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Vibroblade Problem

Posted: Mon Jun 11, 2007 7:43 pm
by Alpha
This is the ODF for the Vibroblade I'm using (Vibroblade.msh):

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[WeaponClass]

ClassLabel = "melee"
GeometryName = "Vibroblade.msh"
[Properties]

GeometryName = "Vibroblade"
ComboAnimationBank = "kiadimundi"

//DeflectEffect = "com_sfx_sabredeflect"
//DeflectSound = "imp_weap_lightsabre_deflect"

FirePointName = "hp_fire"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "lightshadowsabre"
//LightSaberTrailColor = "240 250 45 128"

//HUDTag = "hud_lightsaber"
RoundsPerClip = "0"
ReloadTime = "0.0"

LockOnRange = "60.0"
LockTime = "0.4"
AutoAimSize = "1.0"

MinRange = "0"
OptimalRange = "2.0"
MaxRange = "4"

HitEffect = "com_sfx_sabrehit"
AddHitEffect = "com_sfx_bif" // hooya
AddHitEffect = "com_sfx_zap"
AddHitEffect = "com_sfx_blammo"
AddHitEffect = "com_sfx_pow"

HitSound = "imp_weap_lightsabre_hit"
//OnSound = "com_inf_saber_ambient"
//TurnOnSound = "com_inf_saber_on"
//TurnOffSound = "com_inf_saber_off"

MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"

AutoTurnScreenDist = 0.05
AutoPitchScreenDist = 0.2

ShieldScale = "5.0"
HealthScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
ArmorScale = "1.0"
VehicleScale = "1.0"
BuildingScale = "1.0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0" 
The ODF is titled: jed_weap_sithsaber.odf

And this is the ODF for the trooper using it (jed_sith_01.odf):

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[GameObjectClass]
ClassParent         = "rep_inf_default"
GeometryName            = "jed_inf_sith.msh"

[Properties]

GeometryName        = "jed_inf_sith"
GeometryLowRes      = "jed_inf_sith_low1"
OverrideTexture     = "jed_inf_sith01"
AnimationName		= "kiadimundi"


MaxHealth           = 1300.0

WEAPONSECTION = 1
WeaponName         = "jed_weap_sithsaber"
WeaponAmmo         = 4

WEAPONSECTION = 2
WeaponName         = "rep_weap_inf_thermaldetonator"
WeaponAmmo         = 4
WeaponChannel      = 1

VOUnitType        	= 121
What is wrong? I know the Vibroblade is causing the crash, but why?

RE: Vibroblade Problem

Posted: Mon Jun 11, 2007 7:56 pm
by Darth_Z13
Maybe because the saber has it's ammo set to 4? :)

RE: Vibroblade Problem

Posted: Mon Jun 11, 2007 8:22 pm
by MasterSaitek009
Change this line:

Code: Select all

ComboAnimationBank = "kiadimundi"

To this line:

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ComboAnimationBank  = "human_sabre melee rep_hero_kiyadi"

Then make sure you have the "rep_hero_kiyadi.combo" file in you odf folder.

As far as ammo goes I have found it doesn't really matter what you have it set for with lightsabers. :wink:

RE: Vibroblade Problem

Posted: Mon Jun 11, 2007 8:48 pm
by Alpha
"rep_hero_kiyadi.combo"

Where can I find this file in the assets?


EDIT: Nevermind, duh.

EDIT2: How do I remove the *vroom* sound when the unit swings the vibroblade?

RE: Vibroblade Problem

Posted: Mon Jun 11, 2007 9:57 pm
by MasterSaitek009
I also can't figure that out. I've tried making those sound spaces blank and various other things that I thought would work, but...... the sound is still there. :(

RE: Vibroblade Problem

Posted: Mon Jun 11, 2007 10:04 pm
by Alpha
Hmm...another problem, I've been working with a secondary weapon, but I can't find why it's crashing...because I don't have the debug modtools exe file any more. Could someone send it to me?

RE: Vibroblade Problem

Posted: Mon Jun 11, 2007 10:23 pm
by Caleb1117
To remove the sound, I think you delete the sound line of the sound you want gone.
It worked for me.

RE: Vibroblade Problem

Posted: Tue Jun 12, 2007 5:12 am
by The_Emperor
I'm posting this twice now, but the swing sounds are in the COMBO files. Open them with wordpad, search for sound, and replace/delete what's behind it. repeat that untill you've had all sounds.

RE: Vibroblade Problem

Posted: Tue Jun 12, 2007 8:29 am
by Alpha
Thanks, guys. I'll try that, but I still need another bf2_modtools.exe.