A Few Weapon Questions

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Tygr
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A Few Weapon Questions

Post by Tygr »

I hope I'm not beginning to sound like a noob (LOL OMG HOW I MAEK IT WERK LOL WTF??!?!!111/1)but I do have a few questions regarding custom weapons.

I wanted to make a "Rubber Grenade" that would bounce a lot higher and longer than a standard grenade. I increase the rebound value, but it didn't seem to affect it. Any suggestions?

Also can I make a weapon fire two shots, but have them offset, thereby creating a dual blaster cannon?
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Re: A Few Weapon Questions

Post by Maveritchell »

You'll probably want to decrease gravity as well, but you'd be best off using a "shell" ordnance.

And I'm pretty sure custom weapon models can be set up with multiple firepoints.
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Re: A Few Weapon Questions

Post by Tygr »

Maveritchell wrote:you'd be best off using a "shell" ordnance.
What do you mean?

EDIT: Is a "shell" ordinance a class, or what? Sorry, I'm still pretty new at this.
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Re: A Few Weapon Questions

Post by Maveritchell »

Grenades technically use a "sticky" ordnance - for comparison, look at the mortar launcher's ordnance, which is a "shell" ordnance.
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Re: A Few Weapon Questions

Post by vampire_lord »

Can I ask as well in here?

Just correct me if I am wrong, I wanna make a custom chaingun and put only one hp_fire in the corresponding top barrel position, then give the six barrels animation, I just need to make sure that null stays in place while I animate the barrels so the shots will appear to come from the rotary barrels instead of trying to give it six hp_fire and script alternate ordnance.

Right?

Anyway, do I need to check on any other FAQ aside from the animation threads?
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Re: A Few Weapon Questions

Post by -_- »

vampire_lord wrote: Just correct me if I am wrong, I wanna make a custom chaingun and put only one hp_fire in the corresponding top barrel position, then give the six barrels animation, I just need to make sure that null stays in place while I animate the barrels so the shots will appear to come from the rotary barrels instead of trying to give it six hp_fire and script alternate ordnance.
As long as you don't animate the null (in this case, hp_fire), everything should work fine.
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Re: A Few Weapon Questions

Post by AceMastermind »

vampire_lord wrote:I wanna make a custom chaingun and put only one hp_fire in the corresponding top barrel position, then give the six barrels animation
How do you plan to link the chaingun to it's animation when fired?
I can't find anything in the assets of guns having their own animations, these are the only examples I could find for weapon odfs that are related in some way to animations:

FireAnim = "1 or 2"
ForceFireAnimation = "1 or 0"
InstantPlayFireAnim = "1 or 0"
CustomAnimationBank = "[custom animation the soldier uses to handle weapon]"
AnimationBank = "[animation the soldier uses to handle weapon]"
NoFirstPersonFireAnim = "1 or 0"
SoldierAnimation = "[animation played on victim when hit]"
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Re: A Few Weapon Questions

Post by Tygr »

Another question: Is there a way to specify a custom sound for units to make when hit? Example, I'm working in a pepper spray weapon, (Based on the Bothan incinerator, BTW) and I want enemies to say "Augh! My Eyes!" when hit. How would I do that? :funny2:
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Re: A Few Weapon Questions

Post by vampire_lord »

How do you plan to link the chaingun to it's animation when fired?
Ups, I flew too high.... faaaaaaaaaaaaaalliiiiiiiiiiiiiiiiing!!

There must be a way, if turbolaser turrets have animation as well, not to mention the shipped DC-15A has those light indicators...
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Re: A Few Weapon Questions

Post by Maveritchell »

vampire_lord wrote:There must be a way, if turbolaser turrets have animation as well, not to mention the shipped DC-15A has those light indicators...
Turbolaser turrets are buildings/vehicles, not unit weapons. The Republic rifle has an animated texture (if blinking lights is what you mean by "light indicators"). You can't give an animation to a unit's weapon, animations go to entities (which are units, vehicles, props, etc.).
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Re: A Few Weapon Questions

Post by Taivyx »

Tygr wrote:Another question: Is there a way to specify a custom sound for units to make when hit? Example, I'm working in a pepper spray weapon, (Based on the Bothan incinerator, BTW) and I want enemies to say "Augh! My Eyes!" when hit. How would I do that? :funny2:
You can't, as far as I know, that would require custom voiceovers, which unfortunately are quite..... impossible at this time...
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Re: A Few Weapon Questions

Post by SBF_Dann_Boeing »

Taivyx wrote:
Tygr wrote:Another question: Is there a way to specify a custom sound for units to make when hit? Example, I'm working in a pepper spray weapon, (Based on the Bothan incinerator, BTW) and I want enemies to say "Augh! My Eyes!" when hit. How would I do that? :funny2:
You can't, as far as I know, that would require custom voiceovers, which unfortunately are quite..... impossible at this time...
Techinically, it's not possible, but you can work around it. You can change the sound that the weapon ordnance makes on impact or in explosion. But then of course, it would be making the same sound when it hits ground, objects, vehicles, etc.
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Re: A Few Weapon Questions

Post by Tygr »

How do I make human units immune to the damage inflicted by space?
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Re: A Few Weapon Questions

Post by SBF_Dann_Boeing »

you mean by falling on/hitting terrain or objects?

put

CollisionScale = 0

or

CollisionScale = "0 0 0"

in the units odf.
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Re: A Few Weapon Questions

Post by Tygr »

I mean like when you go outside the hangar on Polis Massa, and it does damage.
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Re: A Few Weapon Questions

Post by Maveritchell »

Tygr wrote:I mean like when you go outside the hangar on Polis Massa, and it does damage.
That's just a damage region - something that's been added. There's no difference between "space" and "land" - the game doesn't account for where there would logically be air to breathe.
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