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WildQwerty
Member

Откуда: New Zealand
Регистрация: Апр. 2004

Всего: 16 сообщений

Hi Guys,

You probably want to check these out. They are a bunch of new attack modes for FO2. They have been made from the existing FO2 armour types so they blend in perfectly.

http://www.nma-fallout.com/forum/dload.php?action=file&file_id=650

They include:
PISTOL ATTACKS
HK - Three Shot burst mode
HL - Toxic Waste spray mode (continious fire)

SMG ATTACKS
IL - Hand Flamer mode

MINI-GUN ATTACKS
LJ - Single Shot mode
LL - Riot gun, unlike other 'L' suffix this option allows does not include a projectile (continious fire)

BAZZOKA ATTACKS
MK - Two Shot burst mode
ML - Cannon 'Shot' spray mode (continious fire)

A will look at making a crossbow attack for the rifle later

-----
wild_qwerty@mutantsrising.com

Отправлено: 4:29 - 3 Фев., 2005
Raven
Пользователь

Откуда: Владик
Регистрация: Февр. 2004

Всего: 408 сообщений

How to use it? As I understand, engine automaticaly select animation to play based on "attack mode" fields in weapon .pro-file, current critter animation set and weapon type. So we can not add attack mode animations, only replace them. Am I wrong?

Отправлено: 6:21 - 3 Фев., 2005
Perceptron
Модератор

Откуда: Ivanovo
Регистрация: Май 2003

Всего: 502 сообщения

Good news.
2Raven:
You're right - we can add these attack modes in weapon pro-files, so the engine can recognize them. ( We also must add animation for these attack modes, of course. ) Thus we can add new attack modes.
They are absent in the game, but we can use them.

Отправлено: 1:47 - 4 Фев., 2005
WildQwerty
Member

Откуда: New Zealand
Регистрация: Апр. 2004

Всего: 16 сообщений

It turns out that the engine has support for all these other animations. We only found out by chance really that this would work, but they all work fine for me

All the guns support the 'J' 'K' and 'L' attack modes (single, burst, continous) even though in the game the pistol only has a single shot option it does work with a burst mode as long as the FRM is present.

I have not tried to get a melee weapon to do use a ranged attack suffix so I do not know if this will work. I did try to use a thrust attack with the minigun but I couldnt get that to work. If a hand to hand attack worked for a rifle I would have made a bayonet attack. I only tried this once so it may be [possible I didnt do it correctly.

It is simple to edit the original FRMs to have different attacks by copying soem of the frames or deleting others. For the hand flamer I extracted the BMPs from the jumpsuit flamer model and deleted the jumpsuit model. Then I just used MS Paint to paste the flames onto the SMG animation.

-----
wild_qwerty@mutantsrising.com

Отправлено: 6:46 - 4 Фев., 2005
Raven
Пользователь

Откуда: Владик
Регистрация: Февр. 2004

Всего: 408 сообщений

Finally, understood. You talk about adding animation for unused attack modes (burst, kick, punch for pistols and so on)? On words " They are a bunch of new attack modes for FO2" I think that you find a way to add new attack modes (not animation) to nine existing ones:
--------------------------
0-None
1-Punch
2-Kick
3-Swing
4-Thrust
5-Throw
6-Shoot
7-Burst
8-Continuous Fire
--------------------------

You talk about making an "Continuous Fire" animation for, say, pistol and using it like an alternative attack mode?

Отправлено: 10:53 - 4 Фев., 2005
WildQwerty
Member

Откуда: New Zealand
Регистрация: Апр. 2004

Всего: 16 сообщений

Yes, I have already made all the new alternate attack modes for the guns, except the rifle.

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wild_qwerty@mutantsrising.com

Отправлено: 2:41 - 7 Фев., 2005
 

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