Problem with Melee Animations

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blutwurstchen
Posts: 57
Joined: Wed Mar 19, 2008 8:51 pm

Problem with Melee Animations

Post by blutwurstchen »

As there are no sample melee weapons with RF. I am having problems placing the definitions for melee weapons in the Weapon.ini.

I have read the manual which suggests there should be a similar list of override animations in the 3rd person category as there are in the 1st, but it does not seem to mention if there is a minimum list of animations for melee weapons. I have also scoured this forum and nobody else seems to be having problems with this simple function.

Could somebody post a screengrab of their melee weapon in the Weapon.ini so I can see how its done.
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bernie
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Re: Problem with Melee Animations

Post by bernie »

Does this help? its my sword weapon. for bot 1st person and 3rd person views.

;*********************************************************
; Excalibur
;*********************************************************
[ESword]
type = weapon
slot = 1
firerate = 0.5
catagory = melee
attribute = health
ammunition = stamina
ammopershot = 4
damage = 20
attacksound = sword.wav
emptysound = sword.wav
hitsound = swordhit.wav
;forceviewto = thirdperson
;
; 1st Person
;
;viewactor = v_cosh.act
viewactor = Weapons\p_Sword.act
viewfillcolor = 128 128 128
viewambientcolor = 128 128 128
viewrotation = -60 94.4 -13.1
;viewrotation = -7.1 86.9 0
;viewrotation = -3.1 82 -3.1
viewoffset = -0.5 0.5 1.9
;viewoffset = -1.3 -1.5 -0.9
;viewoffset = -0.0 -1.2 -2.2
viewscale = 1.19
;viewscale = 0.08
viewanimspeed = 1
viewarmanim = Arm
viewidleanim = Idle
viewattackanim = Shoot
viewaltattackanim = Shoot1
viewhitanim = Hit
viewalthitanim = Hit1
viewwalkanim = Walk
;viewwalkshootanim = shoot1

;
; 3rd person
;
playeractor = Weapons\v_ESword.act
playerfillcolor = 128 128 128
playerambientcolor = 128 128 128
playerrotation = -90 180 0
playerscale = .87
;viewanimationspeed = 1
;viewarmanim = idle
;viewidleanim = idle
;viewaltattackanim = Shoot1
;viewhitanim = Hit
;viewalthitanim = Hit1
;viewwalkanim = Walk
shootup = Slash1
shootdwn = Slash1
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blutwurstchen
Posts: 57
Joined: Wed Mar 19, 2008 8:51 pm

Re: Problem with Melee Animations

Post by blutwurstchen »

Thanks,

That's really helpful!

What's the significance of the semi-colons in front of the animation definitions?

And, do I still need to include these animation names for the first person view if I don't intend to use 1st person with the weapon?
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paradoxnj
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Re: Problem with Melee Animations

Post by paradoxnj »

Semi-colon represents a commented line. That line will not be used.
Many Bothans died to bring you this signature....
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blutwurstchen
Posts: 57
Joined: Wed Mar 19, 2008 8:51 pm

Re: Problem with Melee Animations

Post by blutwurstchen »

Thanks for that.

I got the animations to work, except Idle. I'm going to remake the .mots and try again. They show up in Actview, and I know I typed the name right.
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