Knife with lightsaber animations

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ColonelKlink
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Knife with lightsaber animations

Post by ColonelKlink »

Okay, I downloaded BFX assets, and in them is a knife, which is the one of the main reasons I downloaded it. The knife has its own odf already made, but I would like to give it lightsaber animations. I was thinking the animations darth vader uses? or maybe the emporer, since they are both almost-realistic knife slashes. Would I be able to do that? If so, what would I need to do? change some line in the knife odf? I already tried to do it while ago, but I haven't done anything with jedi's, and their combos, and so, as it was foreseen by my logical side, it crashed the game. I was hoping to give it to a unit as a secondary weapon, so he couldn't force run?
Anyways, thanks for your help on this, it is my first time branching into doing anything with the animations, and combos, and jedis, and all that complicated stuff.
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Fiodis
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Re: Knife with lightsaber animations

Post by Fiodis »

The knife uses the grenade throw animation, which is realistic enough imho, but if you wanted to change it you would have to make a custom animset for that unit replacing the grenade throw animation with another one, or add in the animation if you want to keep the stock grenade throw in there and reference a different animation bank in the knife's odf.

Look in the FAQ for futher information on this.
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Re: Knife with lightsaber animations

Post by bobfinkl »

Or you could just replace a lightsaber odf's msh with the knife msh you are using. I did something similar in my Corra map except I just shortened a lightsaber instead.
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Fiodis
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Re: Knife with lightsaber animations

Post by Fiodis »

Eh. Then you end up using a melee weapon for something otherwise done by a cannon, and melee weapons need to have combos and special memory pools and so forth. It's not that much bother, and it does give you some extra options, but for a simple knife a cannon is all you really need.
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Re: Knife with lightsaber animations

Post by ColonelKlink »

hmm, I'll try both your ways, if I can figure out the first one. I will look into it. Thanks for the replies!!!
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Re: Knife with lightsaber animations

Post by bobfinkl »

Fiodis wrote:and melee weapons need to have combos
They come with them so long as you just edit a stock lightsaber odf.
Fiodis wrote:special memory pools and so forth
I've never found myself in need of really editing these besides when placing command walkers and command flyers.
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Re: Knife with lightsaber animations

Post by Fiodis »

Chances are, though, that for a knife he won't want a full-blown lightsaber combo, and so will have to edit it somewhat.
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Re: Knife with lightsaber animations

Post by bobfinkl »

ColonelKlink wrote:but I would like to give it lightsaber animations.
But back on-topic. You will probably have to do minor editing of the combo file you use, that is unless you want your little knife blocking blaster bolts lightsaber attacks and having a devastating jump attack. The edits aren't awfully difficult just look through the combo file and you should get a general idea of the lines that need to be deleted.
ColonelKlink
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Re: Knife with lightsaber animations

Post by ColonelKlink »

Okay, I'll try that. And the grenade animations are okay, I just thought giving it lightsaber animations would be cool.
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Re: Knife with lightsaber animations

Post by AQT »

ColonelKlink wrote:I was hoping to give it to a unit as a secondary weapon...
I haven't tried this out myself, but would there be any complications with putting a .combo-based melee weapon in the secondary weapon slot? In almost all mods/maps released that have them, it seems just about everyone had used the method Fiodis suggested so that a unit can carry additional other weapons, without issues like controls being remapped and such. Of course, these are the melee weapons that are meant to replicate those present in most first person shooters.
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