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WildQwerty
Member
Откуда: New Zealand Регистрация: Апр. 2004
Всего: 16 сообщений
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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
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Отправлено: 4:29 - 3 Фев., 2005
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Raven
Пользователь
Откуда: Владик Регистрация: Февр. 2004
Всего: 408 сообщений
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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?
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Отправлено: 6:21 - 3 Фев., 2005
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Perceptron
Модератор
Откуда: Ivanovo Регистрация: Май 2003
Всего: 502 сообщения
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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.
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Отправлено: 1:47 - 4 Фев., 2005
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WildQwerty
Member
Откуда: New Zealand Регистрация: Апр. 2004
Всего: 16 сообщений
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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
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Отправлено: 6:46 - 4 Фев., 2005
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Raven
Пользователь
Откуда: Владик Регистрация: Февр. 2004
Всего: 408 сообщений
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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?
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Отправлено: 10:53 - 4 Фев., 2005
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WildQwerty
Member
Откуда: New Zealand Регистрация: Апр. 2004
Всего: 16 сообщений
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Yes, I have already made all the new alternate attack modes for the guns, except the rifle.
----- wild_qwerty@mutantsrising.com
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Отправлено: 2:41 - 7 Фев., 2005
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