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Explosive map

Posted: Tue Feb 19, 2008 9:01 pm
by Fluffy_the_ic
Okay. I was thinking of making a map where every unit uses only explosives and there would be a team 3 minefield that can't be destroyed in the middle. Before anybody says "give them grenade launchers, rocket launchers, or bulldogs", I won't. I hate all of them. Cept rocket launcher, but I'm not using that. So, Is it possible to make all of their weapons only explosives? If I can, their main weapon will be grenades. Im sorry if this has already been asked.

Re: Explosive map

Posted: Tue Feb 19, 2008 10:40 pm
by SilvaDalek
You can't have nades or detpacks being weaponsection1. This probably spoils your map idea.

Re: Explosive map

Posted: Tue Feb 19, 2008 11:26 pm
by woner11
AcutuallyI beleive that you can. Here is the detpack odf in the common folder. I believe that if you erase the highlighted line it could work.
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "detonator"

[Properties]
HUDTag = "com_weap_inf_detpack"
GeometryName = "com_weap_inf_detpack"

RoundsPerClip = "1"
ShotDelay = "0.5"
ReloadTime = "3.0"
InitialSalvoDelay = "0.25"

TriggerAll = "1"

//AnimationBank = "grenade"

OffhandWeapon = 1
TrackingSound = ""

MaxItems = "1.0"

AutoAimSize = "1.0"

MaxPressedTime = "0.5"
MinStrength = "0.2"
MaxStrength = "1.0"

TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"
TargetMine = "0"

Re: Explosive map

Posted: Wed Feb 20, 2008 12:15 am
by MasterSaitek009
Yep. Just change that line to:

Code: Select all

OffhandWeapon = 0
Then uncomment:

Code: Select all

//AnimationBank = "grenade"
You might have to replace some animations, but that should work.

Re: Explosive map

Posted: Wed Feb 20, 2008 8:55 pm
by Fluffy_the_ic
well, actually, i 1: changed my mind about map 2: Figured I could just create a weapon that does nothing, like, say, a comlink. They just hold it the whole time. Sorry for the trouble you went through to tell me how to do this (if any).
//AnimationBank = "grenade"
I just searched through the odfs of a character i was gonna put in the map and found this, and Saitek, do youmean by uncomment to delete the Slashes so it's like this:
AnimationBank = "grenade"

Re: Explosive map

Posted: Wed Feb 20, 2008 10:21 pm
by SilvaDalek
There is no animation to have nades as 1st weapon.

Re: Explosive map

Posted: Wed Feb 20, 2008 11:38 pm
by woner11
What if you made it a tool like the fusion cutter? That might work.

Re: Explosive map

Posted: Thu Feb 21, 2008 12:04 am
by MasterSaitek009
SilvaDalek wrote:There is no animation to have nades as 1st weapon.
You can use the exact same animation for a secondary as a primary.

You just have to munge it into a new animation set with the proper name.

Re: Explosive map

Posted: Thu Feb 21, 2008 8:07 am
by SilvaDalek
I've tried all that. I get an error saying that it couldn't find the animation.

Re: Explosive map

Posted: Thu Feb 21, 2008 9:14 am
by woner11
Did you put the animation in the munge folder?

Re: Explosive map

Posted: Thu Feb 21, 2008 2:48 pm
by SilvaDalek
No, I put it in msh. Of course I put it in the Munged folder! :lol:

Re: Explosive map

Posted: Thu Feb 21, 2008 11:48 pm
by woner11
Just checking... :|

Re: Explosive map

Posted: Fri Feb 22, 2008 12:00 am
by Fingerfood
What will this "Explosive Map" look like? I think it should be like a forest with a Fall like theme, except maybe early Fall. Then maybe you could add leave effects after an explosion!

Re: Explosive map

Posted: Fri Feb 22, 2008 12:10 am
by woner11
That would be kinda cool, but I think this is his first map, and he might want to take it even more simpler, but if he's up to it, then by all means.