Dropping weapons

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CaptainPoopface




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Dropping weapons

Post by CaptainPoopface »

1. Can you configure a weapon to automatically be dropped AFTER it shoots? The bomb, ball and flag all drop when the trigger is pressed. Even if you clone a firing info reflexive onto them and assign a projectile, they drop without firing the projectile.

2. Can you make the weapon drop automatically when it runs out of ammo?

3. Pushing the trigger once to drop the weapon and again to fire another weapon takes too long. Is there a way to speed this up? The idea would be to drop the bomb and immediately fire the magnum, for example, but without the long pause between animations.

4. Can you change the distance the weapon travels when it is dropped?

5. In campaign mode, how does the game know to turn off the sword when it's out of ammo? Could this effect be changed to drop the weapon?
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Post by HellaWack »

I can answer 5.

5. The game knows when to deactivate the sword because it's coded to turn into the useless blade once the ammo is 0. All you need to do to change that is change the Aged Weapon of the plasma sword. If you wanted to be able to drop the useless weapon, make the useless blade weapon have "Drop when fired".
Last edited by HellaWack on Mon Sep 03, 2007 10:13 am, edited 2 times in total.
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Post by DoorM4n »

Your answer for # 1 is wrong mate. It drops without being fired.
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Post by Munsie »

#4: Bipd throw distance. I know it's one of the values in the super basic plugins that comes with DotHalo, I'm sure you have it.
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Post by ScottyGEE »

#3 there is a ready timer in the weap tag. Change that. I can't walk you through that or show pics for proof because I'm at uni. PM me later as a reminder and I'll post the pic or the part of the plugin if you don't have it, here.
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Post by CaptainPoopface »

Munsie wrote:#4: Bipd throw distance. I know it's one of the values in the super basic plugins that comes with DotHalo, I'm sure you have it.
That's the grenade throwing velocity. It does not affect the distance weapons travel when they are dropped (I've checked).
ScottyGEE wrote:#3 there is a ready timer in the weap tag.
Ah, thank you. I updated my plugin (thanks Xzodia) and adjusted this value to 0.01. It definitely decreases the weapon switching time, but there is still a little too much delay for what I have in mind. It's pretty close though. Are the actual animations the bottleneck now, rather than an imposed ready time between them? Can I speed them up?

More Research and Questions:

* If you dual wield a "Drop when fired" weapon, then it can no longer be dropped by firing, but must be dropped by meleeing. Any way to change this? What would work perfectly is for a single trigger to simultaneously drop one gun and fire the other. I might be able to hack this with the sword ( :lol: ). I'll have to do some testing.

* Why do "Drop when fired" (DWF) weapons disable grenades, regardless of whether you single wield or dual wield in either hand, even if you explicitly enable grenades for all weapons involved? If I could simultaneously drop the weapon and toss a grenade, that would also work perfectly. Is there a [jmad] hack that will do this, perhaps involving a dual wield?

The infinitesimal ready timer is agonizingly close to getting this effect.

I have tried swapping the "put away" jmad of a DWF weapon with the "toss grenade" jmad for the weapon that comes up after dropping the DWF. As near as I can tell, it doesn't work, but I am not so hot at jmad manipulation.

* What is the property that makes the flag and the bomb impervious to external forces? They stand their ground even as they are showered with explosions, whereas the skull and I think all other weapons are thrown by external forces. I think it's in the [weap] tag. It's not in the [phmo], because I've tried swapping them for movable and immovable weapons. Xzodia or Turk, is there an unknown bit I can set? I've compared the movable and immovable weapons side by side, and there are only subtle differences in some of the unknowns. I've matched the bits but noticed no change.
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Post by ScottyGEE »

Well you could always make the animation start later...thats how you get around the grenade throwing problems for other bipds, so I'm sure it works there too...this is for the #3 thing still..I can't help in the other spots.
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Post by CaptainPoopface »

ScottyGEE wrote:Well you could always make the animation start later...thats how you get around the grenade throwing problems for other bipds
:?: I don't understand what you mean. So you're saying I should just live with that little delay between animations? If you're talking about e.g. the grunt's delayed grenade animation in the Paraiso mod, that's not going to work for me. The immediate response is critical to the gameplay.

