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Dual pistols problem

Posted: Fri Dec 05, 2008 11:22 pm
by Commander_Fett
I was trying to use D.A.R.T.H.Duck'sdual pistols, but I can't figure out how to get the second laser to fire from the left weapon. All mine does is fire a second shot from the first pistol that always goes west. I was hoping someone could help me find a fix, because I'nm stumped. :?

Weapon odf:

Code: Select all

[WeaponClass]
ClassParent         = "com_weap_inf_dc17s"
GeometryName        = "weap_inf_dc17pistol_r_small.msh"

[Properties]

GeometryName        = "weap_inf_dc17pistol_r_small"
HighResGeometry         = "weap_inf_dc17pistol_r_small"

OrdnanceName        = "dc17s_ord"


//******************************************************
//***************   SOUND       ****************
//******************************************************

MuzzleFlash         = "small_muzzle_flash"
FlashColor          = "80 80 255 255"     
FlashLength         = 0.025               
FlashColor          = "100 100 255 255"   
FlashLength         = 0.025               
FlashLightColor     = "220 220 255 175"   
FlashLightRadius    = "2.0"               
FlashLightDuration  = "0.25"              
Discharge           = "small_smoke_effect"

FireSound           = "rep_weap_inf_commando_pistol_fire"
FireEmptySound      = "com_weap_inf_ammo_empty"
FireLoopSound       = ""
ReloadSound         = ""
ChargeSound         = ""
OverheatSound       = "com_weap_energy_depleted"
OverheatSoundPitch  = "0.5"
OverheatStopSound   = "com_weap_energy_refilled"
ChangeModeSound     = "com_weap_inf_equip_sm"
WeaponChangeSound   = "com_weap_inf_equip_sm"
JumpSound           = "com_weap_inf_pistol_mvt_jump"
LandSound           = "com_weap_inf_pistol_mvt_land"
RollSound           = "com_weap_inf_pistol_mvt_roll"
//ProneSound          = "com_weap_inf_pistol_mvt_lie"
SquatSound          = "com_weap_inf_pistol_mvt_squat"
//StandSound          = "com_weap_inf_pistol_mvt_getup"



Troop odf:

Code: Select all

[GameObjectClass]
ClassLabel          = "soldier"
ClassParent         = "rep_inf_default_commander"

[Properties]
UnitType            = "commander"
IconTexture         = "rep_gunner_icon"

//PointsToUnlock      = 25

GeometryName        = "rep_inf_arctrooper"
FirstPerson         = "REP\reparc;rep_1st_arctrooper"
GeometryLowRes      = "rep_inf_arctrooper_low1"
ClothODF	    = "rep_inf_arctrooper_cape"

//OverrideTexture     = "rep_inf_arc_blue"
OverrideTexture     = "rep_inf_arc_red1"
OverrideTexture2    = "rep_inf_arc_pack_blue"

MaxShield		= 12000
AddShield		= 5

WaterDamageInterval     = "0.0"
WaterDamageAmount       = "0.0"

MaxHealth           	= 1200.0

ControlSpeed        = "jet    1.50 1.25 1.25"

JetJump             = "5.0" //7 //The initial jump-push given when enabling the jet
JetPush             = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration     = "40.0" //Acceleration while hovering.
JetEffect           = "rep_sfx_jetpack"
JetType             = "hover"
JetFuelRechargeRate = "1.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost         = "0.001" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost  = "0.001" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder    = "0.002" //minimum fuel to perform a jet jump(fuel is 0 to 1)
//rep_weap_inf_dc15s_side_arm

AnimatedAddon         = "left_gun"
GeometryAddon         = "weap_inf_dc17pistol_l_small" // the left pistols meshname
AddonAttachJoint      = "bone_L_hand"


WEAPONSECTION = 1
WeaponName         = "rep_weap_inf_dc17b"
WeaponAmmo         = 5

WEAPONSECTION = 2
WeaponName         = "rep_weap_inf_dc17l"
WeaponAmmo         = 4

WEAPONSECTION = 3
WeaponName         = "rep_weap_inf_dc17r"
WeaponAmmo         = 4

WEAPONSECTION = 4
WeaponName         = "dc17s_pistol"
WeaponAmmo         = 0

AimerNodeName           = "hp_fire1"
AimerYawLimts           = "-90 90"
AimerPitchLimts         = "-90 90"

NextAimer           = "-"

AimerNodeName           = "hp_fire2"
AimerYawLimts           = "-90 90"
AimerPitchLimts         = "-90 90"

WEAPONSECTION 		= 5
WeaponName         	= "rep_weap_inf_uber_chaingun"
WeaponAmmo         	= 0

WEAPONSECTION 		= 6
WeaponName         	= "rep_weap_lightsaber_obiwan"
WeaponAmmo         	= 0

Re: Dual pistols problem

Posted: Sat Dec 06, 2008 6:53 pm
by Deviss
Commander_Fett wrote:I was trying to use D.A.R.T.H.Duck'sdual pistols, but I can't figure out how to get the second laser to fire from the left weapon. All mine does is fire a second shot from the first pistol that always goes west. I was hoping someone could help me find a fix, because I'nm stumped. :?
Hidden/Spoiler:
Weapon odf: [code][WeaponClass]
ClassParent = "com_weap_inf_dc17s"
GeometryName = "weap_inf_dc17pistol_r_small.msh"

