Double pistols [Solved]

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Null_Clone_Assasin
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Double pistols [Solved]

Post by Null_Clone_Assasin »

ive been trying to get a field commander to have double dc17 pistols.
how do i get the pistols to fire from both guns? :?

what would the ord and other files (that are needed for this) look like?

(the instructions are some times a little confusing) :oops:
DarthD.U.C.K's double pistol assets

thanks :bowdown:
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Re: double pistols

Post by RepSharpshooter »

I think they just fire from one gun don't they? It's an effect trick with 2 laser bolts in 1 effect.
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Re: double pistols

Post by DarthD.U.C.K. »

NullCommando wrote:Add this to your .odf:

Code: Select all

SalvoCount      = "1"

ShotsPerSalvo       = "2"
ShotPatternCount    = "2"
ShotPatternPitchYaw     = "-0.1 -0.8"
ShotPatternPitchYaw     = "-0.1 0.8"
Adds the second laser.
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Re: double pistols

Post by fiddler_on_the_roof »

Sorry for another question from a different person, but I didn't want to post a new topic.

I was working on getting these in-game, and when I get to the team selection, the game crashes.

here is the unit's odf.

Code: Select all

[GameObjectClass]
ClassParent        	= "rep_inf_default"


[Properties]
UnitType           	= "support"

WEAPONSECTION 		= 1
WeaponName        	= "rep_weap_inf_dc17pistol"
WeaponAmmo        	= 0
AnimatedAddon           = "left_gun"
GeometryAddon           = "weap_inf_dc17pistol_l" // the left pistols meshname
AddonAttachJoint        = "bone_L_hand"

WEAPONSECTION 		= 2
WeaponName        	= "rep_weap_inf_fusioncutter"
WeaponAmmo         	= 0

WEAPONSECTION 		= 3
WeaponName         	= "rep_weap_inf_detpack"
WeaponAmmo         	= 3
WeaponChannel      	= 1

VOUnitType        	= 121
The pistol odf

Code: Select all

[WeaponClass]
ClassParent         = "rep_weap_default_dcpistol"
GeometryName        = "rep_weap_inf_dc17pistol.msh"

[Properties]

GeometryName        = "rep_weap_inf_dc17pistol"
HighResGeometry         = "rep_1st_weap_inf_dc17pistol"
OrdnanceName        = "rep_weap_inf_dcpistol_ord"

SecondaryOrdnanceName = "rep_weap_inf_dcpistol_ord"
SecondaryOrdnancePeriod = 1
The pistol class-parent

Code: Select all

[WeaponClass]
ClassLabel      = "cannon"

[Properties]
ScoreForMedalsType = 0
MedalsTypeToLock = 0

AnimationBank   = "187thcmdr"

//***********************************************
//************* TARGET & RANGE VALUES  **********
//***********************************************

TargetEnemy         = "1"
TargetNeutral       = "0"
TargetFriendly      = "0"

TargetPerson        = "1"
TargetAnimal        = "1"
TargetDroid         = "1"
TargetVehicle       = "0"
TargetBuilding      = "0"

MinRange            = "0"
OptimalRange        = "16"
MaxRange            = "24"

LockOnRange         = "40.0"
LockTime            = "0.4"
LockOnAngle         = "1.0"

ZoomMin             = "2.5"
ZoomMax             = "2.5"
ZoomRate            = "0.0"

YawSpread           = "0.4"
PitchSpread         = "0.4"

SpreadPerShot       = "1.1"
SpreadRecoverRate   = "4.8"
SpreadThreshold     = "1.6"
SpreadLimit         = "6.0"

StandStillSpread    = "0.0"
StandMoveSpread     = "0.0"
CrouchStillSpread   = "0.0"
CrouchMoveSpread    = "0.0"
ProneStillSpread    = "0.0"
ProneMoveSpread     = "0.0"

HeatPerShot         = "0.175"
HeatRecoverRate     = "0.3"
HeatThreshold       = "0.25"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip       = "0"
ReloadTime          = "2.0"
ShotDelay           = "0.2"
TriggerSingle       = "1"
MaxPressedTime      = "0.0"

DisplayRefire 		= "0"

SalvoCount          = "1"
SalvoDelay          = "0.0"
InitialSalvoDelay   = "0.0"
SalvoTime           = "0.0"

ShotsPerSalvo       = "2"
ShotPatternCount    = "2"
ShotPatternPitchYaw     = "-0.1 -0.8"
ShotPatternPitchYaw     = "-0.1 0.8"

FirePointName       = "hp_fire"

//***********************************************
//***********  HUD & CONTROLLER VALUES  *********
//***********************************************

MuzzleFlash         = "small_muzzle_flash"
FlashColor          = "255 80 80 255"
FlashLength         = 0.025
FlashLightColor     = "255 192 192 175"
FlashLightRadius    = "2.0"
FlashLightDuration  = "0.25"
Discharge           = "small_smoke_effect"
I munged the animations, which were all the jango animations from the double-pistol assets, and the fett basepose, which I renamed to 187thcmdr_..., besides the basepose. I checked over the steps in the readme for teh assets, and I think I did everything correctly.