Ultimately, questions 1, 2 and 3 are about getting a mod to look right. Here is what I want to do:

I have given a grenade the model of the skull, and I want to have the FP jmad of holding the skull when you have a grenade. When you push the grenade trigger, I want the grenade throwing animation, and the FP skull model should "go away," exactly as if it is being thrown. The sequence should look like this:

1) You're holding the skull, just like in oddball
2) You throw the skull
3) You're no longer holding the skull
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Post by ScottyGEE »

If you are 100% sure you haven't changed and looked for all those "ready" tags and changed them to 0 for the .weap, then
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Change the milliseconds of the animation so that its instand.
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Post by Munsie »

CaptainPoopface wrote:
Munsie wrote:#4: Bipd throw distance. I know it's one of the values in the super basic plugins that comes with DotHalo, I'm sure you have it.
That's the grenade throwing velocity. It does not affect the distance weapons travel when they are dropped (I've checked).
Whoops, my bad. :oops:

Not entirely sure then.
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Re: Dropping weapons

Post by xzodia »

CaptainPoopface wrote:1. Can you configure a weapon to automatically be dropped AFTER it shoots?
been there done that bought the T shirt (5 mins ago) :P =P
hmm..even though its really easy i guess its worth a tutorial >_>...

CaptainPoopface wrote:2. Can you make the weapon drop automatically when it runs out of ammo?
only if it cant pickup extra ammo
CaptainPoopface wrote:3. Pushing the trigger once to drop the weapon and again to fire another weapon takes too long. Is there a way to speed this up?
wtf?
CaptainPoopface wrote:4. Can you change the distance the weapon travels when it is dropped?
not that i know of but probably
CaptainPoopface wrote:5. In campaign mode, how does the game know to turn off the sword when it's out of ammo? Could this effect be changed to drop the weapon?
thats exactly what i did XD

Edit: Tutorial
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Post by CaptainPoopface »

Thanks Xzodia. That's what I was planning to test with the sword. :wink: Thanks for writing it out though. I'm sure it will help others as well.

ScottyGEE, I think adjusting the animation time will be the finishing touch, so thanks for that.

I'll let you know if it works out.

EDIT: Arrr! I'm having a different kind of problem. What I really want is for a melee animation, specifically for the sword or assault bomb, to result in the tossing/firing of a projectile. I can make the plasma rifle fire while meleeing with a jmad swap, but it's not a good melee animation for what I need.

So does anyone know how to either:

A) Make the sword/bomb/ball fire a projectile while performing its melee animation

I have tried cloning firing info and trigger reflexives onto it and assigning it a projectile, but it doesn't shoot anything. I suspect it's because these are strictly melee weapons, and the melee event for some reason cannot be converted to a firing event.

Swapping a gun's jmad with the sword's jmad also does not work. This makes the sword shoot the gun's projectile, but it stays in the idle animation, even if the gun's firing animations are mapped to its melee animations. The game seems to draw a strict boundary between a melee weapon's animation and a shooting animation, and I need to break it!

B) Give the sword exactly one swing before it ages and switches to the aged weapon

The trick here is making that swing count toward aging, regardless of whether the melee actually hits anything.

How about it? Keep the ingenuity coming.
Last edited by CaptainPoopface on Mon Sep 03, 2007 10:51 am, edited 1 time in total.
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Post by JacksonCougAr »

I some recent visitors to Halomods believe we're all just pompous ass's --_--

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He Ha >_> I can't remember but I try switching the errm >_> dammit, need to open a map... [ p / button WTF!

Okaaay; the material effects: aka "foot". That makes decals and crap when you swing, it may work, dunno.

Ohh >_> not sure about the sword 100%, try converting a weapon to melee, and see if it still fires when used: I can't 100% remember if my hatchet shot or not... I thought so cause it use ammo... I think... sorry. It was a while ago...

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Post by Spwee1494 »

xzodia wrote:Very simple but something that people have been asking about...

1. Get Updated Weap Plugin

###Setup The Dropper###

2. Duplicate the SMG
3. Check The "Drop When Fired" Bit (In The 2nd Bitmask From The Top)
4. Change "Button Used" To "Automated Fire"
5. Null The "FP Models" Depandancies

###Setup The Weapon###
6. Open The Weap You Desire To Be Single Use
7. Change "Rounds Per Shot" To "2"
8. Change "Age Generated Per Round" To "0.5"
9. Change The "Aged Weapon" Dependancy To The Dropper (Duplicated SMG)
10. Optional, Check The "Doesn't Count Toward Maximum" Bit

11. Test :wink:

Note: To Spawn Your Equipment, Change The Projectile Of The Weapon
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