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Dual-Wielded M1911s

Posted: Fri Jan 07, 2011 6:20 am
by Swaffy
I have an idea, but I'm out of "motivation juice" to actually try it.

You would make two separate projectile fire positions as so. [I hope the coordinates are correct.]:

ObjectTemplate.addFireArmsPosition 0/0/0 1/0/0
ObjectTemplate.addFireArmsPosition 0/0/0 -1/0/0
ObjectTemplate.setBlastAmmoCount 1

Then somehow have two animated M1911 guns on screen instead of one. I guess you'd set up two AnimatedBundles or something, I don't know.

They would fire at the same time. The actual FireArm would have the normal 7 round clip, but have a shotgun effect with just two bullets instead of one bullet. In short, the game would read the files as one weapon you are holding, but you see two separate weapons that fire at the same time and have their separate bullets.

I'm not sure how you'd go about having two working hand animationss for the two handguns. It would work for the handgun on the right, but the gun on the left might cause problems.

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So ... what do you think? Do you think it's possible?

Re: Dual-Wielded M1911s

Posted: Sat Jan 08, 2011 11:50 pm
by Apache Thunder
You can do this in a manner similar to how some dual wielded guns I've seen in BF2. The main limiation is you can't have the primary gun mesh leave the fight hand. But you can do just about anything with the left hand. You can animate the reload animation in a way that the soldier puts the left gun on his right hand and reloads them both at the same time. It's really only the reload animations you need to be careful with. ;)

Re: Dual-Wielded M1911s

Posted: Sun Jan 09, 2011 2:24 am
by Swaffy
Heheh, sounds just as complicated as the stuff in your DC Unauthorized mod.

Re: Dual-Wielded M1911s

Posted: Mon Jan 10, 2011 3:37 am
by Apache Thunder
I recall that AIX mod for BF2 has dual UZI's I think, but it's been awhile since I played that mod, so the gun type may not be correct. Download AIX for BF2 and play with the guns to get an idea on how you would go about trying this in BF1942. BF2's animation coding is different in many respects, but the animations them selves are similar. ;) (mostly that the BAF files are a new format then the old ones used in BF1942/BFV)

As I see it the left hand used to hold the same gun as the right one. If you notice that idle animations and other animations relating to that weapon can have the left hand do stuff independently from the right hand and that you can attach objects to skeleton bones (look at the Bazooka with the rocket that attaches to the left hand during reloading in 1p view for referene).

So all you have to do is code a skeleton bone called "leftgun" or something like that and animate it to stay on the left hand during idle/firing animations and during reload have it and the left hand to the right one and have the soldier reload them at the same time. You just have to make sure not to have the right gun leave the right hand. But any thing dealing with the left hand is fair game. Basically you code the left gun in a manner similar to how separate magazine meshes/triggers/bolts and such are done but instead have it be a second gun.

It's a bit more complicated then doing normal gun animations, but I'm sure an experienced gun animation maker like Archimonday would have no problem doing this. If you know next to nothing about how to animate a gun (like me, I haven't gone into this as this is more of an art form really and I suck at most art. :P ) then of coarse it would be complicated. That and normal ones would be complicated for you too. :P