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Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 12:45 am
by IronJaw
I'm sure that there's a topic about this already, I just can't find it. I also don't really wan't to butt into someones topic with my problems. :cpu:

I'm using the DoublepistolAssets_V0.8 by Darth D.U.C.K.

The instructions are as follows:

1. Create a new animationset and replace the appropriating animations with the new ones. [Question] Where are the animation sets? I would think that they are part of an .odf.

2. Munge the animations to your customside. (Or in my case, munge side "rep"?)

3. Referr in your unit's .odf to the new animations. (//AnimationName = "thenewanim")

4. Add the following lines to your unit's .odf:
"
AnimatedAddon = "left_gun"
GeometryAddon = "weap_inf_dc17pistol_l" // the left pistols meshname
AddonAttachJoint = "bone_L_hand"
"

5. Create a gun odf and ord which shoots two lasers. (I don't even know where to start)

6. Munge your world and enjoy the doublepistols.

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 12:56 am
by RogueKnight
http://www.gametoast.com/forums/viewtop ... 27&t=20262
^^
Try that topic, then post any questions you have here.

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 10:56 am
by DarthD.U.C.K.
yeah, thats the extended tutorial about the animpart

Re: Tutorial: mixing animations/creating new animationsets (FAQ)

Posted: Sat Sep 05, 2009 12:03 pm
by IronJaw
Thanks guys. :yes:

1. Create a new animationset and replace the appropriating animations with the new ones.
2. Munge the animations to your customside.
3. Referr in your unit's .odf to the new animations. (//AnimationName = "thenewanim") [Don't exactly get this part. Are you saying to put the //AnimationName = "thenewanim" under the [Properties]?]
4. Add the following lines to your unit's .odf:
"
AnimatedAddon = "left_gun"
GeometryAddon = "weap_inf_dc17pistol_l" // the left pistols meshname
AddonAttachJoint = "bone_L_hand"
"

<OK I did all of the above, but #5 has me at a loss. I know where the gun .odf's are in the "rep" folder, but what exactly do I do to them?>

5. Create a gun odf and ord which shoots two lasers.

6. Munge your world and enjoy the doublepistols.

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 2:22 pm
by kinetosimpetus
open a couple of the common side weapons, the shotgun, award rifle, and pistol, look at the lines relatied to salvos
also look at the bowcaster for shotpatterns

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 4:32 pm
by IronJaw
OK, so, the .odfs:

Wookie Bow Caster:
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_bowcaster"
GeometryName = "all_weap_inf_bowcaster.msh"

[Properties]
GeometryName = "all_weap_inf_bowcaster"
HighResGeometry = "all_1st_weap_inf_bowcaster"

//******************************************************
//*************** CHARGE STATES ****************
//******************************************************

ShotsPerSalvo = 7
ShotPatternCount = 7
ShotPatternPitchYaw = "0.0 0.0"
ShotPatternPitchYaw = "0.0 -0.7"
ShotPatternPitchYaw = "0.0 0.7"
ShotPatternPitchYaw = "0.0 -1.4"
ShotPatternPitchYaw = "0.0 1.4"
ShotPatternPitchYaw = "0.0 -2.1"
ShotPatternPitchYaw = "0.0 2.1"
Chain Gun:
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_chaingun"
GeometryName = "rep_weap_inf_chaingun.msh"

[Properties]

GeometryName = "rep_weap_inf_chaingun"
HighResGeometry = "rep_1st_weap_inf_chaingun"

OrdnanceName = "rep_weap_inf_chaingun_ord"

SecondaryOrdnanceName = "com_weap_inf_chaingun_tracer"
SecondaryOrdnancePeriod = 5
Shot Gun
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_shotgun"
GeometryName = "rep_weap_inf_rifle.msh"

[Properties]
GeometryName = "rep_weap_inf_rifle"
HighResGeometry = "rep_1st_weap_inf_rifle"
OrdnanceName = "rep_weap_inf_shotgun_ord"
Now what? The bow caster has "ShotsPerSalvo = 7" but that's under the "Charge
Sates." I would prefer to mot have to charge the guns up to fire. The chain gun looks like a normal gun, except for the
SecondaryOrdnanceName = "com_weap_inf_chaingun_tracer"
SecondaryOrdnancePeriod = 5
But I don't know where the SecondOrdance's are.

The shot Gun look normal to me.......


*edit* I seem to have found the _ord files, and I think that might be where I do all of the work....

*edit2* No go. The _ords look a lot like the odfs, no "Second laser bolt exit" type thing.

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 4:35 pm
by kinetosimpetus
i meant the common, not rep, weapons, the common ones have all the info needed, the Shotpersalvo, salvo count pattern, spread, delays

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 4:43 pm
by IronJaw
I see, so I would open the com_weap_inf_commando_pistal, and change it like so?
Hidden/Spoiler:
SalvoCount = "2"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
Would I need to change the salvo timing?

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 4:46 pm
by kinetosimpetus
Hidden/Spoiler:
Yes
Salvo delay of 0 would fire two shots at the same time, putting another value there, will make it delay, like the award rifle.

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 5:00 pm
by IronJaw
Ok, I changed it and renamed it com_weap_inf_command_dualpistol in the assets/side/common/odf, file. Do I have to copy and past the Common folder into the data_***/sides, folder?

