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Adding a third weapon to pilot position in a vehicle

Posted: Sun Sep 30, 2007 7:35 pm
by FragMe!
Is there a way to make it so in a vehicle, or ship, the second weapon is selectable like it is for a soldier.
I know how to add weapons like turret positions and such put it is a one man vehicle and no room for a co-pilot. And I have tried doing in as it is done in an infantry odf (weapon channel etc) but it doesn't work. So I am wondering if it is possible and I am just missing a simple bit of code or if I am out of luck.

Thanks for any help.

Re: Adding a third weapon to pilot position in a vehicle

Posted: Sun Sep 30, 2007 7:48 pm
by Teancum
I think I know what you're saying... You want the co-pilot/passenger to be able to use their infantry weapons in a vehicle, right? Well, it was apparently going to be implemented, but probably never got finished due to lack of time. There was a command you'd put in the vehicle's odf (I can't remember, it's been ages since I've used it) to allow the use of their own infantry weapons. The problem was that vehicles use primitive collision and bullets would run into invisible walls, the soldier model would distort really weird and even though first person looked normal, third person was about 90 degrees off of where you were actually aiming.

Re: Adding a third weapon to pilot position in a vehicle

Posted: Sun Sep 30, 2007 7:53 pm
by FragMe!
Actually truth be told it is for the Zero-G Stormtrooper I am working on. I'd like to keep it's primary weapon on blaster and switch the secondary between mini rocket launcher and grenade launcher. I can do one or the other by changing the odf but can't switch between the two in game which is what I'd like to do.

Re: Adding a third weapon to pilot position in a vehicle

Posted: Sun Sep 30, 2007 8:09 pm
by trainmaster611
I had the same problem too some time ago. I was trying to give the droid fighter two kinds of rockets that it could be selected and switched out.

There's nothing in the docs about it and sometime ago I asked on "another mod site" about it and also asked Era I believe. According to him, it can't be done.

Re: Adding a third weapon to pilot position in a vehicle

Posted: Sun Sep 30, 2007 9:12 pm
by Teancum
FragMe! wrote:Actually truth be told it is for the Zero-G Stormtrooper I am working on. I'd like to keep it's primary weapon on blaster and switch the secondary between mini rocket launcher and grenade launcher. I can do one or the other by changing the odf but can't switch between the two in game which is what I'd like to do.
Oh yeah, you can do that. Well, so long as you're not trying to do a second FPM model. So say the rocket launcher/grenade launcher was built into the arm that'd be no problem. But if you're trying to display two FPMs at once it can't be done.

Re: Adding a third weapon to pilot position in a vehicle

Posted: Mon Oct 01, 2007 8:21 am
by FragMe!
No I am not trying to do two FPMs (I barely have one going) no the only thing is they do have different hps which shouldn't be a problem. I guess a cheap and easy way would be to make it the next aimer for the second weapon but then the weapon would just cycle between the two as opposed to being selectable.

Re: Adding a third weapon to pilot position in a vehicle

Posted: Mon Oct 01, 2007 1:06 pm
by Teancum
Yeah you can do that. Just a quick 'for instance' so everyone else understands what we're talking about.

1-Make a gun mesh with two different firepoints (sortof like the machine guns today that have a grenade launcher attachment).
2-Specify the SAME msh in both odfs
3-Specify hp_fire for your primary gun
4-Specify hp_whatevertheheckyounamedit for your secondary weapon.

Re: Adding a third weapon to pilot position in a vehicle

Posted: Mon Oct 01, 2007 2:24 pm
by Maveritchell
I feel like I'm missing out on the understanding of this in a big way. Not that it really matters, if you both are on the same wavelength, but I feel like there might be some miscommunication.

If FragMe's talking about two different .odfs for a secondary vehicle weapon, then I'm not sure what Teancum's talking about. I'm familiar with the concept of making it look like one weapon is firing two different ordnances, cause that's just, like Tean said, a matter of different firepoints.

I feel like FragMe's talking about two distinct .odfs for a vehicle weapon, i.e. breaking the two-weapon limit on vehicles. And honestly, I'm not entirely sure what Tean is talking about relates.

(If I'm way off the mark here, then let me know, or just ignore my post and carry on.)

Re: Adding a third weapon to pilot position in a vehicle

Posted: Mon Oct 01, 2007 3:38 pm
by FragMe!
You are actually spot on Mav :thumbs: but if what I'd really like to do is not possible then I am flexible or I cold also just make 2 versions one that has rockets and one the has grenades. But if there is a way to have more than two weapons (using different odfs) then I'd be glad to hear about it. :D

Re: Adding a third weapon to pilot position in a vehicle

Posted: Tue Oct 02, 2007 12:18 pm
by Caleb1117
Is this the same thing I did with my red mando weapon? :?
But with a vehicle.

Re: Adding a third weapon to pilot position in a vehicle

Posted: Tue Oct 02, 2007 1:03 pm
by Teancum
FragMe! wrote:You are actually spot on Mav :thumbs: but if what I'd really like to do is not possible then I am flexible or I cold also just make 2 versions one that has rockets and one the has grenades. But if there is a way to have more than two weapons (using different odfs) then I'd be glad to hear about it. :D
It seems easier to just have the secondary switch between rockets (which are just rocket propelled grenades) and grenades. All they have to do is switch to choose.

But yeah, two weapon channels is hard-coded. No way around it.