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Battlefield Modding Tutorials BFMODS • View topic - is it hardcoded?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: is it hardcoded?
PostPosted: Fri Jan 16, 2009 8:26 pm 
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Posts: 782
Two magazines isnt possible like your trying it, you could have 2 magazines on the weapon, but it would require reanimating the weapon.

I've so far been unsuccessful in linking the animations for the c_PIWalk zoom, everytime It launches the game into a endless loop and I am forced to reboot my PC.

Its perfect for tools, cause for instance, one of my biggest problems with BF was that none of the tools or throw able weapons could be used as weapons. So for instance with a little bit of animating and scripting you could say...beat someone to death with a landmine, or wack them with the wrench, kill them with the detonator, or any item without zoom.

For zoom to work with the secondary fire someone would have to spend some serious time creating animation states for "Zoom" that raised and lowered the iron sights, like in BF2, and then key-map that animation loop to a different button, like c_PIWalk, or c_PIToggleCamera (c) because there is no 3rd Person camera. I believe it would be possible, but theres no way to truly tell until I figure a way to do it, I have the animation states coded but again like I said, the crash is holding me back. Im going to try it with the Toggle Camera state one of these days and get back to you on it.


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 Post subject: Re: is it hardcoded?
PostPosted: Sat Jan 17, 2009 12:04 am 
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Joined: Thu Apr 19, 2007 7:38 pm
Posts: 177
It's not 2 mags story i have there...maybe my explanation was not very clear :oops:
I just did like you said, linked animations
M16 just work like a M16 and when i right click, it switches to the plantation knife animation
I've replaced the big knife with the M16 L2 standardmesh in the soldier's hands, so he can now beat enemies like if he had a baseball bat :lol: This thing actualy is just a disguised knife, it has no magasin

I'll create a special projectile, cause the knifeprojectile is a bit too deadly and effect don't fit especialy sound...
Ok! so i have those 2 weapons in one and that disabled the zoom that i don't care for M16, Kalash etc...
Just the snipers won't use it then (no baseball bat :p) that's why i asked if it was possible to link another key to weapons' animations.

Now my problem is the switch works only when magasin has bullets left!
It won't switch until you reload and it will finaly when you have no magasins left...that i find weird, when the last magasin is empty then you can switch :?
But it's kind of solved with the autoreload...

Here's my M16 "melee attack" on altfire just for fun...no animation speed tweaks yet (i like the plantation knife animation for that one, it looks like the guy throw is weapon backward and grab it again)

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Last edited by BoBD@N!tr¤ on Sat Jan 17, 2009 1:24 am, edited 1 time in total.

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 Post subject: Re: is it hardcoded?
PostPosted: Sat Jan 17, 2009 12:25 am 
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Joined: Mon Oct 09, 2006 12:51 pm
Posts: 782
Well thats because your using existing animations, what I did was create a second FireArm like the Coaxil Brownings in the Tanks that has its own magazine and bullet count etc, and added it to the hand weapon.


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 Post subject: Re: is it hardcoded?
PostPosted: Sat Jan 17, 2009 2:18 am 
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Joined: Mon Oct 09, 2006 12:51 pm
Posts: 782
Holy Crap! I did it! I got the No4 to have that second set of animations, it uses the E key which is also to get in vehicles, but its not used for anything else, This is great!


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 Post subject: Re: is it hardcoded?
PostPosted: Sat Jan 17, 2009 2:59 am 
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Joined: Thu Apr 19, 2007 7:38 pm
Posts: 177
That's all i have:
c_PIThrottle
c_PIYaw
c_PIAction
c_PIWalk
c_PIFire
c_PIReload
c_PIAltFire
c_PIMenuSelect1
c_PIMenuSelect2
c_PIMenuSelect3
c_PIMenuSelect4
c_PIMenuSelect5
c_PIMenuSelect6
c_PICrouch
c_PILie
c_PIDrop

What's the code for E key please? C_PIEnter?

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 Post subject: Re: is it hardcoded?
PostPosted: Sat Jan 17, 2009 3:02 am 
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Joined: Mon Oct 09, 2006 12:51 pm
Posts: 782
Nvm, turns out I was missing something so I went to fix it and it doesnt work. Theres gotta be a way, I know there has to be.


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 Post subject: Re: is it hardcoded?
PostPosted: Sat Jan 17, 2009 11:23 am 
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Joined: Tue Nov 27, 2007 7:56 pm
Posts: 1226
c_PIThrottle
c_PIThrottle
c_PIMouseLookY
c_PIMouseLookX
c_PIMouseLook
c_PIYaw
c_PIPitch
c_PIRoll
c_PIFire
c_PIAltFire
c_PINone
c_PIAction
c_PICrouch
c_PIWalk
c_PIMenuSelect1
c_PIMenuSelect2
c_PIMenuSelect3
c_PIMenuSelect4
c_PIMenuSelect5
c_PIMenuSelect6
c_PIMenuSelect7
c_PIMenuSelect8
c_PIMenuSelect9
c_PISayAll
c_PISayTeam
c_PIUse
c_PIMap
c_PIZoomMap
c_PIShowScoreBoard
c_PICameraMode1
c_PICameraMode2
c_PICameraMode3
c_PICameraMode4
c_PIToggleCameraMode
c_PIRadio1
c_PIRadio2
c_PIRadio3
c_PIRadio4
c_PIRadio5
c_PIRadio6
c_PIRadio7
c_PIRadio8
c_PIScreenShot
c_PIToolTip
c_PICameraX
c_PICameraY
c_PIShowMapVote
c_PIVoteYes
c_PIVoteNo
c_PILie
c_PIDrop
c_PINextItem
c_PIReload
c_PIRun

PIYaw
PIPitch
PIRoll
PIThrottle
PIMouseLookX
PIMouseLookY
PIFire
PIAction
PIUse
PIMouseLook
PIMenuSelect1
PIMenuSelect2
PIMenuSelect3
PIMenuSelect4
PIMenuSelect5
PIMenuSelect6
PIMenuSelect7
PIMenuSelect8
PIMenuSelect9
PIAltFire
PIReload
PILie
PICrouch
PINone

From this link : http://battlefieldsingleplayer.planetba ... topic=1568


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 Post subject: Re: is it hardcoded?
PostPosted: Sat Jan 17, 2009 1:14 pm 
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Joined: Thu Apr 19, 2007 7:38 pm
Posts: 177

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