Throwing Knifes

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Psycho
Posts: 125
Joined: Thu Aug 25, 2011 3:31 am

Re: Throwing Knifes

Post by Psycho »

Hmmm, to understand this I think I need a detailed tutorial or a flow chart so I understand what connects to what.
Or maybe its possible to "cheat" a little?

As it works now, when I press fire, a knife is thrown and the stabbing animation plays.
But when I press alternate fire to stab, there are no animation except for the idle.

Is it possible just get the stabbing animation also to play when I use alternate fire? I know its a cheap trick, but it seems easier to use the BF1942 orginal animations as is. Instead to import an link upp all custom animations from Xpack2.
I want to live in a created universe. Virtual reality, here I come.
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Swaffy
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Location: Cibolo, Texas

Re: Throwing Knifes

Post by Swaffy »

On top of being sick when this video was made, I had also gotten home from a really boring college class.
I know I was dragging on, bear with me.

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Psycho
Posts: 125
Joined: Thu Aug 25, 2011 3:31 am

Re: Throwing Knifes

Post by Psycho »

Thanks Swaffy. The video confirmed my suspicion. Since I'm only making a custom map I cant do it in that way.
I only want to replace the vanilla knifes with the command/elit knifes in that specific map.

Maybe its better to make the knifes to custom objects and then also make the kits custom?
In that way I dont replace the axisknife or alliedknife objects, I just use the custom objects in the kits instead.

My way I started with is to reload the knifeallies and knifeaxis objects.con in the maps Init.con when loading the map.
And of course I'm loading the new customized objects.con from the xpack2.
The only thing I changed in the cons, is the name of the object created.

Code: Select all

ObjectTemplate.create HandFireArms KnifeAxis
ObjectTemplate.itemIndex 1
ObjectTemplate.networkableInfo HandFireArmsInfo
ObjectTemplate.projectileTemplate EliteKnifeThrowProjectile
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.magSize 5
ObjectTemplate.numOfMag 1
ObjectTemplate.magType 0
ObjectTemplate.fireDelay 0.43
ObjectTemplate.reloadtime 1
ObjectTemplate.roundOfFire 2
ObjectTemplate.fireOnce c_True
ObjectTemplate.altFireOnce c_True
ObjectTemplate.GUIIndex 82
ObjectTemplate.autoReload 1
ObjectTemplate.setHudAmmoType ATIcon
ObjectTemplate.setAmmoIcon "Ammo/Ammobar_icon_EliteKnife_64x32.tga"
ObjectTemplate.setCrossHairType CHTIcon
ObjectTemplate.setHasMag 0
ObjectTemplate.fireInCameraDof 1
ObjectTemplate.loadSoundScript Sounds/knife.ssc
ObjectTemplate.soldierCameraPosition 0/-0.03/0.1
ObjectTemplate.aiTemplate EliteKnifeThrowAI
ObjectTemplate.rotationalSpeed 8/0/0
ObjectTemplate.velocity 30
ObjectTemplate.cantSelectWhenNoAmmo 1
ObjectTemplate.changeWeaponWhenNoAmmo 1
ObjectTemplate.hitpoints 10000
ObjectTemplate.maxhitpoints 10000
ObjectTemplate.AmmoType	2
rem -------------------------------------
ObjectTemplate.createSkeleton animations/EliteKnife.ske
ObjectTemplate.useSkeletonPartAsMain Base
ObjectTemplate.addTemplate EliteKnifeLod
rem -------------------------------------
rem *** Used for Alternative fire stabing!
ObjectTemplate.addTemplate EliteKnifeStab
rem -------------------------------------

rem *** Objects ***

ObjectTemplate.create SimpleObject EliteKnifeGeom
ObjectTemplate.geometry EliteKnifeMag

ObjectTemplate.create SimpleObject EliteKnifeSimple
ObjectTemplate.geometry Shad_EliteKnife

ObjectTemplate.create AnimatedBundle EliteKnifeComplex
ObjectTemplate.createSkeleton animations/EliteKnife.ske
rem ObjectTemplate.geometry EliteKnife_Base_M1
ObjectTemplate.addTemplate EliteKnifeGeom
ObjectTemplate.bindToSkeletonPart mag

ObjectTemplate.create LodObject EliteKnifeLod
ObjectTemplate.lodselector HandWeaponLodSelector
ObjectTemplate.addTemplate EliteKnifeComplex
ObjectTemplate.addTemplate EliteKnifeSimple

rem *** Firearm: EliteKnife (stab part)
ObjectTemplate.create FireArms EliteKnifeStab
ObjectTemplate.projectileTemplate EliteKnifeProjectile
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.setInputFire c_PIAltFire
ObjectTemplate.magSize -1
ObjectTemplate.numOfMag 4
ObjectTemplate.magType 0
ObjectTemplate.reloadtime 1
ObjectTemplate.fireOnce c_True
ObjectTemplate.altFireOnce c_True
rem *** Time to hurt after stab started, 0.3 seconds now.
ObjectTemplate.fireDelay 0.3
ObjectTemplate.roundOfFire 1.6
ObjectTemplate.GUIIndex 83
ObjectTemplate.aiTemplate EliteKnifeAI
ObjectTemplate.velocity 50
ObjectTemplate.fireInCameraDof 1
ObjectTemplate.loadSoundScript Sounds/knife2.ssc

rem *** Invisible EliteKnife projectile.
ObjectTemplate.create Projectile EliteKnifeProjectile
ObjectTemplate.geometry bullet_m1
ObjectTemplate.timeToLive CRD_NONE/0.0665/0/0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.gravityModifier 0
ObjectTemplate.hasCollisionEffect 1
ObjectTemplate.hasOnTimeEffect 0
ObjectTemplate.invisibleAtEndEffect 1
ObjectTemplate.dieAfterColl 1
ObjectTemplate.stopAtEndEffect 1
ObjectTemplate.invisible 1
ObjectTemplate.material 212
rem ObjectTemplate.loadSoundScript ..\..\common\Sounds\projectile.ssc

rem *** EliteKnife Throwing projectile.
ObjectTemplate.create Projectile EliteKnifeThrowProjectile
ObjectTemplate.networkableInfo ProjectileInfo
rem ObjectTemplate.geometry EliteKnifeThrow_M1
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.addTemplate e_ThrowingEliteKnife
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.hasStartEffect 0
ObjectTemplate.hasCollisionEffect 1
ObjectTemplate.hasOnTimeEffect 0
ObjectTemplate.invisibleAtEndEffect 1
ObjectTemplate.hasArmor 1
ObjectTemplate.hitPoints 9999
ObjectTemplate.maxHitPoints 9999
ObjectTemplate.explosionDamage 0
ObjectTemplate.timeToLive CRD_NONE/3/0/0
ObjectTemplate.dieAfterColl 1
ObjectTemplate.stopAtEndEffect 1
ObjectTemplate.material 257
ObjectTemplate.loadSoundScript Sounds\knifeprojectile.ssc
And it works.

However, as the new animations is added in the maps animation folder, it seems that the game can't find them. So it plays the vanilla animations that are placed outside the maps folder structure.
Which is not so strange since the vanilla animations was loaded before I start the map.

Wait.... can I change this: "ObjectTemplate.createSkeleton animations/EliteKnife.ske" to

"ObjectTemplate.createSkeleton ../../animations/EliteKnife.ske" ?

Just thought of another thing, have to mess arond little. BBL.
I want to live in a created universe. Virtual reality, here I come.
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Psycho
Posts: 125
Joined: Thu Aug 25, 2011 3:31 am

Re: Throwing Knifes

Post by Psycho »

It didn't work:).
Found more information about this problem: http://bfmods.com/viewtopic.php?f=6&t=87.

And when looking around in the con files it clearly looks as it's impossible to add a new weapon mapside. It seems that you have to make a mod to get working properly.
But the weapon effects was possible. So now im back to my idea to use the slashing animations for both primary and secondary fire on the knife.
I want to live in a created universe. Virtual reality, here I come.
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Swaffy
Posts: 1715
Joined: Sun Aug 29, 2010 9:25 pm
Location: Cibolo, Texas

Re: Throwing Knifes

Post by Swaffy »

Well, HandFireArms are the most complex objects in the game, so it would not surprise me if they cannot be added mapside.

I think it's just the animations that cannot be added mapside, but I'm not totally sure since I've never done mapside modding before.
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User avatar
Psycho
Posts: 125
Joined: Thu Aug 25, 2011 3:31 am

Re: Throwing Knifes

Post by Psycho »

Yeah, there are lots of stuff i the weapons I don't understand. I decided that throwing knifes isn't woth the trouble hehe. Moving on to next idea:P. Thanks anyway.
I want to live in a created universe. Virtual reality, here I come.
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