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Heroes with guns...

Posted: Thu May 15, 2008 2:19 pm
by PsYcH0_]-[aMsT3r
OK il get straight to the point. How can i give a hero a gun because they cant switch first weapons?
Heres the ODF:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_hero_default"
GeometryName = "imp_inf_vader.msh"

[Properties]

AISizeType = "HOVER"

GeometryName = "imp_inf_darthsidious"
GeometryLowRes = "imp_inf_darthsidious_low1"
ClothODF = "imp_inf_darthsidious_robe"
SkeletonName = "sidious"
SkeletonLowRes = "sidiouslz"
SkeletonRootScale = "1.15"

UseDirectionalJumps = "0"

MaxSpeed = 6.5 // base forward speed
MaxStrafeSpeed = 6.5 // base right/left speed
MaxTurnSpeed = 3.0 // base turn speed
JumpHeight = 4.5 // base jump height in meters
JumpForwardSpeedFactor = 1.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 1.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 1.7 // in forward arc, boost speed by this factor when rolling
Acceleration = 70.0 // accelerate to full run in about 7/70 = 0.1 seconds
JetAcceleration = 20.0 // for characters with jet jump, use this acceleration for in air control
SprintAccelerateTime = 0.35 // accelerate from run to sprint in this time

JetJump = "7.0" //The initial jump-push given when enabling the jet
JetPush = "7.0" //The constant push given while the jet is enabled (20 is gravity)
JetEffect = ""
JetType = "hover"
// Vader used JetFuel to control how long he can hover, even though it's not visible in the HUD
JetFuelRechargeRate = "0.9" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.3" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "1.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 30.0

CollisionScale = "0.0 0.0 0.0"

WEAPONSECTION = 1
WeaponName1 = "imp_weap_sidioussaber"
WeaponAmmo1 = 0

WEAPONSECTION = 2
WeaponName2 = "imp_weap_inf_sonic_blaster"
WeaponAmmo2 = 0


WEAPONSECTION = 3
WeaponName3 = "imp_weap_inf_thermaldetonator"
WeaponAmmo3 = 0
WeaponChannel3 = 1


//SOUND
VOUnitType = 193
SoldierMusic = "imp_hero_Palpatine_lp"
//HurtSound = "imp_inf_com_chatter_wound"
//DeathSound = "imp_inf_com_chatter_death"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
Thanks what-ever-you-say-im-dumb-but-it-means-before-I-think-it-might-be-beforefoot XD!

Re: Heroes with guns...

Posted: Thu May 15, 2008 2:25 pm
by Maveritchell
Chewbacca's a hero. He has guns. He can switch primary weapons.

What are you trying to ask?

If you're asking how to give someone a melee weapon and a ranged weapon at the same time, then you do it by giving them no secondaries and putting the ranged weapon in the first slot.

Please, next time, make sure to use "Search," because there are at least a dozen topics probably covering this same question.

Re: Heroes with guns...

Posted: Thu May 15, 2008 3:35 pm
by elfie
Just keep in mind that they can not use the weaponchannel weapons such as grenades when you use that tecnique.

Re: Heroes with guns...

Posted: Fri May 16, 2008 1:24 pm
by theultimat
In the heroes code type "com_hero_default" in stead of "com_jedi_default".

Re: Heroes with guns...

Posted: Fri May 16, 2008 1:38 pm
by Maveritchell
Just keep in mind that they can not use the weaponchannel weapons such as grenades when you use that tecnique.
You can use whatever you want as a weapon, as long as it's in the primary weapon slot.
In the heroes code type "com_hero_default" in stead of "com_jedi_default".
That has absolutely no bearing whatsoever.