How do I get a wrist blaster onto a dark trooper

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xwingguy

How do I get a wrist blaster onto a dark trooper

Post by xwingguy »

My problem is that I need to get the arm of a dark trooper to act like it's a super battle droid.
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RE: How do I get a wrist blaster onto a dark trooper

Post by PvtParts »

animation banks are the answer, clearly. where you need help is specifics. Sadly, I havent looked into the sbd. I think many animations are based off its class. Look into the cis_inf_default, and all child odfs pertaining to the sbd, as well as its weapons.
xwingguy

RE: How do I get a wrist blaster onto a dark trooper

Post by xwingguy »

cis_inf_rifleman is the only thing that has something that could be linked to animation, it's the skeleton thing. Otherwise I can't find nothing.

[GameObjectClass]
ClassParent = "cis_inf_default_rifleman"


[Properties]
UnitType = "trooper"

GeometryName = "cis_inf_sbdroid"
GeometryLowRes = "cis_inf_sbdroid_low1"
SkeletonName = "sbdroid"
SkeletonLowRes = "sbdroidlz"

FirstPerson = "CIS\cissbdrd;cis_1st_sbdroid"

CollisionHeadOffset = "0.0 -0.2 0.0"
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RE: How do I get a wrist blaster onto a dark trooper

Post by Teancum »

Look at cis_inf_default_rifleman. That's probably going to point to something like AnimationName.
xwingguy

RE: How do I get a wrist blaster onto a dark trooper

Post by xwingguy »

Does this look like it has animation in it?

[GameObjectClass]
ClassParent = "cis_inf_default"

[Properties]
UnitType = "trooper"

WEAPONSECTION = 1
WeaponName = "cis_weap_inf_wrist_blaster"
WeaponAmmo = 5

WEAPONSECTION = 2
WeaponName = "cis_weap_inf_wrist_trishot"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "cis_weap_inf_wrist_rocket"
WeaponAmmo = 3
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "cis_weap_award_wrist_blaster"
WeaponAmmo = 4

VOUnitType = 083

VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"

VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
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RE: How do I get a wrist blaster onto a dark trooper

Post by PvtParts »

nope. check default_rifleman, along with the wrist blaster/tri shot

the thing is, I looked into giving animations like this for Jango/Boba to replace the flamethrower gun (with a wrist flame thrower). I never found any anims. Im not really sure where to look. Have you given the unit his wrist blaster yet, or is this a hypothetical question. If you did, how did it work out?
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RE: How do I get a wrist blaster onto a dark trooper

Post by Teancum »

AnimationBank = "sbdroid" --- in the weapon's odf (pulled from BF1 assets)
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Post by -_- »

just a note: human models look like crap with sbdroid animations.
Big_rich

Post by Big_rich »

imp_weap_inf_wrist_rocket

use that weapon instead of the sbdroid rockets. It's the bobba rocket.

[WeaponClass]
ClassParent = "com_weap_inf_wrist_rocket"

[Properties]
HUDTag = "hud_imp_wristrocket"
OrdnanceName = "imp_weap_inf_wrist_rocket_ord"

// to make it work - Mike Z
//will need this
FireAnim = 1
InitialSalvoDelay = "0.46" // 14 frames
InstantPlayFireAnim = 1
//to this to make it move right

this is the animation bank the class parent is using:

AnimationBank = "rifle"
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