How do I get a wrist blaster onto a dark trooper
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xwingguy
How do I get a wrist blaster onto a dark trooper
My problem is that I need to get the arm of a dark trooper to act like it's a super battle droid.
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PvtParts
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RE: How do I get a wrist blaster onto a dark trooper
animation banks are the answer, clearly. where you need help is specifics. Sadly, I havent looked into the sbd. I think many animations are based off its class. Look into the cis_inf_default, and all child odfs pertaining to the sbd, as well as its weapons.
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xwingguy
RE: How do I get a wrist blaster onto a dark trooper
cis_inf_rifleman is the only thing that has something that could be linked to animation, it's the skeleton thing. Otherwise I can't find nothing.
[GameObjectClass]
ClassParent = "cis_inf_default_rifleman"
[Properties]
UnitType = "trooper"
GeometryName = "cis_inf_sbdroid"
GeometryLowRes = "cis_inf_sbdroid_low1"
SkeletonName = "sbdroid"
SkeletonLowRes = "sbdroidlz"
FirstPerson = "CIS\cissbdrd;cis_1st_sbdroid"
CollisionHeadOffset = "0.0 -0.2 0.0"
[GameObjectClass]
ClassParent = "cis_inf_default_rifleman"
[Properties]
UnitType = "trooper"
GeometryName = "cis_inf_sbdroid"
GeometryLowRes = "cis_inf_sbdroid_low1"
SkeletonName = "sbdroid"
SkeletonLowRes = "sbdroidlz"
FirstPerson = "CIS\cissbdrd;cis_1st_sbdroid"
CollisionHeadOffset = "0.0 -0.2 0.0"
- Teancum
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RE: How do I get a wrist blaster onto a dark trooper
Look at cis_inf_default_rifleman. That's probably going to point to something like AnimationName.
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xwingguy
RE: How do I get a wrist blaster onto a dark trooper
Does this look like it has animation in it?
[GameObjectClass]
ClassParent = "cis_inf_default"
[Properties]
UnitType = "trooper"
WEAPONSECTION = 1
WeaponName = "cis_weap_inf_wrist_blaster"
WeaponAmmo = 5
WEAPONSECTION = 2
WeaponName = "cis_weap_inf_wrist_trishot"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "cis_weap_inf_wrist_rocket"
WeaponAmmo = 3
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "cis_weap_award_wrist_blaster"
WeaponAmmo = 4
VOUnitType = 083
VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"
VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
[GameObjectClass]
ClassParent = "cis_inf_default"
[Properties]
UnitType = "trooper"
WEAPONSECTION = 1
WeaponName = "cis_weap_inf_wrist_blaster"
WeaponAmmo = 5
WEAPONSECTION = 2
WeaponName = "cis_weap_inf_wrist_trishot"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "cis_weap_inf_wrist_rocket"
WeaponAmmo = 3
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "cis_weap_award_wrist_blaster"
WeaponAmmo = 4
VOUnitType = 083
VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"
VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
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PvtParts
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RE: How do I get a wrist blaster onto a dark trooper
nope. check default_rifleman, along with the wrist blaster/tri shot
the thing is, I looked into giving animations like this for Jango/Boba to replace the flamethrower gun (with a wrist flame thrower). I never found any anims. Im not really sure where to look. Have you given the unit his wrist blaster yet, or is this a hypothetical question. If you did, how did it work out?
the thing is, I looked into giving animations like this for Jango/Boba to replace the flamethrower gun (with a wrist flame thrower). I never found any anims. Im not really sure where to look. Have you given the unit his wrist blaster yet, or is this a hypothetical question. If you did, how did it work out?
- Teancum
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RE: How do I get a wrist blaster onto a dark trooper
AnimationBank = "sbdroid" --- in the weapon's odf (pulled from BF1 assets)
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Big_rich
imp_weap_inf_wrist_rocket
use that weapon instead of the sbdroid rockets. It's the bobba rocket.
[WeaponClass]
ClassParent = "com_weap_inf_wrist_rocket"
[Properties]
HUDTag = "hud_imp_wristrocket"
OrdnanceName = "imp_weap_inf_wrist_rocket_ord"
// to make it work - Mike Z
//will need this
FireAnim = 1
InitialSalvoDelay = "0.46" // 14 frames
InstantPlayFireAnim = 1
//to this to make it move right
this is the animation bank the class parent is using:
AnimationBank = "rifle"
use that weapon instead of the sbdroid rockets. It's the bobba rocket.
[WeaponClass]
ClassParent = "com_weap_inf_wrist_rocket"
[Properties]
HUDTag = "hud_imp_wristrocket"
OrdnanceName = "imp_weap_inf_wrist_rocket_ord"
// to make it work - Mike Z
//will need this
FireAnim = 1
InitialSalvoDelay = "0.46" // 14 frames
InstantPlayFireAnim = 1
//to this to make it move right
this is the animation bank the class parent is using:
AnimationBank = "rifle"
