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Secondary attacks?

Posted: Fri Mar 31, 2006 9:56 am
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).

Posted: Fri Mar 31, 2006 3:51 pm
by Kamazy
Anything is posible with the right scripts. :D

Posted: Fri Mar 31, 2006 5:01 pm
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

Posted: Fri Mar 31, 2006 5:29 pm
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.

Posted: Fri Mar 31, 2006 8:06 pm
by Juutis
...but still: Why is there a key for alternate attack if that attack can't be defined anywhere? :?

Posted: Fri Mar 31, 2006 8:32 pm
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.

Posted: Sat Apr 01, 2006 5:02 am
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.

Posted: Wed Jun 28, 2006 8:57 pm
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...

Posted: Thu Jun 29, 2006 5:52 am
by jonas
Are you wanting the secondary attack to be like clubbing someone with a pistol or something?

Posted: Thu Jun 29, 2006 6:06 am
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.

Posted: Thu Jun 29, 2006 3:03 pm
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...

Posted: Thu Jun 29, 2006 5:40 pm
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...

Posted: Thu Jun 29, 2006 6:37 pm
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.