2007 3:33 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: At RCTC
- Contact:
I never said that it did. I said the animation.FYI: the geometry name has NOTHING to do with the animation, and the empire's and republic and every single other rifle all use the same animation... the differences are in the models themselves.
Yeah, it would just be a matter of changing the weapon's animation from bazooka to rifle.
Pleasure to be of help. Could you possibly show a pic of the gun that you're talking about? I have a gun model, called the arc gun, and I was wondering if it's the same one.that has helped me alot thanks. is there anyway that i could get this to work with the ARC gunners gun in the clone wars series?
-
wazmol
- High General

- Posts: 892
- Joined: Sat Sep 02, 2006 6:47 pm
- Projects :: Thinking...
- Location: London
- Contact:
of course you can have the link to the image Master'
Recip Quad Blaster
thanks for your help!
if you do have that gun. i was thinking of making one. maybe if its okay with you i can have your one? lol xD
thanks alot Fionwe!
-Waz
Recip Quad Blaster
thanks for your help!
if you do have that gun. i was thinking of making one. maybe if its okay with you i can have your one? lol xD
thanks alot Fionwe!
-Waz
-
VF501
- Lieutenant Colonel

- Posts: 539
- Joined: Fri Jun 08, 2007 1:18 am
- Projects :: Various Stuff- Weapon models. UDK Stuff
- xbox live or psn: Vintage Tagious
- Location: Terra Firma, Sol System; Milky Way
I think Fionwe is talking about the Arc Rifle that Moving_Target and Murdocr made. I think the name of it was Westar M-5 Blaster rifle. From the clone wars comics.
The one you pictured is a Reciprocating Quad Blaster cannon. Since no one knows how to make new charater/weapon anims, using that would be hard but we could probably rig something up with an adjusted model and the right anims.
The one you pictured is a Reciprocating Quad Blaster cannon. Since no one knows how to make new charater/weapon anims, using that would be hard but we could probably rig something up with an adjusted model and the right anims.
-
Master Fionwë
- Rebel Colonel

- Posts: 598
- Joined: Wed May 30, 2007 3:33 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: At RCTC
- Contact:
Thanks Waz for the pic. That's the gun in JK's avatar, really cool. As for the name of the gun, I really don't know what the right name is, and I don't have a readme to it, so it could be the one you mentioned, VF501. And again, Waz, it's always a pleasure to be of assistance.
If you guys could get that gun working, it would be the best one out there. You guys could get the model up and running, while I could get to work on an odf for it, make it fire from all the barrels at different intervals. I've gotten pretty good at editiing weapons, for the most part, and even better at creating them from scratch, just take a look at my republic side when I release it here in a few days.
Since we're on the topic of animations, do you know what the lascannon animation is? Or if it even works for BF2?
If you guys could get that gun working, it would be the best one out there. You guys could get the model up and running, while I could get to work on an odf for it, make it fire from all the barrels at different intervals. I've gotten pretty good at editiing weapons, for the most part, and even better at creating them from scratch, just take a look at my republic side when I release it here in a few days.
Since we're on the topic of animations, do you know what the lascannon animation is? Or if it even works for BF2?
-
VF501
- Lieutenant Colonel

- Posts: 539
- Joined: Fri Jun 08, 2007 1:18 am
- Projects :: Various Stuff- Weapon models. UDK Stuff
- xbox live or psn: Vintage Tagious
- Location: Terra Firma, Sol System; Milky Way
If you're talking about the imp_weap_inf_lascannon, its a decent but bugged T-21 repeating blaster model that uses Rifle animations. imp_weap_inf_lascannon2 is a Missle launcher that uses the bazooka animations.
As for making a Cip-Quad, to make it fire at intervals I think it would have to be done similar to the Droideka's repeating blasters or a vehicles weapons.
I.e. Using the NextAimer command sections.
The model will need, hp_fire, hp_fire1, hp_fire2, and hp_fire3 as its fire hard points. After you freeze all transforms move the hp_fires back to the original spots.
As for making a Cip-Quad, to make it fire at intervals I think it would have to be done similar to the Droideka's repeating blasters or a vehicles weapons.
I.e. Using the NextAimer command sections.
The model will need, hp_fire, hp_fire1, hp_fire2, and hp_fire3 as its fire hard points. After you freeze all transforms move the hp_fires back to the original spots.
-
Delta_57_Dash
- Jedi

- Posts: 1187
- Joined: Fri Jun 10, 2005 2:46 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
Master Fionwë
- Rebel Colonel

- Posts: 598
- Joined: Wed May 30, 2007 3:33 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: At RCTC
- Contact:
I already have the weapons in my mods, both of them. I'm talking about the weapon animation, there are rifle, melee, tool, bazooka, pistol, and in parentheses was (lascannon). I found that in a doc in the psychofred link to the left. I was wondering if that animation works for BF2, and what is is, why it's different?