It still crashes. :?
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Re: double pistols

Post by DarthD.U.C.K. »

you have to keep the animatiobank for the pistol as it was
this line defines just which weaponanims are played (pistol, rifle etc.)
the AnimationName = "XXX" in the units odf defines which animset is used
(if you use "pistol" as animbank, you have to call the unmunged anims "XXX_pistol_..." instead of "XXX_pistols_..."
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Re: double pistols

Post by fiddler_on_the_roof »

Ok, thanks

EDIT1-- I edited the pistol odf, so it is

Code: Select all

AnimationName       =  "pistol"
It still crashed. :?

Am I doing something wrong, or is it the guy, not the pistols?

thanks
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Re: double pistols

Post by Null_Clone_Assasin »

ok thanks D.U.C.K

im trying right now :yes:
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Re: double pistols

Post by DarthD.U.C.K. »

oh no
i meant:
change the animationbank line in the weapons odf back to pistol
add the animatiinname line to your units odf
(the name depends on how you called your newly munged animset)
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Re: double pistols

Post by ryukaji »

Ok its not working for me either.

Heres what ive got:

MUNGED>
jango_pistols_stand.anims
jango_pistols_stand_idle_emote_full.msh
jango_pistols_stand_shoot_full.msh
jango_pistols_stand_reload_full

Message Severity: 3
.\Source\EntitySoldier.cpp(10505)
EntitySoldier "rep_arc_trooper" missing animation bank "jango_pistols_stand"

unit odf:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default"


[Properties]
Label = "Arc Trooper"
UnitType = "support"
IconTexture = "rep_trooper_icon"

GeometryName = "rep_inf_arctrooper"
GeometryLowRes = "rep_inf_arctrooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
ClothODF = "rep_inf_arctrooper_cape"

AnimationName = "jango_pistols_stand"

MaxSpeed = 7.0 // base forward speed
MaxStrafeSpeed = 5.5 // base right/left speed

ScanningRange = 30.0
TransmitRange = 300.0

WEAPONSECTION = 1
WeaponName = "beam_rifle"
WeaponAmmo = 8

WEAPONSECTION = 2
WeaponName = "pistols"
WeaponAmmo = 0
AnimatedAddon = "left_gun"
GeometryAddon = "weap_inf_dc17pistol_l_small"
AddonAttachJoint = "bone_L_hand"

VOUnitType = 121
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Re: double pistols

Post by DarthD.U.C.K. »

you have to make an animationSET
and as i said before the xxx_pistols_ cant workbecause battlefront only accetpt animbanks that camewith the game (thats why you should keep "pistol" as the animbank)

i will make a small chart:
Image
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Re: double pistols

Post by MandeRek »

Wait a second! Those odf lines from null you posted.. Weren't these from Mav', and not released yet? :shock:
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Re: double pistols

Post by DarthD.U.C.K. »

i dont know, null posted the some pages ago
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Re: Double pistols

Post by ryukaji »

so the weapon odf should have "pistol" and unit odf should have "jango" and the animationset should be named jango and the animation .msh's should be jango_pistol_*** ?
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Re: Double pistols

Post by DarthD.U.C.K. »

yes, you got it! :D
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Re: double pistols

Post by NullCommando »

MandeRek wrote:Wait a second! Those odf lines from null you posted.. Weren't these from Mav', and not released yet? :shock:
...No.. I got them from Ewok when he gave me the Dual Pistol .odfs of his.
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Re: Double pistols

Post by ryukaji »

ok so if thats right how come i get this

Message Severity: 3
.\Source\EntitySoldier.cpp(10505)
EntitySoldier "rep_arc_trooper" missing animation bank "jango"
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Re: Double pistols

Post by DarthD.U.C.K. »

you munged a new animationset called jango and have it in your munged folder?
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Re: Double pistols

Post by fiddler_on_the_roof »

I did, I had a data_***/animation/soldieranimationblack/187thcmdr/187thcmdr_pistols_***, basepose. I got it to munge once, and now I don't get anything in my MUNGED folder when I try to munge the animations. it might be the basepose, but it could also be the unit. I'm checking if it is the unit right now, but since I cannot munge anims, I can't check if it is the basepose.
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Re: Double pistols

Post by ryukaji »

how do you munge an animationset?
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Re: Double pistols

Post by Null_Clone_Assasin »

ok

thanks so much for all the help :yes:
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