if someone shares male skeleton with proper hold of the gun when using skill (not gun point UP when supposed to shoot straight) I'll share server files with bullet support
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if someone shares male skeleton with proper hold of the gun when using skill (not gun point UP when supposed to shoot straight) I'll share server files with bullet support
that would be cool sir jolin, thanks to you already... but i haven't put the skills yet though that's why i have not seen such "error" yet, still on normal attack... and i never edited anything yet except the creation of the gun item, don't have the "tool"... about the Attack Attribute, are the "pump gun", "sniper gun" and "double gun" the only gun AA's?.. is there no automatic or assault yet?
you'll have to stick to dagger and club to keep it compatible with the editors
and I doubt there will ever be assault or automatic guns because the skills require specific attack attributes
@sir Jolin
some skeletons that used by gunner (in b_m.x for double gun):
r_gun : right hand gun (reposition in .abl file)
l_gun : left hand gun (reposition in .abl file)
r_gun_slot : right gun slot
l_gun_slot : left gun slot
some skeletons that used by gunner (in b_m.x for rifle gun):
gum : (reposition in .abl file)
some skeleton in gun skin:
Grip (always exist in all gun skin)
Trigger (always exist in all gun skin)
Tg_End (always exist in all gun skin)
Mover (always exist in all gun skin)
and a lot of bone that used for skin modifier in mesh..
Well I don't know about deep exploration yet, haven't tried working on skeleton before
what do you mean by right angles?
Attachment 91008
i think adding bullets
is juts like bow with item requirement
we can do the same n club and dagger
thanks for the info geger
and in ep7 even b_m.x didnt have skeleton on gun skin..the gun still show up..
coz they marge gun skin and gun skeleton first (s_sgsxxxx.X and b_sgsxxxx.X) in .vps file..and then marge .vps with gun weapon animatio (like bullet effect, fire and else) in .vhf files..the last they put .vhf with b_m.x and reposition skeleton in .abl file and makes 2 .abl file..right_hand.abl and left_hand.abl
that what i know..sorry for my bad english..>.<
ok, clear... but i did not use any dagger or club, used an "empty" slot in the item.isf... still haven't tried the skills...
using empty slot by hexing or by using CSV to go over limit will lead to no hit animation
i used item editor sir jolin... put cps, att. att, etc.. and naming it "TestGun"... just that simple coz i really don't know how to hex or edit profoundly...
about this..you cant find all skeletons/bones with deep exploration coz some skeletons/bones are hidden..
its better to use 3ds max coz we can see hidden skeletons/bones..
this my idea for who want create gunner class (i think this can be add with edit the source):
1. make new class base on normal class source and interface
2. add o_m5.chf
3. add new attack animation value and new item value for gun to game.exe
4. add some new item value for gun in comment.ini to match with game.exe
5. if possible add structure from gunner weapon (.vps, .vhf and .abl) to game.exe, so game.exe can read .vps .vhf and .abl
i'm not sure about this, coz i dont know game.exe process to read item file, character .chf...:ott1::ott1:
i think must learn c++ code to know that..:ott1::ott1:
I know fairly good C++ and I can tell you, making it compatible with vps vhf and abl is very hard, because you need to figure out how they work without any guide telling you what data is used for what, so it's easier to convert the meshs to work in ep7 rather than learn how to use the new formats
so about number 1 - 4 are possible to do??
yes I already did 2-4 and 1 is my next step
thats is really good news...(>.<)b
for interface i think you can see what to add in yong online gunner version gui folder..not sure about that..
I already have the interface working so easy, not even required to edit source for that
thats awesome..
i guess i must learn c++..>.<
here just for you : http://forum.ragezone.com/f528/guide...ning-c-771031/
ahh...i forgot..
the last thing is make summon and decoy button are available in skill editor..and make game.exe can process that skill..
The game.exe can process summon skills already, it's the skill editor that's too outdated to create them
ahh..so we just need to edit skill editor source to have that skill??
I dont know anything bout c++...
What i do is open all .h and .cpp and examine...
After examine compare it to the old files and u can get a clue what does the lines means...
The good place to start modding the source code for me will be the search box at the top of vs 2003...(this is how i found almost everything i change in the source code)
Just be creative using the keywords to search...
p/s:The bad thing that comes from this method i think is we dont know if the code is 'good' or 'bad' coz we dont have a clue about c++...
Good Luck...
i know that..but it must better if we learn c++ to our future development..
wow...this topic getting hot...so keep it clean..and sir jolin....thx for the next share..i mean we can use bullet for gun >.<...
sir/mam can some one make a guide step by step to do this??
sorry noob here :(: