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Trying to get a punch weapon working

Posted: Sat Feb 09, 2008 12:08 pm
by SilvaDalek
Hidden/Spoiler:
[code]// Obiwan
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "jed_inf_jedi.msh"

[Properties]
AISizeType = "HOVER"

GeometryName = "jed_inf_jedi"
GeometryLowRes = "jed_inf_jedi_low1"
OverrideTexture = "jed_inf_jedi02"

AnimationName = "obiwan"
//ClothODF = "rep_inf_ep3obiwan_skirt"

HealthType = "person"
MaxHealth = 150.0
AddHealth = 1.0

MaxSpeed = 6.0
MaxStrafeSpeed = 4.0
MaxTurnSpeed = 5.0
JumpHeight = 2.5
RecoverFromTumble = "1"

NoEnterVehicles = 1

//Jet Jump
JetJump = "0.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "0.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 0.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
//Jet Jump End

WEAPONSECTION = 2
WeaponName1 = "imp_weap_inf_punch"
WeaponAmmo1 = 0

WEAPONSECTION = 1
WeaponName1 = "com_weap_inf_flamethrower"
WeaponAmmo1 = 2

//SOUND
//SndHeroSelectable = ""
//SndHeroSpawned = "hero_obiWan_spawn"
//SndHeroDefeated = "hero_obiWan_exhausted"
//SndHeroKiller = "hero_obiWan_exhausted"

//VOSound = "hero_obiWan_AcquiredTarget AcquiredTarget"
//VOSound = "hero_obiWan_KillingSpree4 KillingSpree4"

VOUnitType = 0181
//SoldierMusic = "rep_hero_ObiWan_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
//ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "rep_inf_soldier"

[/code]
He doesn't get any weapons. I have the imp_weap_inf_punch.odf in data_ETP/Sides/jed. Help?

Re: I killed an unarmed prisoner. It's not the Jedi way!

Posted: Sat Feb 09, 2008 12:16 pm
by MandeRek

Code: Select all

WEAPONSECTION = 2
WeaponName1           = "imp_weap_inf_punch"
WeaponAmmo1           = 0

WEAPONSECTION = 1
WeaponName1           = "com_weap_inf_flamethrower"
WeaponAmmo1           = 2
Try this:

Code: Select all

WEAPONSECTION = 1
WeaponName1           = "com_weap_inf_flamethrower"
WeaponAmmo1           = 2

WEAPONSECTION = 2
WeaponName2           = "imp_weap_inf_punch"
WeaponAmmo2           = 0
Also, i think com_weap_inf_flamethrower isn't a weapon. Add the jango/boba flamethrower files, or use the wrist flamethrower from Syth's Bounty hunters assets. If this still not works, show us the BFront.log

Re: I killed an unarmed prisoner. It's not the Jedi way!

Posted: Sat Feb 09, 2008 12:38 pm
by SilvaDalek
I changed flame to bulldog and switched numbers: NOTHING! :(

Edit:
I took out bulldog, I spawn as guy and crash. I get this:

Message Severity: 3
.\Source\DisplaySoldier.cpp(349)
DisplaySoldier 'jed_knight_02' failed to find animmap obiwan_

Re: I killed an unarmed prisoner. It's not the Jedi way!

Posted: Sat Feb 09, 2008 1:05 pm
by SBF_Dann_Boeing
How exactly do you have you're "Punch" weapon organized? If it's a modded force push, you need to have your weapons set up like this:

Code: Select all

WEAPONSECTION = 1
WeaponName1           = "com_weap_inf_flamethrower"
WeaponAmmo1           = 2

WEAPONSECTION = 2
WeaponName2           = "imp_weap_inf_punch"
WeaponAmmo2           = 0
WeaponChannel2           = 1
Primary weapons need to have the line: AnimationBank = "rifle" AnimationBank = "pistol" or AnimationBank = "bazooka" in their ODFs because they have "baseposes" (the way the unit is posed with it when its not shooting or moving). Only Secondary weapons can have a special throw, or forcing-gesture animation (these anims arn't full soldier animations, and don't have baseposes, they are merely and "extra" anim that is a part of the soldier animation). This could be done as a primary weapon however, if you were to make a new soldier animation.

Re: I killed an unarmed prisoner. It's not the Jedi way!

Posted: Sat Feb 09, 2008 1:09 pm
by SilvaDalek
Oh... So that's why all my maps are crashing . . . :P

Re: I killed an unarmed prisoner. It's not the Jedi way!

Posted: Sat Feb 09, 2008 2:06 pm
by MasterSaitek009
Just add:

Code: Select all

AnimationBank   = "pistol"
And change:

Code: Select all

OffhandWeapon                   = 1
To:

Code: Select all

OffhandWeapon                   = 0
The small side affect of doing this is that the HUD icon gets messed up. Go here for the fix by FragMe!

Re: I killed an unarmed prisoner. It's not the Jedi way!

Posted: Sat Feb 09, 2008 3:07 pm
by SBF_Dann_Boeing
you posted the same thing twice lol.

And i think he wants an animation like force-gesture anim for it. If you gave it the pistol AnimationBank, he wouldn't be punching anybody :)

Re: I killed an unarmed prisoner. It's not the Jedi way!

Posted: Sat Feb 09, 2008 3:34 pm
by MandeRek
The force has no animation bank i guess... It has some lines, which i still haven't found.. I though they were the same for the wrist weapons, but i don't know what lines those are :?

Re: I killed an unarmed prisoner. It's not the Jedi way!

Posted: Sat Feb 09, 2008 5:01 pm
by MasterSaitek009
SBF_Dann_Boeing wrote:And i think he wants an animation like force-gesture anim for it. If you gave it the pistol AnimationBank, he wouldn't be punching anybody :)
Basically if your primary weapon doesn't have an AnimationBank line in it, your map will CTD when you spawn.

Adding AnimationBank = "pistol" and OffhandWeapon = 0 will get the functionality set up for using punch as a primary(i.e. does damage, doesn't CTD).

All that's wrong with it after that point is that it's fire animation is the pistol fire anim.

After that you just need to munge a new animation set replacing the pistol fire animation with the grenade throw animation.

And to make it look better still, replace the pistol walk anims with the Jedi walk anims.

So it can be done. It just takes a little tweaking to make it look as nice as when it's used as a secondary.
SBF_Dann_Boeing wrote:you posted the same thing twice lol.
Did I? :? Weird. Staff must've gotten rid of it before I saw it.

Re: I killed an unarmed prisoner. It's not the Jedi way!

Posted: Sat Feb 09, 2008 5:03 pm
by SilvaDalek
It's all good. I gave him a wookiee blade from Caleb's stuff.

I may have more issues with the people, so leave unlocked please.