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Battlefield Modding Tutorials BFMODS :: View topic - BR help
Battlefield Modding Tutorials BFMODS
https://battlefieldmodding.com/ssm/phpBB3/

BR help
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=4653
Page 1 of 5

Author:  mrhowdoimod [ Thu Jan 29, 2009 6:47 am ]
Post subject:  BR help


Author:  Archimonde0_0 [ Thu Jan 29, 2009 12:18 pm ]
Post subject:  Re: BR help

edit: Scratch that, Actually I think the only problem may be its name, try shortening it, keep it to the one word, no spaces, and then try again.

As a side note if all the animation stuff is done you will need to pack that animation.rfa, standardmesh.rfa, texture.rfa, and objects.rfa, if one is missing well it wont go so good.

Personally I would've just reused an old skeleton myself, like the STG44 skeleton, and copied its animation states to the battle rifle.

Author:  BoBD@N!tr¤ [ Thu Jan 29, 2009 12:40 pm ]
Post subject:  Re: BR help

Right! no space in name...Battle_Rifle_BR55HB_SR will do
Just call it BR55 and update your lexicon once it's done

Author:  mrhowdoimod [ Thu Jan 29, 2009 2:43 pm ]
Post subject:  Re: BR help

the names whats doing it? you sure? ok i'll change it thanks. also I did copy and rename the animations from the sg44.

Author:  Sheppard [ Thu Jan 29, 2009 8:23 pm ]
Post subject:  Re: BR help


Author:  Archimonde0_0 [ Thu Jan 29, 2009 9:52 pm ]
Post subject:  Re: BR help

Of course thats how they did it, back then I don't believe anyone knew how to properly animate

Author:  mrhowdoimod [ Thu Jan 29, 2009 10:08 pm ]
Post subject:  Re: BR help

ok well I got it in game but it doesn't show up really. What happens is that when you switch to the weapon you see nothing but the cross hair at first but when you either go out to third person or switch weapons you then see it but with a different animations. trying to figure it out right now. :?


Edit: fixed it. I can see it in game just fine now. however there is no muzzle flash. and use this code:

ObjectTemplate.setFireArmsPosition 0/0/1
ObjectTemplate.setFireArmsPosition 0/0/1
ObjectTemplate.setFireArmsPosition 0/0/1
ObjectTemplate.setASynchronyFire 1
ObjectTemplate.roundOfFire 3

it still doesn't use a three shot burst. the muzzle flash code is what is in my first post. not sure why it doesn't work.

:D thanks

Author:  Archimonde0_0 [ Thu Jan 29, 2009 11:09 pm ]
Post subject:  Re: BR help

Which is why I suggested using CopyState as oppose to CopyState2.

You wouldn't of had to rename all those animations, if you go into the MultiShotWeaponsMod and edit it so it says

AnimationStateMachine.CopyState BattleRifle v_arg1 SG44 1.0 SG44 1.0

you will have much less trouble with the animations.

I've also spent a long time thinking about the 3 shot burst thing, and I believe I've come up with the solution:

ObjectTemplate.setBlastAmmoCount 3

This code is used to measure the number of rounds the mag decreases upon pulling the trigger. Now if you think of the Battle Rifle as if it is the M1 Garand, you make it a single shot weapon, with 3 projectiles just like you did above, make a fire effect and sound that gives the illusion of the 3 shot burst and viola! It'll sound like a 3 shot burst, subtract the right amount of ammo, and look like it as well, only difference is it wont continue to fire, because you'll be using ObjectTemplate.FireOnce 1 as oppose to letting it just fire automatically.

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