Trouble making a melee attack

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skelltor
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Trouble making a melee attack

Post by skelltor »

Ok i want to make a melee attack but am not shure how i have the odf i just dont know about the amination. I want one kinda like to basic lightsaber attack in bf1 but dont know how. I have read the jedi creation doc but found it kinda confusing. Also how would i go about taking part of a lightsaber anamation and make it a non combo anamation?Or is the bf1 saber attack already in swbf2?
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Re: melee?

Post by Deviss »

skelltor wrote:Ok i want to make a melee attack but am not shure how i have the odf i just dont know about the amination. I want one kinda like to basic lightsaber attack in bf1 but dont know how. I have read the jedi creation doc but found it kinda confusing. Also how would i go about taking part of a lightsaber anamation and make it a non combo anamation?Or is the bf1 saber attack already in swbf2?
bfx melee attack
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "cannon"

[Properties]
GeometryName = "knife"
HighResGeometry = "knife"
HUDTag = "hud_force_push"

RoundsPerClip = "0"
ReloadTime = "0.3"
HeatRecoverRate = "0.2"
HeatThreshold = "0.0"

FirePointName = "hp_fire"

TriggerSingle = "1"
ShotDelay = "0.5"
HeatPerShot = "0.0"
MaxPressedTime = "1.0"

MinRange = 0
OptimalRange = 1
MaxRange = 2

LockOnRange = "2.0"
LockTime = "0.0"
AutoAimSize = "2.0"

SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
SalvoTime = "0.0"
InitialSalvoDelay = "0.5" // must have one or no animation - Mike Z

FireAnim = "2"
InstantPlayFireAnim = "1"
OffhandWeapon = 1

TargetEnemy = "1"
TargetNeutral = "1"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

AITargetPerson = "0"
AITargetAnimal = "0"
AITargetDroid = "0"
AITargetVehicle = "0"
AITargetBuilding = "0"

//SOUND
FireSound = "com_weap_throw"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""

OrdnanceName = "com_weap_melee_ord"
EnergyDrain = 20.0

NEXTCHARGE = "0.8"

OrdnanceName = "com_weap_melee_ord_high"
EnergyDrain = 60.0
about anim this use the secondary2_full set anim :)
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skelltor
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Re: melee?

Post by skelltor »

yah i was using that kinda as a basis for mine but for like pistol whipping or rifle bashing it looks wrong.
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Re: melee?

Post by Deviss »

skelltor wrote:yah i was using that kinda as a basis for mine but for like pistol whipping or rifle bashing it looks wrong.
well there is one melee anim look a bit nice he hit using weapon for example rifle etc, if you want i can send you it :)
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Re: melee?

Post by skelltor »

ok thx that would be great

edit i was playing dark times and mav uses a perfect animation for the bothens attack did he make that?
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Re: melee?

Post by Maveritchell »

skelltor wrote:ok thx that would be great

edit i was playing dark times and mav uses a perfect animation for the bothens attack did he make that?
No; it's an unused stock animation tucked somewhere in your animations assets. Don't recall exactly what it's called, offhand. It's in one of the later human folders (human_4?) and it should be named pretty obviously - just munge it into a new animation set.
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Re: melee?

Post by skelltor »

ok thx guys :D

edit i found the animation but i cant find the template folder.
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Re: melee?

Post by Deviss »

skelltor wrote:ok thx guys :D

edit i found the animation but i cant find the template folder.
cool then, which template? you know munge anims :)?
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Re: melee?

Post by skelltor »

no i am not at all familiar with animations up to now all i have done with animations are like changing a rifle to have pistol anims XD.

edit let me see if i have this right make a new folder in the soldier animation bank copy munge.bat and human_melee_stand_attack1a than munge it than go find where its munged to copy it to my side than reference it in my wepon odf under fire anim.is that right?
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Re: melee?

Post by Deviss »

skelltor wrote:no i am not at all familiar with animations up to now all i have done with animations are like changing a rifle to have pistol anims XD.

edit let me see if i have this right make a new folder in the soldier animation bank copy munge.bat and human_melee_stand_attack1a than munge it than go find where its munged to copy it to my side than reference it in my wepon odf under fire anim.is that right?
well to that anim must rename to YOURANIMNAMEYOUWANT_rifle_stand_shoot_secondary2_full and into munge.bat put the same name (YOURANIMNAMEYOUWANT) and then into your unit odf add the line

AnimationName = "YOURANIMNAMEYOUWANT"

and ready :D
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Re: melee?

Post by Maveritchell »

Deviss
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Re: melee?

Post by Deviss »

Maveritchell wrote:In addition (from the FAQ):
http://www.gametoast.com/forums/viewtop ... 27&t=20262
better explained imposible, many thanks Mav, i need read it also :D
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Re: melee?

Post by skelltor »

ok thx that looks vary helpfull :D but how do i make my wepon have the new animation?
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