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 5:01 pm
by kinetosimpetus
yes

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 5:07 pm
by IronJaw
So my rep_inf_ep3_rifleman.odf will look like this:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default_rifleman"

[Properties]
AnimationName = "elite"
GeometryName = "rep_inf_ep3trooper"
GeometryLowRes = "rep_inf_ep3trooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
AnimatedAddon = "left_gun"
GeometryAddon = "com_weap_inf_dualpistol"
AddonAttachJoint = "bone_L_hand"
And my rep_inf_default_rifleman.odf will look like this:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default"


[Properties]
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rifle"
WeaponAmmo = 4

WEAPONSECTION = 2
WeaponName = "com_weap_inf_dualpistol"
WeaponAmmo = 12

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 4
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_award_rifle"
WeaponAmmo = 4

WEAPONSECTION = 5
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6

VOUnitType = 121

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 5:23 pm
by kinetosimpetus
GeometryAddon = "com_weap_inf_dualpistol" - if that is the name of the msh for the left hand



the default rifleman looks ok, but make sure the com dualpistol has geometry and ordnance set up like the rep files.

you could create in rep, a pistol that used the com dual pistol as a classparent
and make sure the rep dual pistol has all the geometry and ordnance setting it needs

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 5:47 pm
by IronJaw
I did everything that http://www.gametoast.com/forums/viewtop ... 27&t=20262 said to do. (I named everything "elite") To me the .odf's looks right so I'm going to Munge.

EDIT
No good, it didn't work..... The ep3 trooper didn't have them as secondary or primary weapons.

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 5:57 pm
by kinetosimpetus
what's the lua look like?

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 6:35 pm
by IronJaw
I forgot to add the dc: to the .lua. That has been done, and I munged again, but it crashed. So here's my log:
Hidden/Spoiler:
Opened logfile BFront2.log 2009-09-05 1830
ingame stream movies\crawl.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
num, Selection = 1 table: 03CB116C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie ABC 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment ABC0.000000ly

EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CB116C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 9
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie ABC 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment ABC0.000000ly

this.CurButton = check_era2
cur_button = nil
bEra_CloneWar = 1 bEra_Galactic = nil
clonewar_visable = true galactic_visable = true
Adding map: DPWc_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\AnimatedAddon.cpp(42)
AnimatedAddon: can't find geometry "com_weap_inf_dualpistol"
I would say that I missed something.
"Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\AnimatedAddon.cpp(42)
AnimatedAddon: can't find geometry "com_weap_inf_dualpistol"
At lease it tells you just about what's wrong.

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 6:38 pm
by Xavious
You do have that mesh in your msh folder for your side, correct? And it has the same name?

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 7:04 pm
by IronJaw
......For some reason I thought that it would use the pistol msh..... But now I've but the msh that came with the pack into the side/rep/msh, folder. There are two two per set. Does Mung know to include both?

*edit* I think I figured it out. In all reality, I would need to create a new weapon that uses right Jango Fett gun, and in the .odf it says to use the left one.

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 7:09 pm
by Xavious
IronJaw wrote:*edit* I think I figured it out. In all reality, I would need to create a new weapon that uses right Jango Fett gun, and in the .odf it says to use the left one.
The weapon should be using the right pistol msh, and the unit should have the left pistol as its addon msh. If you've got that, you should be all set.

Re: Setting up Dual Weapons.

Posted: Sat Sep 05, 2009 10:01 pm
by IronJaw
I think I fixed it.

1) I put the all of the Jango files (Msh and Tga) in to sides/rep/msh.

2) I renamed the weap_inf_jang_l.msh to rep_weap_ing_jango_l

3) I changed the rep_inf_ep3_rifleman.odf to:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default_rifleman"

[Properties]
AnimationName = "elite"
GeometryName = "rep_inf_ep3trooper"
GeometryLowRes = "rep_inf_ep3trooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
AnimatedAddon = "left_gun"
GeometryAddon = "rep_weap_inf_jango_l"
AddonAttachJoint = "bone_L_hand"
4) I changed the rep_inf_default_rifleman.odf to:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default"


[Properties]
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rifle"
WeaponAmmo = 4

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_jangopistol"
WeaponAmmo = 12

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 4
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_award_rifle"
WeaponAmmo = 4

WEAPONSECTION = 5
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6

VOUnitType = 121
5) I create a rep_weap_inf_jangopistol_ord.odf:
Hidden/Spoiler:
[OrdnanceClass]
ClassParent = "com_weap_inf_jangopistol_ord"

[Properties]
LaserTexture = "com_sfx_laser_blue"
LaserGlowColor = "18 44 239 100"
LightColor = "18 44 239 100"
6) I create a rep_weap_inf_jangopistol.odf:
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_commando_pistol"
GeometryName = "rep_weap_inf_jango_r.msh"

[Properties]

GeometryName = "rep_weap_inf_jango_r"
HighResGeometry = "rep_weap_inf_jango_r"

OrdnanceName = "rep_weap_inf_jangopistol_ord"
7) Munge (I'm going to hold off Munging till I get an A-Ok from y'all)

<edit> I munged anyway and got this:
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Ordnance.cpp(424)
Ordnance base class "com_weap_inf_jangopistol_ord" not found
I think I know how to fix it though. I put.labled all of the jango.odf stuff in the file/ with the suffix rep.


EDIT
I copied and renamed rep_weap_inf_jangopistol_ord.odf to com_weap_inf_jangopistol.odf and put it in the sides/common/odf. But I still got the same error:
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Ordnance.cpp(424)
Ordnance base class "com_weap_inf_jangopistol_ord" not found