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How to add a Sickle

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Created 11 years ago
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So I'm interested in having the sickle, much like the bowie knife. It's from Ascension/Call of the Dead. However I do not know how to implement it, animate it and create weaponfiles for it.
Is it just like adding a gun?

Spoiler: click to open...
If anyone has the time, creating the Sickle for me is appreciated as I have no experience in adding custom weapons :derp:

Thank you!
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Right now the best you can do is override the bowie assets (xanim, xmodel, sounds).
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Right now the best you can do is override the bowie assets (xanim, xmodel, sounds).

Well I'm planning on using the Sickle instead of a Bowie, so that works out nicely. So I can just rename the files to a bowie's filenames, and use them, or will I have to edit the weaponfile too?
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Well I'm planning on using the Sickle instead of a Bowie, so that works out nicely. So I can just rename the files to a bowie's filenames, and use them, or will I have to edit the weaponfile too?
Override the files they're manually changed by the game.
(As in when you set specialty_altmelee the game will use viewmodel_bowie_ assets for melee.)
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Override the files they're manually changed by the game.
(As in when you set specialty_altmelee the game will use viewmodel_bowie_ assets for melee.)
can he not just edit the model and anims in the bowie weapon file in his mod?

I believe that would be all you need to do
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can he not just edit the model and anims in the bowie weapon file in his mod?

I believe that would be all you need to do

Dont think weaponfile has that stuff though, its only controlling first raise, from what I have seen
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Dont think weaponfile has that stuff though, its only controlling first raise, from what I have seen
the "bowie_flourish" weapon file controls the raise

the other regular file controls the rest
Last Edit: October 28, 2015, 09:01:35 pm by Harry Bo21
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the other regular file controls the rest
There is no other file, bowie is done by engine I believe.
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There is no other file, bowie is done by engine I believe.
The bowie uses the normal melee anims I believe, you need to modify them to combine the sickle anims into the normal melee anims and then script the sounds so it chooses the right ones. You probably need to mess with the normal knife damage and notetracks also. At least that's how OTW did my Galvaknuckles.
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Wouldn't it be easier to make a brand new weaponfile for it? Or is this not doable with melee weapons?  :-\
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Wouldn't it be easier to make a brand new weaponfile for it? Or is this not doable with melee weapons?  :-\
That would work if you wanted to do it another way, i.e. like the thunderfists in Leviathan, but they are often very unreliable and have weird bugs with them (like always doing the first raise for example), or if you wanted it as an actual weapon (so you have it instead of a gun).
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That would work if you wanted to do it another way, i.e. like the thunderfists in Leviathan, but they are often very unreliable and have weird bugs with them (like always doing the first raise for example), or if you wanted it as an actual weapon (so you have it instead of a gun).
That was prob just a mistake with "ammo"

you can forcefully skip first raise and use normal / empty raises by taking the ammo away for a second, i did this with the shield, and i think they used the same concept
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That was prob just a mistake with "ammo"

you can forcefully skip first raise and use normal / empty raises by taking the ammo away for a second, i did this with the shield, and i think they used the same concept
Yeh it's not just that bug (that was the main one I noticed on Leviathan) but on my old Galvaknuckles they had some other weird issues, and were very unreliable for clients.
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That was prob just a mistake with "ammo"

you can forcefully skip first raise and use normal / empty raises by taking the ammo away for a second, i did this with the shield, and i think they used the same concept
That does work, but we ended up having client issues similar to the anims not playing on clients. That's why client dive to prone and punching seem to do the first pullout after.
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Yeh it's not just that bug (that was the main one I noticed on Leviathan) but on my old Galvaknuckles they had some other weird issues, and were very unreliable for clients.
yea its hard to detect when someone melees, theres a "isMeleeing()"  but no "notify" that im aware of

makes it tricky to get around

 
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