How do I get it so that after knifing it doesn't play the quick raise anim for this specific weapon? Is there something in the weapon file I should change? Or how do I got about this. A temp fix I did was change the quick raise time to .001 and it works but then it messes up the raise anim in general, causing it to look like its glitching back to the idle position. Any help will be well appreciated.
I've ported Dual Wield M6G Magnums into CODWAW for use in your custom maps. Just follow these simple steps to add it to your map. First Download it here:
Now copy every folder except for weapons to CODWAW_ROOt/raw. Now navigate to CODWAW_ROOt/raw/soundaliases and find weapons.csv Paste this at the very bottom:
Now copy images, and weapons folder to your mods folder(CODWAW_ROOT/mods/yourmapnamefolder). And paste this in the mod.csv:
Now build mod(MAKE SURE YOU TICK EVERYTHING) and start game and use console command to get weapon("give dual_magnums") If you want to add to box, add this: in dlc3_code.gsc under this: Then add this: Under this: in _zombiemode_weapons.gsc
Credits:
Model: Moses Idea and Scripting: MakeCents Animation Help: Rollonmath42
If use in map be sure to give proper credits.
Ta-ta.
Side Notes: The world model is just single pistol for now. Haven't got to doing the worlds yet. Also fx will not fire out of the right handed weapon unless scripted to do so. Here's the tags for the right weapon if you plan to script the fx's: tag_flashy and tag_brassy.
This tutorial assumes that you already done and understand the process of importing and animating a custom weapon for CODWAW. If you don't meet the requirement. Check out these well put video tutorials by Rollonmath42 to get a better understanding of the process.
Import the pistol model you would like to dual wield into the Maya scene. In the video I'm using custom Halo Magnum pistol. Delete the bones that comes with the model. Save your scene and make a copy of it by going to edit then clicking copy. You wont be able to see the copy as it's in the same translation as the current one already on the scene. Using the outliner, select all the meshes of the copied pistol as use 20.5 on the Y-axis to position it for the Left Hands. And on the current scene pistol meshes, use -20.5 to position it for the right. The purpose is so that the pistols wouldn't be too far or too close from hands when rigging and when imported into game.
Rig the gun as you would any custom weapon by making its joints and positioning it to the appropriate mesh. You can mirror your translations as shown in video so that it'll be easier to position the bones to the opposite side pistol.
Open your viewhands rig file and import you dual wields into the scene. Connect the j_gun bone to the tag_weapon bone as shown in video. Now go onto the normal process of custom animating by putting hands on weapons, positioning it for idle, etc.
Make weapons parent to hands for easier Animating(Optional)
Notes: Fx won't play from the right weapon and that will need to be fixed via script. Also the current way I'm rigging dual wields, I don't know if it's the right way or if there's a better way,etc. Just though I'd share how I done the process.
Credits:
Rollonmath42 - Video Tutorials MakeCents - Idea's and Scripting
This is a remake of multiplayer map Swordbase, from Halo Reach. This map will feature many things such as custom weapons from the game, custom scripts, custom player models and viewhands, bosses from the game, and much more.
This map is being made by:
SevenGPLuke: Mapping, Map Layout bwc66930: Mapping, and Map Detailer
Story:
The covenant are loosing the battle, and they know it. In their desperation they experimented on the flood, releasing a virus on to the human race. A zombie virus. Now they continue to battle us along side those that have been infected. We only have one chance of survival. Repair the ship and fly to there space station.
Features:
Halo Streak Announcer Working Gravity Lifts Buildable Mystery Box Custom Round Sounds Mini EE Other stuff I cant remeber ATM but will edit in
Weapon Currently Implemented:
Galil Commando Python RPK HK21 FN-FAL Halo Magnum Halo DMR Halo BR Halo Energy Sword(almost finished). Halo Sniper Rifle(almost finished).
