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How would I go about making an M1216 weapon file?

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Created 11 years ago
by lilrifa
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I would use the fire instead of reload, so put the twist anim in the fire anim spot of the second weapon file. Then don't give or take the second weapon. Just force the fire anim. No wait needed either. I assume your prints are working the way you think it should? Of course, without doing it myself, there are almost always little things I run into, but it looks decent enough to get some sort of result.
Can you force an anim on a weapon that you don't have? O.o
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Can you force an anim on a weapon that you don't have? O.o

Yup. It's how I do the dual wield pistols with individual fire. The anim just doesn't finish, but you can sometimes make it good enough.
Last Edit: June 19, 2015, 11:12:29 pm by MakeCents
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Yup. It's how I do the dual wield pistols with individual fire. The anim just doesn't finish, but you can sometimes make it good enough.
Alright, well I'll try that
Edit: I can't get it to work that way, however I did have an anim playing through my initial method.

Double Post Merge: June 19, 2015, 11:27:00 pm
i remember from the one-in-the-chamber thing i did in xmas-warehouse that when i used the ballista in the one-in-the-chamber challenge, it wouldn't use the rechamber anim.

What i did with that: The clipsize was set to 1, all the other stuff was just a normal bolt-action weapon-file. In that script, as soon as the weapon was fired i added a bullet throught the script again ( if it was a kill but that's not related ). This would work fine if you would keep track of the clip-size in the script and have one bullet in the actual clip of the gun. For the first two shots of the 'fake-clip' add a bullet again so it skips the rechamber, after the third shot you add two bullets so it will rechamber. only thing that would need to be fixed then is the HUD for the clip-count  ???

Could you elaborate more on that for me?
Last Edit: June 19, 2015, 11:27:00 pm by lilrifa
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So not even BO1 can handle a proper M1216? Have you tried adding shotsBeforeRechamber/4 to the weaponfile just to test?
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Alright, well I'll try that
Edit: I can't get it to work that way, however I did have an anim playing through my initial method.

Double Post Merge: June 19, 2015, 11:27:00 pm
Could you elaborate more on that for me?

I guess I don't quite understand then. When I get the weapon and stuff myself, prob next week, I'll take a look. The way you had it should have worked also, it just creates issues with switching weapons sometimes. Not sure want working when you said you couldn't get it working then. Thought it may have had to do with that.
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So not even BO1 can handle a proper M1216? Have you tried adding shotsBeforeRechamber/4 to the weaponfile just to test?
Yep. It did not work.

Double Post Merge: June 19, 2015, 11:34:26 pm
I guess I don't quite understand then. When I get the weapon and stuff myself, prob next week, I'll take a look. The way you had it should have worked also, it just creates issues with switching weapons sometimes. Not sure want working when you said you couldn't get it working then. Thought it may have had to do with that.
Well, when I got it to play, it played the original weaponfile's pullout animation since I gave it to myself and took it away.
Last Edit: June 19, 2015, 11:34:26 pm by lilrifa
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Yep. It did not work.

Double Post Merge: June 19, 2015, 11:34:26 pm
Well, when I got it to play, it played the original weaponfile's pullout animation since I gave it to myself and took it away.
shotsBeforeBurst isn't a valid weaponfile parameter.

For BO2 it's shotsBeforeRechamber and only exists in that game so far.
Last Edit: June 19, 2015, 11:36:57 pm by DidUknowiPwn
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shotsBeforeBurst isn't a valid weaponfile parameter.
It is in BO2, so checking if it was in BO seemed to be the obvious first attempt to resolve the issue.
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It is in BO2, so checking if it was in BO seemed to be the obvious first attempt to resolve the issue.
Not really it's like saying setSlowMotion exists in BO1 so it exists in WaW, generally anything you see that hasn't already been done properly doesn't exist.
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Not really it's like saying setSlowMotion exists in BO1 so it exists in WaW, generally anything you see that hasn't already been done properly doesn't exist.
Well, no. It's really not quite like that. Also, I never said it absolutely does exist. I thought, "Hey, this is here. Let's test it in BO to see if it exists." I wasn't sure if it would work, and when it didn't, I wasn't shocked; I never expected that to work.
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i raise you "the missing weapon file change for burst weapons that "does" work when added" ;)

just coz its not used doesnt mean it doesnt exist. Doesnt hurt to check
Last Edit: June 19, 2015, 11:45:30 pm by Harry Bo21
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i raise you "the missing weapon file change for burst weapons that "does" work when added" ;)

just coz its not used doesnt mean it doesnt exist. Doesnt hurt to check
What are you referring to?
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What are you referring to?
lol whoever said that you shouldnt check it because waw is not black ops

it was the same scenario for the burst fire bug. Adding the key to the weaponfile worked for that, just saying it doesnt hurt to try ;)
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Pro-Tip: To check if something engine related exists search for it in the exe as WaW doesn't load any external binaries.
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Alright, well I'll try that
Edit: I can't get it to work that way, however I did have an anim playing through my initial method.

Okay, I got it to work the way I was saying. The one time it didn't work was when I forgot to include the second weapon file in my mod.csv, lol, doh!
- copy weapon file, ithaca_zm
- rename it ithaca_check_zm
- add weapon,sp\ithaca_check_zm to mod.csv
- set the fire anim to the new anim (the spin anim)
- adjust the fireTime to the length of the spin anim, maybe a little more, like .02 more or so
- use this script:

Code Snippet
Plaintext
//thread ithaca();//put this up in function threads, you know
ithaca(){
flag_wait("all_players_connected");
players = get_players();
for(i=0;i<players.size;i++){
players[i] thread ithaca_check();
}
}
ithaca_check() {
self.ithaca_fires = 0;
for(;;) {
self waittill("weapon_fired");
if(self GetCurrentWeapon() == "ithaca_zm") {
if(self.ithaca_fires >= 3) {
self IPrintLnBold("Ithaca Shot 4 Times!");
self ForceViewmodelAnimation("ithaca_check_zm", "fire");
self.ithaca_fires = 0;
}
else {
self.ithaca_fires++;
self IPrintLnBold("Ithaca Shot " + self.ithaca_fires + " Times");
}
}
}
}

- animations would best work if you have your spin end position as close to your raise start position as possible, or delete your raise anim, but that is up to you.

I still don't have the files yet, but I tested this with other weapon files and anims and should be the same thing. I used a galil, auto matic.



Of course, once you get this working, you will want to compensate for when they reload mid barrel, like still have 2 shots left or whatever. You want to set self.self.ithaca_fires back to 0 when you reload the ithaca, possibly in another function that waits for reload?

I think blunts way can be done with just one weapon file though if that is a concern of yours.
Last Edit: June 20, 2015, 02:26:02 am by MakeCents

 
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