Melee Attacks Underwater

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Fierfek
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Melee Attacks Underwater

Post 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".
Last edited by Fierfek on Wed Sep 09, 2009 8:09 pm, edited 1 time in total.
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Re: Primary Weapons vs Secondary Weapons

Post by 501st_commander »

remove this line:
WeaponChannel = 1
for it to be a primary weapon
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Re: Primary Weapons vs Secondary Weapons

Post 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.
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Re: Primary Weapons vs Secondary Weapons

Post by DarthD.U.C.K. »

then you should have probably asked for that
and you could maybe post your errorlog to make troubleshooting easyer..
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Re: Primary Weapons vs Secondary Weapons

Post by Fierfek »

Here is the error log:
http://txtb.in/4wJ
The unit is an imperial officer. Here is his odf:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "imp_inf_default"
ClassLabel = "flyer"

[Properties]
PointsToUnlock = 8
MaxShield = 50
AddShield = 60

UnitType = "support"

AnimationName = "impofficer"

ScanningRange = 30.0
TransmitRange = 300.0

WEAPONSECTION = 1
WeaponName = "com_weap_melee_attack"
WeaponAmmo = 0

VOUnitType = 43

// VOSound = "imp_command_follow SC_Follow"
// VOSound = "imp_command_stopFollow SC_StopFollow"
// VOSound = "imp_command_stopVehicle SC_VehicleWaitUp"
// VOSound = "imp_command_getIn SC_GetIn"
// VOSound = "imp_command_getOut SC_GetOut"
// VOSound = "imp_response_follow SC_FollowResponse"
// VOSound = "imp_response_stopFollow SC_StopFollowResponse"
// VOSound = "imp_response_stopVehicle SC_VehicleWaitUpResponse"
// VOSound = "imp_response_getIn SC_GetInResponse"
// VOSound = "imp_response_getOut SC_GetOutResponse"

VOSound = "imp2_inf_pc_com_hostile SpottedVO"
VOSound = "imp2_inf_pc_com_bacta NeedMedicVO"
VOSound = "imp2_inf_pc_com_mechanic NeedRepairVO"
VOSound = "imp2_inf_pc_com_ammo NeedAmmoVO"
VOSound = "imp2_inf_pc_com_transport NeedPickupVO"
VOSound = "imp2_inf_pc_com_backup NeedBackupVO"
VOSound = "imp2_inf_pc_com_clear_area AttackPositionVO"
VOSound = "imp2_inf_pc_com_defend DefendPositionVO"

VOSound = "imp2_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "imp2_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "imp2_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "imp2_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "imp2_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "imp2_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "imp2_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "imp2_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"

VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum1 AcquiredTarget +VOUnitNum1"
// VOSound = "imp2_inf_chatter_AcquiredTarget_left AcquiredTarget +left"
// VOSound = "imp2_inf_chatter_AcquiredTarget_right AcquiredTarget +right"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum2 AcquiredTarget +VOUnitNum2"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum3 AcquiredTarget +VOUnitNum3"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum5 AcquiredTarget +VOUnitNum5"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum6 AcquiredTarget +VOUnitNum6"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum6 NotShootingCriticalHit +VOUnitNum6"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum10 AcquiredTarget +VOUnitNum10"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum10 NotShootingCriticalHit +VOUnitNum10"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum12 AcquiredTarget +VOUnitNum12"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum11 AcquiredTarget +VOUnitNum11"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum11 NotShootingCriticalHit +VOUnitNum11"
VOSound = "imp2_inf_chatter_NearbyEnemySlaughter NearbyEnemySlaughter"
VOSound = "imp2_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
// VOSound = "imp2_inf_chatter_KillingSpree4 KillingSpree4"
// VOSound = "imp2_inf_chatter_KillingSpree8 KillingSpree8"
// VOSound = "imp2_inf_chatter_HeadshotKill HeadshotKill"
VOSound = "imp2_inf_chatter_Grenade Grenade"
// VOSound = "imp2_inf_chatter_MissileIncoming MissileIncoming"
// VOSound = "imp2_inf_chatter_AcquiredTarget_IsSniper_VOUnitNum4 AcquiredTarget +IsSniper +VOUnitNum4"
// VOSound = "imp2_inf_chatter_FriendlyFire FriendlyFire"
// VOSound = "imp2_inf_chatter_RebelsShootDeadBody RebelsShootDeadBody"
VOSound = "imp2_inf_chatter_GivePowerup GivePowerup"
VOSound = "imp2_inf_chatter_AcquiredTarget_IsTurret AcquiredTarget +IsTurret"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum121 AcquiredTarget +VOUnitNum121"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum123 AcquiredTarget +VOUnitNum123"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum124 AcquiredTarget +VOUnitNum124"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum124 NotShootingCriticalHit +VOUnitNum124"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum125 AcquiredTarget +VOUnitNum125"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum125 NotShootingCriticalHit +VOUnitNum125"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum126 AcquiredTarget +VOUnitNum126"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum126 NotShootingCriticalHit +VOUnitNum126"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum127 AcquiredTarget +VOUnitNum127"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum127 NotShootingCriticalHit +VOUnitNum127"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum126 NotShootingCriticalHit +VOUnitNum126"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum132 AcquiredTarget +VOUnitNum132"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum132 NotShootingCriticalHit +VOUnitNum132"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum182 AcquiredTarget +VOUnitNum182"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum183 AcquiredTarget +VOUnitNum183"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum184 AcquiredTarget +VOUnitNum184"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum185 AcquiredTarget +VOUnitNum185"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum186 AcquiredTarget +VOUnitNum186"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum187 AcquiredTarget +VOUnitNum187"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum188 AcquiredTarget +VOUnitNum188"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum189 AcquiredTarget +VOUnitNum189"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum190 AcquiredTarget +VOUnitNum190"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum83 AcquiredTarget +VOUnitNum83"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum82 AcquiredTarget +VOUnitNum82"
// VOSound = "imp2_inf_chatter_AcquiredTarget AcquiredTarget"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum176 AcquiredTarget +VOUnitNum176"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum175 AcquiredTarget +VOUnitNum175"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum177 AcquiredTarget +VOUnitNum177"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum172 AcquiredTarget +VOUnitNum172"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum174 AcquiredTarget +VOUnitNum174"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum173 AcquiredTarget +VOUnitNum173"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum171 AcquiredTarget +VOUnitNum171"
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Re: Primary Weapons vs Secondary Weapons

Post 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?
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Re: Primary Weapons vs Secondary Weapons

Post 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?
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Re: Primary Weapons vs Secondary Weapons

Post 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?
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Re: Primary Weapons vs Secondary Weapons

Post by Xavious »

Check to make sure they're there anyways - you never know.
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Re: Primary Weapons vs Secondary Weapons

Post by Fierfek »

I have 3 files called impofficer in my imp/muged folder - an anims file, zaabin file, and zafbin file.
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Re: Primary Weapons vs Secondary Weapons

Post by Xavious »

On second thought, try just removing the AnimationName line and see if that does it.
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Re: Melee Attacks Underwater

Post 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?
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Re: Melee Attacks Underwater

Post 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.
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