Left Hand DC-17 Problem

Started by swgaming1015, September 24, 2016, 09:24:19 AM

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September 24, 2016, 09:24:19 AM Last Edit: September 24, 2016, 10:11:35 AM by swgaming1015
I'm using DarthD.U.C.K.'s dual pistol animations but I'm not sure how to get the other DC-17 in my unit's left hand.

https://www.flickr.com/photos/144142316@N07/29271639663/in/dateposted-public/
https://www.flickr.com/photos/144142316@N07/29897801995/in/dateposted-public/

I've heard there are multiple ways to do this. What would be the simplest way? Could I make a separate ODF for the left hand blaster?

Quote from: swgaming1015 on September 24, 2016, 09:24:19 AM
I'm using DarthD.U.C.K.'s dual pistol animations but I'm not sure how to get the other DC-17 in my unit's left hand.

https://www.flickr.com/photos/144142316@N07/29271639663/in/dateposted-public/
https://www.flickr.com/photos/144142316@N07/29897801995/in/dateposted-public/

I heard there are multiple ways to do this. What would be the simplest way? Could I make a separate ODF for the left hand blaster?

I don't think that there so much ways to do it. Just simply add these lines in the unit's odf:

AnimatedAddon = "left_dc17"
GeometryAddon = "Nameofthemesh"
AddonAttachJoint = "bone_L_hand"
"When will you fools learn? No one escapes Commander Fox"
—Fox, after apprehending another criminal

https://media.giphy.com/media/2GjgvS5vA6y08/giphy.gif

Thanks very much Cdt Fox, it works now. :cheers:

When I said there are multiple ways of doing it I meant putting

AnimatedAddon         = "left_gun"
GeometryAddon         = "weap_inf_dc17pistol" // the pistols meshname
AddonAttachJoint      = "hp_weapons_1"

in the unit's odf and using a new animation. That's what was suggested in DarthD.U.C.K.'s readme. It didn't work for me though.

Quote from: swgaming1015 on September 24, 2016, 10:48:43 AM
Thanks very much Cdt Fox, it works now. :cheers:

When I said there are multiple ways of doing it I meant putting

AnimatedAddon         = "left_gun"
GeometryAddon         = "weap_inf_dc17pistol" // the pistols meshname
AddonAttachJoint      = "hp_weapons_1"

in the unit's odf and using a new animation. That's what was suggested in DarthD.U.C.K.'s readme. It didn't work for me though.

it works if you set a new skeleton and a new animation for your character.
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers

Did you read the steps?
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

Yes, I did read the steps and I did attempt to use a different animation. I had problems munging the new animation that was provided so I started looking for another method.

PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

Those are exactly the same instructions I was reading. It wasn't following the instructions I had the problem with, it was running the munge.bat file in the final step. For some reason the munged animations weren't appearing in my side's munged folder. That's neither here nor there now since I have my problem solved now. :tu: