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Jetpack flamethrower
Posted: Mon Nov 14, 2011 11:05 pm
by Dakota
i want to make a flamethrower that is on the jetpack like in The Dark Times, setting up the flamethrower with a negative cone length makes it do nothing. i need to know how to set one up.
Re: jetpack flamethrower
Posted: Wed Nov 16, 2011 9:08 am
by Tears2Roses
Well, you would need to put HP_fire and HP_fire1 at the end of the jetpack where you want the flame to come out, then probably a modded fire effect to make a longer jet stream. You would then set it up as a flamethrower weapon that uses the 2 hard points. Hopefully you can edit just the jetpack, rather than having to re-envelope the entire jettrooper model and what not.
THIS is how to hex edit one model chunk to another, might be usefull if you want the jetpack on a different unit. Or, if you cant edit the jetpack in XSI 7.5 (not sure if you use the pandemic tools/5.11 and below) you can at least edit it then export it, but the model wont work so you would hex-edit it to the new unit. Please note I havent tested this, this is my idea of how it might work. Sorry if i'm causing any problems.
Re: jetpack flamethrower
Posted: Wed Nov 16, 2011 9:55 am
by DarthD.U.C.K.
there are two issues with your approach: first, weapons are always attached to hp_weapons on the right hand.
and second, a weapon can only have one firepoint. i cant think of another way to do this though..
with weapons i mean all weapontypes except for meleeweapons. only melweeweapons can have multiple models/firepoints and be attached to any bone (according to the odfparameters.txt).
theoretically you could create a dummyweaponmodel with just the firepoint where the jetpack is. this model would however move with the right hand.
Re: jetpack flamethrower
Posted: Wed Nov 16, 2011 4:28 pm
by Dakota
DarthD.U.C.K. wrote:there are two issues with your approach: first, weapons are always attached to hp_weapons on the right hand.
and second, a weapon can only have one firepoint. i cant think of another way to do this though..
with weapons i mean all weapontypes except for meleeweapons. only melweeweapons can have multiple models/firepoints and be attached to any bone (according to the odfparameters.txt).
theoretically you could create a dummyweaponmodel with just the firepoint where the jetpack is. this model would however move with the right hand.
um, i actually already have the weapon set up and the effect set up and will probably just move the effect so that it looks like its coming from the jet pack instead of it actually coming from the jet pack (ingame i already saw that its a bit over to the hand) the weapon is a secondary weapon with the tool animation and all i really need to know is how would i get the weapon to actually damage things behind it instead of infront of it.
sorry i didn't post this earlier but i didn't have more than a minute of time when i typed up the original post.
i'll post my odfs. i don't really need anything for the visual stuff but the actual damage area.
these are from the common folder
weapon odf
weapon ord
weapon exp