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Melee Attacks Underwater
Posted: Wed Sep 09, 2009 11:17 am
by Fierfek
Are weapons set as which type they can be? I have the melee attack from the BFX assets, but I want it to be a primary weapon, not a secondary. What do I need to switch to do so?
What I'm trying to do is get a melee attack that can be used while underwater. And please don't say "just don't use water".
Re: Primary Weapons vs Secondary Weapons
Posted: Wed Sep 09, 2009 12:00 pm
by 501st_commander
remove this line:
WeaponChannel = 1
for it to be a primary weapon
Re: Primary Weapons vs Secondary Weapons
Posted: Wed Sep 09, 2009 12:05 pm
by Fierfek
No, I know how to do that. That's not what I mean. When I make the weapon a primary weapon in the unit's odf, the game crashes on spawn.
Re: Primary Weapons vs Secondary Weapons
Posted: Wed Sep 09, 2009 12:30 pm
by DarthD.U.C.K.
then you should have probably asked for that
and you could maybe post your errorlog to make troubleshooting easyer..
Re: Primary Weapons vs Secondary Weapons
Posted: Wed Sep 09, 2009 12:53 pm
by Fierfek
Here is the error log:
http://txtb.in/4wJ
The unit is an imperial officer. Here is his odf:
Re: Primary Weapons vs Secondary Weapons
Posted: Wed Sep 09, 2009 3:06 pm
by 501st_commander
you have an overload of Severity 3's in their
Code: Select all
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\DisplaySoldier.cpp(349)
DisplaySoldier 'imp_inf_officer' failed to find animmap impofficer_
does impofficer animation exist?
Re: Primary Weapons vs Secondary Weapons
Posted: Wed Sep 09, 2009 3:07 pm
by Xavious
The game can't find the impofficer animations. Do you have the animations files for impofficer from the imp/munged folder in your side's munged folder?
Re: Primary Weapons vs Secondary Weapons
Posted: Wed Sep 09, 2009 3:09 pm
by Fierfek
I haven't edited the munged folder at all. I added a few things, but didn't edit or take anything away, so it should still be there.
I copied over the animations for BFX to my solderanimationbank - would that do anything?
Re: Primary Weapons vs Secondary Weapons
Posted: Wed Sep 09, 2009 3:10 pm
by Xavious
Check to make sure they're there anyways - you never know.
Re: Primary Weapons vs Secondary Weapons
Posted: Wed Sep 09, 2009 3:33 pm
by Fierfek
I have 3 files called impofficer in my imp/muged folder - an anims file, zaabin file, and zafbin file.
Re: Primary Weapons vs Secondary Weapons
Posted: Wed Sep 09, 2009 3:36 pm
by Xavious
On second thought, try just removing the AnimationName line and see if that does it.
Re: Melee Attacks Underwater
Posted: Wed Sep 09, 2009 8:10 pm
by Fierfek
That didn't fix it.
What I'm really trying to do is get a melee attack (primary or secondary) working underwater. How do I get this working with the BFX com_weap_melee_attack?
Re: Melee Attacks Underwater
Posted: Wed Sep 09, 2009 8:17 pm
by Maveritchell
Fierfek wrote:That didn't fix it.
What I'm really trying to do is get a melee attack (primary or secondary) working underwater. How do I get this working with the BFX com_weap_melee_attack?
I assume when you say "melee attack" you mean to say the exact opposite (that is an attack that is
not a melee attack). Since you indicate that it was set up as a secondary weapon, it was most likely an emitter with a melee animation (melee attacks can't be secondary weapons), and as a result it will not work underwater.