How do i change the melee animations? [Solved]

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
Cerfon Rournes
Master Bounty Hunter
Master Bounty Hunter
Posts: 1558
Joined: Thu Jul 08, 2010 5:53 pm
Projects :: WIP. I will reveal what it is later on..
Games I'm Playing :: SWBF2-SWRC
xbox live or psn: No gamertag set
Location: New York, USA
Contact:

How do i change the melee animations? [Solved]

Post by Cerfon Rournes »

Hey GT, How do I change the melee animations? I looked in the odf, and there Is nothing that refs the animations. Thanks a lot.
Here are the odfs.
imp_weap_inf_punch
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "cannon"

[Properties]
HUDTag = "hud_force_push"
GeometryName = ""
HighResGeometry = ""

RoundsPerClip = "0"
ReloadTime = "0.3"
HeatRecoverRate = "0.2"
HeatThreshold = "0.0"

OrdnanceName = "imp_weap_inf_punch_ord"

TriggerSingle = "1"
ShotDelay = "0.5"
HeatPerShot = "0.0"
MaxPressedTime = "0.0"

LockOnRange = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"

SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
SalvoTime = "0.0"
InitialSalvoDelay = "0.5" // must have one or no animation - Mike Z

EnergyDrain = 25.0
FireAnim = "2"
InstantPlayFireAnim = "1"
OffhandWeapon = 1

TargetEnemy = "1"
TargetNeutral = "1"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

AITargetPerson = "0"
AITargetAnimal = "0"
AITargetDroid = "0"
AITargetVehicle = "0"
AITargetBuilding = "0"

//SOUND
FireSound = "force_push_fire"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
imp_weap_inf_punch_ord
Hidden/Spoiler:
[OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]
Explosion = "imp_weap_inf_punch_exp"

ConeLength = "2"
ConeAngle = "120"
FirstRadius = "0.0"
MaxTargets = "2" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "1" // No chaining - all bolts coming from the attacker

//OrdnanceSound = "com_weap_launcher_energy_dumbfire"

Damage = "25" // This is the min damage. Even if the initial damage is split between the number of targets, it will never go below this number for each target
MaxDamage = "30" // This is the max damage
JumpDeduction = "0" // No jump deduction. This is for chaining only
DamageThreshold = "0" // Always do damage (no threshold)
MaxJumpDistance = "0" // No max jump distance because the chaining is off

VehicleScale = "0.0"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"

Push = "10.0"

AffectFriends = "1"

//LightningEffect = ""
//LightningEffectScale = "0.25"
//NoTargetLightningEffectCount = "5" // The number of ligthning effects to display when the ordinance has no targets to hit
//NoTargetLightningEffectRandomSpread = "0.4" // The random rotation spread the ligthning effects does when the ordinance has no targets to hit
imp_weap_inf_punch_exp
Hidden/Spoiler:
[ExplosionClass]

ClassLabel = "explosion"

[Properties]
Effect = "com_sfx_forcepushed"

Push = "0.0"
PushRadius = "0.0"
PushDeadOnly = "1"

Damage = "100.0"
DamageRadius = "0.1"

VehicleScale = "0.0"
ShieldScale = "0.1"
PersonScale = "1.0"
DroidScale = "0.4"
AnimalScale = "0.5"

//SoundProperty = "rep_weap_inf_arccaster_exp"
Last edited by Cerfon Rournes on Thu Mar 03, 2011 11:42 pm, edited 1 time in total.
kinetosimpetus
Imperial Systems Expert
Imperial Systems Expert
Posts: 2381
Joined: Wed Mar 25, 2009 4:15 pm
Projects :: A secret project
Games I'm Playing :: Warframe STO

Re: How to change the malee anims

Post by kinetosimpetus »

Munge anew animation set replacing one of the shootsecondary anims with the animation you want to play.

Tutorial: Mixing/Creating new animationsets (FAQ)
User avatar
Cerfon Rournes
Master Bounty Hunter
Master Bounty Hunter
Posts: 1558
Joined: Thu Jul 08, 2010 5:53 pm
Projects :: WIP. I will reveal what it is later on..
Games I'm Playing :: SWBF2-SWRC
xbox live or psn: No gamertag set
Location: New York, USA
Contact:

Re: How to change the malee anims

Post by Cerfon Rournes »

kinetosimpetus wrote:Munge anew animation set replacing one of the shootsecondary anims with the animation you want to play.

Tutorial: Mixing/Creating new animationsets (FAQ)
Oh I already made a custom animation set, and I didn't know where to put It in the odf. But, I also didn't know what the name of the grenade animation was. :D
Thanks very much for answering my question! :mrgreen:
Post Reply