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Weapon animation speeds.


kingsal

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Hello Everyone,

 

Lets say I wanted to make a new bow type or something of that nature.

 

Is it possible to speed up the draw back time of the bow? I know its possible to change the time-to-zoom, but I can't seem to find anything on draw back time. Would I need to make a new draw back animation or can I do this with script and/or spawn args?

 

Thanks!

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The draw back is controlled by the animation. There are spawnargs that can control the speed of animations (anim_rate IIRC). You'd have to find where the animation is controlled from, probably one of the player.def files.

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The animation speed should be set in the weapon def.

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Alright guys I did some snooping around.

 

I found these lines in the tdm_weapon_arrow def:

	anim attack_start			models/md5/weapons/shortbow/drawback.md5anim
	{
		frame 22				sound_weapon snd_arrow_draw

	}
	anim attack 					models/md5/weapons/shortbow/fire.md5anim
	{
		frame 1					object_call ArrowVisible
		frame 1                                 sound shortbow_fire
		frame 2					object_call ArrowInvisible

	}

Can I add an anim_rate line to this file?

 

Also lets say I went down the rabbit hole of making a new bow/ new art. What program were these weapons animated in? I have Maya 32bit and as an experiment I want to try making some custom animated objects.

Edited by kingsal
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How about this for a design?

 

heretic_composite_bow__top_view_by_samou

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Hey Guys. I had some time to test this out and this is what worked.

 

I added the following arg under the entityDef atdm:weapon_arrow_base

"anim_rate_attack_start"     "2"

EDIT: It looks like that arg was already previously defined at 0.7 by default.

 

 

Thanks Guys!

Neon- thats pretty cool, maybe a little outside my modeling skills :)

Edited by kingsal
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Hey Guys I have another question about this.

 

Lets say, I want make a custom weapon .def that uses the same impulse key as the broadhead. What files would I need to edit aside from making a custom .def? Currently I just overwrite the tdm_weapon_broadhead.def which I don't want to do. I want to make an additional object that replaces the bind key impulse of the broad head. If that makes sense. This way I can keep the original broadhead weapon for volta and make a new weapon for... uh volta 2.

 

My best guess is I need to find the reference to the line below in the tdm_weapon_broadhead.def. Is this what attaches the weapon to the bind key? Is it even possible to make a new set of bind keys depending on the level your are on in a campaign?

"inv_weapon_name"       "broadhead" // The name of the corresponding weapon
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You can override the tdm_player_thief.def. There you find this:

 

// Player weapons (the integer index is important)
    "def_weapon0"                   "atdm:weapon_unarmed"
    "def_weapon1"                   "atdm:weapon_blackjack"
    "def_weapon2"                   "atdm:weapon_shortsword"
    "def_weapon3"                   "atdm:weapon_broadhead"
    "def_weapon4"                   "atdm:weapon_waterarrow"
    "def_weapon5"                   "atdm:weapon_firearrow"
    "def_weapon6"                   "atdm:weapon_ropearrow"
    "def_weapon7"                   "atdm:weapon_gasarrow"
    "def_weapon8"                   "atdm:weapon_noisemaker"
    "def_weapon9"                   "atdm:weapon_mossarrow" // grayman #2787
    "def_weapon10"                  "atdm:weapon_vinearrow" // grayman #2787

You can change this values so it uses your weapon instead.

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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