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How To Create a New Weapon?


Epifire

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So guys I'm wondering. Looking around here I'm trying to figure out what all is linked to picking up an item, having it within the player inventory and being able to equip and use it. Not sure how this is all setup but I haven't had the best time seeing how the current weapons look. This would range from new view model, anims, etc. Kinda wanting to pull all this apart and see what I'd need to set that up.

Modeler galore & co-authors literally everything

 

 

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Custom Arrows (continued in the following episode):

https://www.youtube.com/watch?v=JmWFMBY2oS0

This is pretty old and not really nailed to the point, but you get an idea.

Also: http://wiki.thedarkmod.com/index.php?title=Inventory

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

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I wonder... If you made a working new short sword model (the same size as the current one), and made an edited copy of the animated arm model that wields the sword, then used the new version of the weapon - with that new sword model held in hand instead of the old one - as a custom resource in your own mission, could it work ?

 

Or is it basically impossible to add new, setting-friendly melee weapons to the current game ? Do you also need to give the weapon separate animations, so it will work well while part of the arm model and its animations ?

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This has already be done before. Spring provided a modified version of the viewmodel with the sword masked. I can't find the respective thread right now, but if you search the forum you should stumble over it sooner or later.

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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Each first person weapon: the bow, the blackjack, and sword have unique first person models and animations. From what I understand, those models are attached to the player camera from their origin. If you open up any of the weapon md5s you can see how their origins are positioned.

 

The different arrow types re-use the same bow model but spawn the unique arrow type and attach it to the bow. The sword is a bit complex in the way that it uses the parry system. Most of that stuff is controlled by frame commands in the animations that call various object scripts.

 

Its probably worth looking at all of the weapon entity defs and the player.def to see how its all set up (including any inherited base defs). You can sort of get the gist of how they are equipped and run through the different states (idle, attack, ect). Any projectile weapon or inventory item (arrows, flashbombs,ect) use the projectile system, so you should look at how those work as well.

 

edit: the blackjack is pretty straight forward, so thats a good one to look at.

Edited by kingsal
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This has already be done before. Spring provided a modified version of the viewmodel with the sword masked. I can't find the respective thread right now, but if you search the forum you should stumble over it sooner or later.

 

I think this is called empty_hand.md5mesh inside the md5/weapons/broadsword. I am not sure if the sword is set up to attach different weapon models, but I bet it wouldn't be too hard to do.

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You can attach any weapon you want. You may have to

  • alter the orientation and offset to fit into the hand
  • change the collision box used for damage detection, the weapon models collision mesh is disabled and not used for that purpose.

I barely remember I made a video a few years ago dealing with that matter, but could't find it after a quick look. Maybe a more in depth search will finally uncover it laying somewhere in the depths of my hard drive. :)

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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Some really interesting stuff here, thanks for the quick response. I'll note what I'm looking to do is actually much simpler because I'm only really wanting to utilize the screenspace for visual feedback. It's an inventory item (that might get an idle hold and trigger anim) but is set as a player tool that affects only the player, not the environment. It would have to be handled like a weapon class but actually doesn't shoot or interact with anything else.

Modeler galore & co-authors literally everything

 

 

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