Credits will be added when map is released, but I would like to give Special Thanks to:
MakeCents for Scripts, Scripting Help, And Mapping Help Tudark for Mapping Help BluntStuffy for Scripting Help Rorke for Weapon and BO2 Animation Help Midget Blaster for BO2 Animations
Side Notes: This is my 2nd map worked on and 1st released. I don't really consider myself a good mapper(I'm more of a scripting guy even though I'm still learning) but I still wanted to make and release this to community. Hope you Enjoy when released.
P.S. These are some very early W.I.P. Pictures and does not show new changes bwc nor I have done yet.
As you can see from pic the gun isn't in hand and the hands look albino(right word?) like. I don't think its a rigging issue because this used to happen to me with misty's viewhands, but I don't remember how I fixed it. I've used both bo2 rig and WAW rigs and same result. Any help will be appreciated
I'm trying to rig this model and having some troubles. As you can see...
Maya Pics
Spoiler: click to open...
And my smooth bind settings.
Spoiler: click to open...
In-game screenshots.
Spoiler: click to open...
The first time I've done it, I used paint weight tools to fix the smooth bind rig and it still showed the same results above. This time I've just smooth bind it and same results. Am I missing something? All Help appreciated.
Thanks.
P.S. This is a practice model before I rig the real thing.
I'm currently making world models for some custom guns I ported but the world models are tilted. The view model are tilted as well but since the idle have them in hand it doesn't show?( Maybe I should address these as well?). My question is how do I fix this problem? All help are appreciated.
I think I have a zoning problem but I'm not sure. When I enter a different zone, the zombies from the previous zone doesn't follow to the other zone and vice versa. However if I'm in the same zone as the zone spawners then they work out fine. Also when I open a door in the same zones as the one I'm in currently in, the zombies doesn't follow you into that room despite that room being in the same zone your currently in. What could be causing this?
Where is this soundalias name located at? I'm trying to disable it but cannot find it. Incase you didn't know this is the sound that play at the beginning of your map(I think it's power off sound).
I've removed all WAW weapons from my map and added about 3 Custom wepaons and 4 BO1 weapon. And now I've hit the fx limit when trying to add a 5th bo1 weapon(not to mention I have about 3 more custom guns to add as well). In my old map I've ported about 25 weapons(with some WAW weapons as well) so wth is going on this time around? The only difference is the script placers used(old map-sniperbolt, new map-ugx script placer). I've done everything to try to free up some fx but no go? Any help will be greatly appreciated.
I've ported the M6G Magnum into CODWAW for use in your custom maps. Just follow these simple steps to add it to your map. First Download it here: Mediafire Mega
Now copy every folder except for weapons to CODWAW_ROOt/raw. Now navigate to CODWAW_ROOt/raw/soundaliases and find weapons.csv Paste this at the very bottom: Now copy images, and weapons folder to your mods folder(CODWAW_ROOT/mods/yourmapnamefolder). And paste this in the mod.csv: Now build mod(MAKE SURE YOU TICK EVERYTHING) and start game and use console command to get weapon(give halo_magnum) If you want to add to box, add this: in dlc3_code.gsc under this: Then add this: in _zombiemode_weapons.gsc
Under this: This model is custom made by Moses so this is all legal
I've used the code from the tutorial section and made a few changes to it. My question is how do I add into the script for a player to have a specific weapon and this specific weapon only until powerup wears off then it switches player back to weapons before grabbing the powerup. Also I was trying to add an HUD similar to double points and insta kill to show at bottom when you have powerup, it shows but it disappears in a split second. How to fix?
I've successfully converted a custom model in asset manager, and it is showing fine in asset viewer. When I go to import model into radiant(misc==>model) it says successfully imported in the below console but its still showing the misc-model square in radiant 2d grid view. Also when i go to move it around, its like radiant freezes and I have to force close it. How can I solve this?
My radiant isnt compiling lights for some reason. It just stops when it gets to that process. Everything else would compile fine(BSP, Paths, Reflection, and Fastfile) but not lights. On my other windows installation it would compile everything fine. I reinstalled and copied my map over to the new installation. But lights isnt compiling. Any reasons why? Thanks.