Melee attack looks wierd [Solved]

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skelltor
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Melee attack looks wierd [Solved]

Post by skelltor »

ok so i added in a melee attack i used the knife odfs from bfx as a go by but ingame there are two guns that are swung here is a screen shot
Hidden/Spoiler:
Image
the odf
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "cannon"
GeometryName = "imp_weap_inf_rifle.msh"

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

RoundsPerClip = "0"
ReloadTime = "0.5"
HeatRecoverRate = "0.2"
HeatThreshold = "0.0"

FirePointName = "hp_fire"

TriggerSingle = "1"
ShotDelay = "0.4"
HeatPerShot = "0.0"
MaxPressedTime = "1.0"

MinRange = 0
OptimalRange = 1
MaxRange = 2

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

SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
SalvoTime = "0.0"
InitialSalvoDelay = "0.3" // must have one or no animation - Mike Z

FireAnim = "2"
InstantPlayFireAnim = "1"
OffhandWeapon = 1

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

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

AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "0"
AITargetVehicle = "0"
AITargetBuilding = "0"

//SOUND
FireSound = "com_weap_throw"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""

OrdnanceName = "com_weap_melee_ord"
EnergyDrain = 40.0
the ord
Hidden/Spoiler:
[OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]

Explosion = "com_weap_melee_exp"

ConeLength = "3"
ConeAngle = "180"
FirstRadius = "0.0"
MaxTargets = "1" // 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 = "500" // 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 = "10000" // 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 = "0.1"
ShieldScale = "0.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"

Push = "0.5"

PushDeadOnly = "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
help please
Deviss
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Re: melee attack looks wierd

Post by Deviss »

com_weap_melee_attack.odf
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "cannon"

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

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

FirePointName = "hp_fire"

TriggerSingle = "1"
ShotDelay = "0.5"
HeatPerShot = "0.0"
MaxPressedTime = "1.0"

MinRange = 0
OptimalRange = 1
MaxRange = 2

LockOnRange = "2.0"
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

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 = "com_weap_throw"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""

OrdnanceName = "com_weap_melee_ord"
EnergyDrain = 20.0

NEXTCHARGE = "0.8"

OrdnanceName = "com_weap_melee_ord_high"
EnergyDrain = 60.0
com_weap_melee_ord.odf
Hidden/Spoiler:
[OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]

ConeLength = "3"
ConeAngle = "180"
FirstRadius = "0.0"
MaxTargets = "1" // 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 = "350" // 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 = "350" // 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 = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"

Push = "10.0"

PushDeadOnly = "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
com_weap_melee_ord_high.odf
Hidden/Spoiler:
[OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]

ConeLength = "3"
ConeAngle = "180"
FirstRadius = "0.0"
MaxTargets = "1" // 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 = "800" // 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 = "800" // 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 = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"

Push = "10.0"

PushDeadOnly = "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
this will use the set anim_weap_stand_shoot_secondary2_full for the attack :P
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skelltor
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Re: melee attack looks wierd

Post by skelltor »

? but i want a gun bash so i used a different anim and renamed it
anim_weap_stand_shoot_secondary2_full i gess i am not really sure what your suggusting.
Deviss
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Re: melee attack looks wierd

Post by Deviss »

skelltor wrote:? but i want a gun bash so i used a different anim and renamed it
anim_weap_stand_shoot_secondary2_full i gess i am not really sure what your suggusting.
well i found time ago one anim make the clone hit using rifle or the weapon are you using xD
download
if you want this melee for when you use pistol so only make other puting PISTOL instance of RIFLE :P

EDIT: sorry by didnt ask, but you know make custom anim munging sets :)? becaue you will need it for add this anim to your unit :)
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skelltor
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Re: melee attack looks wierd

Post by skelltor »

he has the animation my problem is how when i use melee he has two guns i know mav did it with the same animation i am using its just somthing with the odf.
Deviss
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Re: melee attack looks wierd

Post by Deviss »

skelltor wrote:he has the animation my problem is how when i use melee he has two guns i know mav did it with the same animation i am using its just somthing with the odf.
because you put in melee geomtryname rifle you dont need make it xD because the anim make you will use the weapon you are using :P

offtopic: sorry in delay i was studying xD
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skelltor
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Re: melee attack looks wierd

Post by skelltor »

oh ok thx i will do that
Deviss
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Re: melee attack looks wierd

Post by Deviss »

skelltor wrote:oh ok thx i will do that
waiting for news :D, meanwhile studying again lol
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skelltor
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Re: melee attack looks wierd

Post by skelltor »

it looks great now thx dev :D
Deviss
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Joined: Tue Aug 12, 2008 7:59 pm
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Re: melee attack looks wierd

Post by Deviss »

skelltor wrote:it looks great now thx dev :D
you are welcome my friend ;)
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