Secondary attacks?
Secondary attacks?
I'm not sure where to post this exactly but it's really not about level editing/modeling/scripting so the only place left is here.
Can weapons have secondary attacks in RF? Like a M4 with a grenade launcher or something... You can set a key for alt attack but nothing about them is mentioned in the manual (exept for those alternate attacks for melee weapons... which is a bit different thing).
Can weapons have secondary attacks in RF? Like a M4 with a grenade launcher or something... You can set a key for alt attack but nothing about them is mentioned in the manual (exept for those alternate attacks for melee weapons... which is a bit different thing).
Pain is only psychological.
- wackedoutbiker
- Posts: 189
- Joined: Tue Jul 19, 2005 9:11 pm
Hey this may be a bit off topic but does anyone know where I can find an example of a scripted player so that I can do the secondary weapon thing? I know we got one laying around somewhere...
More atrocities are committed in the name of that which is holy and righteous than that which is wicked and evil
Are you wanting the secondary attack to be like clubbing someone with a pistol or something?
Jonas
Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
The altattack is defined in the weapon.ini. You create two different attack animations for the weapon, then define them as:
attackanim="shoot1"
altattackanim="shoot2"
Maybe not the exact syntax, but you'll see it when you go look. Then you set a key or button for each and RF plays the anim when the correct key or mouse button is made.
attackanim="shoot1"
altattackanim="shoot2"
Maybe not the exact syntax, but you'll see it when you go look. Then you set a key or button for each and RF plays the anim when the correct key or mouse button is made.
Oh nice, this topic is alive again.
Yeah, what I wanted at the time of posting this topic was mainly like a grenade launcher for an assault rifle or something like that. So it would shoot a different projectile with alt attack.
As GD1 said it:
Yeah, what I wanted at the time of posting this topic was mainly like a grenade launcher for an assault rifle or something like that. So it would shoot a different projectile with alt attack.
As GD1 said it:
So the only option left is scripted weapons...there really is no alternate attack. if you define an alt attack animation for a melee weapon it will pick between the two animations randomly. otherwise it will only use the one.
Pain is only psychological.
- QuestOfDreams
- Site Admin
- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
- Location: Austria
- Contact:
Something like this (alternate damage, blocking attacks) was planned but never got implemented, maybe one day...Yeah, what I wanted at the time of posting this topic was mainly like a grenade launcher for an assault rifle or something like that. So it would shoot a different projectile with alt attack.
I remember one of Gekido's demos had to have a rifle with a grenade launcher, and he just made 2 seperate weapons with the same model and different functionality... Ugly, but it worked.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085