Use melee animations for non-melee sets? [Solved]
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- commanderawesome
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Use melee animations for non-melee sets? [Solved]
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.
Last edited by commanderawesome on Thu Jul 03, 2014 3:58 pm, edited 1 time in total.
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JimmyAngler
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Re: Use melee animations for non-melee sets?
Why not just use a combo? Here is one that was used in the HaloFront v0.2 that might suit you.
The Combo:
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.
The Combo:
Hidden/Spoiler:
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.
- commanderawesome
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Re: Use melee animations for non-melee sets?
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.
- Nedarb7
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Re: Use melee animations for non-melee sets?
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
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
- commanderawesome
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Re: Use melee animations for non-melee sets?
Ok, i'll try that.
And, just to avoid confusion, this is a different weapon than the one in the other thread I made today.
EDIT:It crashes as soon as I switch to the weapon.
Odf:
The animation used (for both standing and crouching) is Luke's first swing.
And, just to avoid confusion, this is a different weapon than the one in the other thread I made today.
EDIT:It crashes as soon as I switch to the weapon.
Odf:
Hidden/Spoiler:
Last edited by commanderawesome on Wed Jul 02, 2014 10:12 pm, edited 1 time in total.
- Maveritchell
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Re: Use melee animations for non-melee sets?
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.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
- commanderawesome
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Re: Use melee animations for non-melee sets?
What would the charging animation be called?
- TWINKEYRUNAWAY
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Re: Use melee animations for non-melee sets?
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.
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.
- Nedarb7
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Re: Use melee animations for non-melee sets?
Isn't that almost exactly what I said?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.
commanderawesome, change the animationbank = "pike" to CustomAnimationBank = "pike bazooka". The added "bazooka" bazooka can be any base weapon bank (rifle,tool, pistol, bazooka)
- commanderawesome
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Re: Use melee animations for non-melee sets?
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?
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?
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Marth8880
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Re: Use melee animations for non-melee sets?
It needs to be CustomAnimationBank, not AnimationBank.commanderawesome wrote:Added this:
AnimationBank = "pike rifle"
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Re: Use melee animations for non-melee sets?
It works! Thanks! 
