Secondary attacks?

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Juutis
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Secondary attacks?

Post by Juutis »

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).
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Post by Kamazy »

Anything is posible with the right scripts. :D
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Juutis
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Post by Juutis »

Yeah well I'm using something like half-scripted weapons but making a secondary attack would cause awful lot of work and I'm lazy... :D
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Post by Kamazy »

You can try attaching a script weapon to a real weapon.
But it might be easier just to make the whole weapon with scripts.
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Juutis
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Post by Juutis »

...but still: Why is there a key for alternate attack if that attack can't be defined anywhere? :?
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Post by hike1 »

I think the 'alternate attack' key is for a different animation of
the same weapon, I think the default sword does something different if you press a different mouse button, for example.
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Post by GD1 »

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.
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Post by wackedoutbiker »

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...
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Post by jonas »

Are you wanting the secondary attack to be like clubbing someone with a pistol or something?
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Post by steven8 »

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.
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Juutis
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Post by Juutis »

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:
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.
So the only option left is scripted weapons...
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Post by QuestOfDreams »

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.
Something like this (alternate damage, blocking attacks) was planned but never got implemented, maybe one day...
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Post by AndyCR »

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.
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