[Properties]

GeometryName = "weap_inf_dc17pistol_r_small"
HighResGeometry = "weap_inf_dc17pistol_r_small"

OrdnanceName = "dc17s_ord"


//******************************************************
//*************** SOUND ****************
//******************************************************

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

FireSound = "rep_weap_inf_commando_pistol_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = ""
ChargeSound = ""
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"



[/code]

Troop odf: [code][GameObjectClass]
ClassLabel = "soldier"
ClassParent = "rep_inf_default_commander"

[Properties]
UnitType = "commander"
IconTexture = "rep_gunner_icon"

//PointsToUnlock = 25

GeometryName = "rep_inf_arctrooper"
FirstPerson = "REP\reparc;rep_1st_arctrooper"
GeometryLowRes = "rep_inf_arctrooper_low1"
ClothODF = "rep_inf_arctrooper_cape"

//OverrideTexture = "rep_inf_arc_blue"
OverrideTexture = "rep_inf_arc_red1"
OverrideTexture2 = "rep_inf_arc_pack_blue"

MaxShield = 12000
AddShield = 5

WaterDamageInterval = "0.0"
WaterDamageAmount = "0.0"

MaxHealth = 1200.0

ControlSpeed = "jet 1.50 1.25 1.25"

JetJump = "5.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "40.0" //Acceleration while hovering.
JetEffect = "rep_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "1.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.001" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.001" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.002" //minimum fuel to perform a jet jump(fuel is 0 to 1)
//rep_weap_inf_dc15s_side_arm

AnimatedAddon = "left_gun"
GeometryAddon = "weap_inf_dc17pistol_l_small" // the left pistols meshname
AddonAttachJoint = "bone_L_hand"


WEAPONSECTION = 1
WeaponName = "rep_weap_inf_dc17b"
WeaponAmmo = 5

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_dc17l"
WeaponAmmo = 4

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_dc17r"
WeaponAmmo = 4

WEAPONSECTION = 4
WeaponName = "dc17s_pistol"
WeaponAmmo = 0

AimerNodeName = "hp_fire1"
AimerYawLimts = "-90 90"
AimerPitchLimts = "-90 90"

NextAimer = "-"

AimerNodeName = "hp_fire2"
AimerYawLimts = "-90 90"
AimerPitchLimts = "-90 90"

WEAPONSECTION = 5
WeaponName = "rep_weap_inf_uber_chaingun"
WeaponAmmo = 0

WEAPONSECTION = 6
WeaponName = "rep_weap_lightsaber_obiwan"
WeaponAmmo = 0[/code]

did you put the dualpitols's animation on the correct folder??

Re: Dual pistols problem

Posted: Sat Dec 06, 2008 6:59 pm
by NullCommando
Add this to your .odf:

Code: Select all

SalvoCount      = "1"

ShotsPerSalvo       = "2"
ShotPatternCount    = "2"
ShotPatternPitchYaw     = "-0.1 -0.8"
ShotPatternPitchYaw     = "-0.1 0.8"
Adds the second laser.

Re: Dual pistols problem

Posted: Sat Dec 06, 2008 8:26 pm
by Commander_Fett
my troo or weapon odf?

Re: Dual pistols problem

Posted: Sat Dec 06, 2008 8:31 pm
by NullCommando
Weapon .odf

Re: Dual pistols problem

Posted: Sat Dec 06, 2008 8:41 pm
by Commander_Fett
Okay, thanks. That will make it fire two lasers, but will tey fire from the two pistols?

Re: Dual pistols problem

Posted: Sat Dec 06, 2008 9:28 pm
by NullCommando
Gives it the illusion of it firing from two pistols

Re: Dual pistols problem

Posted: Sun Dec 07, 2008 2:51 pm
by Commander_Fett
Thanks. Ummm... I've got another problem though. I thought I had fixed the anims, but apearantly I hadn't. I replaced the stand shoot anim with Duck's, the renamed Duck's anim to the same thing as the old one, but there's no difference in game. What did I do wrong?

Re: Dual pistols problem

Posted: Mon Dec 08, 2008 10:58 am
by DarthD.U.C.K.
you dont call any animation or sceleton in your odf...

Re: Dual pistols problem

Posted: Mon Dec 08, 2008 6:17 pm
by Commander_Fett
So you call the animation in the weapon odf too? I have the correct anims set in my troop odf...

Re: Dual pistols problem

Posted: Fri Dec 12, 2008 2:00 am
by DarthD.U.C.K.
Commander_Fett wrote:So you call the animation in the weapon odf too? I have the correct anims set in my troop odf...
but not in the odf you posted

Re: Dual pistols problem

Posted: Fri Dec 12, 2008 6:28 pm
by Commander_Fett
So, you're saying that I have to refer the correct animation set in the UnitType line and elsewhere? commander is my custom anims set, where else do I call it?

Re: Dual pistols problem

Posted: Fri Dec 12, 2008 7:38 pm
by DarthD.U.C.K.
you have to load the anim via the "animation"-line! look into any jedi-odf for reference