Is it possible to, say, replace the pistol firing animation with one of the saber slash animations? Because i'm trying to make a weapon based off the BFX knife (chargeable and cannot block things) but is two handed.
Re: Use melee animations for non-melee sets?
Posted: Wed Jul 02, 2014 5:55 pm
by JimmyAngler
Why not just use a combo? Here is one that was used in the HaloFront v0.2 that might suit you.
InputLock("All", "!Thrust"); // lock all controls for duration of state
Attack()
{ DamageTime(14, 24, "Frames");
DamageLength(1.5);
DamageWidth(1.25);
Damage(10000);
Push(0.0);
}
Transition("IDLE");
}
Please change the damage accordingly.
I marked all damage instances in red.
There are basically three moves in this combo. you can keep all three, or just delete two and have one for the melee.
Re: Use melee animations for non-melee sets?
Posted: Wed Jul 02, 2014 6:02 pm
by commanderawesome
Basically, I want the weapon to be chargeable, with one attack animation, that can be used with guns without messing up the controls and cannot be used to block.
Re: Use melee animations for non-melee sets?
Posted: Wed Jul 02, 2014 6:07 pm
by Nedarb7
Use the force push odfs as a base.
1. Make sure you remove OffHandWeapon = 1
2. Make a custom animation set that has a new kind of weapon bank, say "slash" (it would look like set_slash_stand_shoot)
3. Add this to the force push odf AnimationBank = "slash bazooka"
4. Make changes to the force push odf so that it turns out how you like
The animation used (for both standing and crouching) is Luke's first swing.
Re: Use melee animations for non-melee sets?
Posted: Wed Jul 02, 2014 9:48 pm
by Maveritchell
Nedarb7 wrote:Use the force push odfs as a base.
1. Make sure you remove OffHandWeapon = 1
2. Make a custom animation set that has a new kind of weapon bank, say "slash" (it would look like set_slash_stand_shoot)
3. Add this to the force push odf AnimationBank = "slash bazooka"
4. Make changes to the force push odf so that it turns out how you like
That's uh... a circuitous way of going about it. It's way easier to make a custom animation bank for the weapon and just name one of the animations as a charging animation. Just about all weapon types support charging.
Re: Use melee animations for non-melee sets?
Posted: Wed Jul 02, 2014 10:14 pm
by commanderawesome
What would the charging animation be called?
Re: Use melee animations for non-melee sets?
Posted: Wed Jul 02, 2014 11:56 pm
by TWINKEYRUNAWAY
It would be called whatever you want. You could name it in the custom animation set "charge" and add the line to the animation munge.
edit: Oh I see what you meant. Yeah I have no idea what the vanilla charge animation line would look like. Either way, nedarb7's way isnt as circuitous. Ive actually done something with his suggestion and got a really good result with it incase you wanted to give that a go. Its actually quite easy once you have the stand shoot and crouch shot lines with the custom animation bank name.
Re: Use melee animations for non-melee sets?
Posted: Thu Jul 03, 2014 10:07 am
by Nedarb7
Maveritchell wrote:That's uh... a circuitous way of going about it. It's way easier to make a custom animation bank for the weapon and just name one of the animations as a charging animation. Just about all weapon types support charging.
Isn't that almost exactly what I said? If not could you explain why? I'm curious to know this other method.
commanderawesome, change the animationbank = "pike" to CustomAnimationBank = "pike bazooka". The added "bazooka" bazooka can be any base weapon bank (rifle,tool, pistol, bazooka)
Re: Use melee animations for non-melee sets?
Posted: Thu Jul 03, 2014 1:54 pm
by commanderawesome
Added this:
AnimationBank = "pike rifle"
Still Crashes.
I think it might be with the first person animations. How do you get a weapon to force 3rd perspective?