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 secondary fire: wont make sense to non-modders |
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Junior Member
Posts: 13
Join Date: Jan 2003
Location: California
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secondary fire: wont make sense to non-modders -
01-30-2003, 06:43 PM
to all those experienced modders out there: I am trying to figure out how to make a secondary fire for weapons that dont have them.
Why: the BAR M2 had 2 fire settings, ~700 RPM, and the one they give in game. In order to make gameplay more realistic, I would like to make the right mouse button shoot slower while the left at 700RPM.
Problem: I was up late last night and early this morning trying to figure this out. I looked at the colt45.tik file and copied most of the //DM attributes for the BAR into a //Secondary DM list like the colt did for its secondary fire. I placed 'secondary' in front of what would normally be 'dmdamage' or whatever the script was. I used all the traits from the //DM list into this new one, placed in the same spot as the colt.45's list was.
I tried this mod in game, nothing happened. I realised i forgot to make an animations list at the bottom for the new fire. I copied the normal animations and pasted them below with //secondary animations in front of the title, like the colt did.
Still didn't work...
I tried to observe the kick settings for secondary fire on the colt, but i didnt find any.
To all of the other experienced modders out there, if anyone knows how to set this up please post it. If there's something i may have forgotten, please put your 2 cents in. Thank you for you time, gentlemen.
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 also |
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Junior Member
Posts: 13
Join Date: Jan 2003
Location: California
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also -
01-30-2003, 06:46 PM
I found a quote that says:
alternate attacks: While it is possible to add secondary attacks to weapons that don’t currently have them, you cannot simply add in the secondary attack animations from the single player game. You need to use an animation that was created for the player.
Im not sure what they mean by single player. Maybe i need to create a seperate folder in pak0 and copy and rename the normal BAR animations, and send the tik file to that directory or something. Any help would be appreciated, gentlemen.
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Senior Member
Posts: 2,509
Join Date: Jan 2002
Location: Woodstock, GA
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01-30-2003, 07:35 PM
Thief, i have a feeling i can get it working. I will let you know. biggrin:
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Senior Member
Posts: 2,509
Join Date: Jan 2002
Location: Woodstock, GA
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01-30-2003, 07:36 PM
before i forget, is this for AA or SH?
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Guest
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01-30-2003, 07:45 PM
make it AA
SH sux balls
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Senior Member
Posts: 2,509
Join Date: Jan 2002
Location: Woodstock, GA
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01-30-2003, 08:19 PM
wow. this is proving to be difficult to say the least. i did everything, added the intro for SP and MP and added the animations. ill keep workin on it though. oOo:
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 heres my file |
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Junior Member
Posts: 13
Join Date: Jan 2003
Location: California
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heres my file -
01-30-2003, 11:35 PM
this is the BAR.tik file i tried to edit. Take a look, let me know if you notice anything you might have forgotten or something. I know its possible, but i dont want to spend $.95 a minute talking to EA. [url:43a0a]http://www.angelfire.com/empire2/thiefsmodpictures/bar.tik[/url:43a0a]
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Senior Member
Posts: 2,509
Join Date: Jan 2002
Location: Woodstock, GA
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01-31-2003, 12:57 AM
i did exactly as you did. but im starting to think that we need to edit those animation files as well. ill look into it.
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Senior Member
Posts: 117
Join Date: Jan 2003
Location: Neverwhere
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01-31-2003, 01:00 AM
This is just theoretical, but I don't think it's in the animations. I mean, you can set the sv_runspeed to whatever number you want, and it still uses the same animation for it. Why would the gun animation be any different?
Sorry if I'm horribly off, but I'm not into this kinda stuff. I just skinned the hell out of my game (menus, guns, map textures, muzzleflash...) and that's enough for my tastes.
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Senior Member
Posts: 567
Join Date: Jun 2002
Location: leaning on a lampost...
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01-31-2003, 02:05 AM
have you thought about using some of the secondary fire info from SH not the aminations and so on but just how to get the 2 fire types to interact.
whilst not to good with this stuff it has me puzzeled and i love a puzzel so i might have a bit of a play with it.
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Senior Member
Posts: 2,509
Join Date: Jan 2002
Location: Woodstock, GA
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01-31-2003, 02:13 AM
yes Bad, i tried some script from SH, still with no avail. but im gonna keep on it till someone cracks it.
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Senior Member
Posts: 280
Join Date: Mar 2002
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01-31-2003, 08:21 AM
hint: Remove the entire primary fire part from the TIK load the game and watch what happens should solve your problem :)
kdjac
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Senior Member
Posts: 2,509
Join Date: Jan 2002
Location: Woodstock, GA
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01-31-2003, 08:50 AM
wouldnt that just remove the attackprimary for the gun? we want 2 diff. rates of fire.
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Senior Member
Posts: 2,509
Join Date: Jan 2002
Location: Woodstock, GA
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01-31-2003, 08:55 AM
i just tried this and all it did was remove the clip ammo and allow me to shoot nonstop through the all the clips i had, using primaryfire of course. oOo:
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 required patch |
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Junior Member
Posts: 13
Join Date: Jan 2003
Location: California
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required patch -
01-31-2003, 06:24 PM
I was trying to do this to make a secondary fire...server side. It would take a clientside also to change animations.
Hmm, the gentleman that suggested taking out the primary stuff seemed to have known the solution.
Im up for another hint...ol
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