New Weapon type.

Newbie Spellweaver
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Well i'm trying to make a new weapon type, Which is a grenade launcher. (Combining the rocket weapon + grenade animation.)

But the issue is, i can't seem to find where the animations are linked to the specific weapon type. I know that the animation is given a name in effect_list.xml but I need to know where they get linked to the rocket type itself.

Any ideas? (:
 
My only guess it in the client itself (the_duel.exe or duel.exe w/e).
So I think you need to work with ASCII, but that's my guess ;) .
 
its definitely coding work.

1st adding a new weapon type
2nd finding the section of code dealing with rocket launcher
3rd replace the firing animation with the thrown animation of
a grenade.

Almost sounds ez enough to do with xml, but i would suggest a DLL
 
its definitely coding work.

1st adding a new weapon type
2nd finding the section of code dealing with rocket launcher
3rd replace the firing animation with the thrown animation of
a grenade.

Almost sounds ez enough to do with xml, but i would suggest a DLL

i'm trying to do it with XML but i can't find where the animation gets linked to the certain weapon type.
 
i'm trying to do it with XML but i can't find where the animation gets linked to the certain weapon type.

effect_list.xml(SFX.mrs) from there it's a smooth sailing of Swapping animations, Also you can do it by Renaming the ELU files to something else, I managed to make my "Thunder Rocket Launcher" from swapping Animations, really easy, and looks awesome if you do it right.

Here is a small example of Swapping Animations:

CookiePG - New Weapon type. - RaGEZONE Forums
 
effect_list.xml(SFX.mrs) from there it's a smooth sailing of Swapping animations, Also you can do it by Renaming the ELU files to something else, I managed to make my "Thunder Rocket Launcher" from swapping Animations, really easy, and looks awesome if you do it right.

Here is a small example of Swapping Animations:

CookiePG - New Weapon type. - RaGEZONE Forums

wouldnt of even thought to do it that way.

very nice.

(Me and my ASM set mind i guess T.T)
 
wouldnt of even thought to do it that way.

very nice.

(Me and my ASM set mind i guess T.T)

It's so fun to mess with the Animations, I'll show you what i'm talking about lol :

Changed Dash Effect:
CookiePG - New Weapon type. - RaGEZONE Forums



Changed Healing Effect:
CookiePG - New Weapon type. - RaGEZONE Forums


Changed Rocket Launcher Effect:
CookiePG - New Weapon type. - RaGEZONE Forums


Changed MG/Rifle Effect:
CookiePG - New Weapon type. - RaGEZONE Forums


And you have so much Options it's crazy, You can make a whole new Animations Set, Also Male/Female Animations. :laugh:
 
It's so fun to mess with the Animations, I'll show you what i'm talking about lol :

Changed Dash Effect:
CookiePG - New Weapon type. - RaGEZONE Forums



Changed Healing Effect:
CookiePG - New Weapon type. - RaGEZONE Forums


Changed Rocket Launcher Effect:
CookiePG - New Weapon type. - RaGEZONE Forums


Changed MG/Rifle Effect:
CookiePG - New Weapon type. - RaGEZONE Forums


And you have so much Options it's crazy, You can make a whole new Animations Set, Also Male/Female Animations. :laugh:

thats hot.. the blue one looks like its from dragonballZ LOL
 
which files?
effect_list.xml inside sfx.mrs.

Just swap animations and meshes around. Quick example:

PHP:
    <AddEffectElu name="ef_berserker">
        <AddBaseModel name="ef_berserker" filename="ef_berserker.elu" />
        <AddAnimation name="play" filename="ef_berserker.elu.ani" motion_type="0" motion_loop_type="loop" />
    </AddEffectElu>

To:
PHP:
    <AddEffectElu name="ef_berserker">
        <AddBaseModel name="ef_berserker" filename="ef_event_ongame_jjang.elu" />
        <AddAnimation name="play" filename="ef_event_ongame_jjang.elu.ani" motion_type="0" motion_loop_type="loop" />
    </AddEffectElu>

Makes the berserker use the jjang instead of the aura around the body :p. I've messed around with it before, it's amusing for a while.
 
What is the name of that new healing effect?

Replace this:

PHP:
	<AddEffectElu name="ef_healing">
		<AddBaseModel name="ef_healing" filename="ef_healing.elu" />
		<AddAnimation name="play" filename="ef_healing.elu.ani" motion_type="0" motion_loop_type="loop" />
	</AddEffectElu>

With this:

PHP:
	<AddEffectElu name="ef_healing">
		<AddBaseModel name="ef_healing" filename="ef_lighteningball.elu" />
		<AddAnimation name="play" filename="ef_lighteningball.elu.ani" motion_type="0" motion_loop_type="loop" />
	</AddEffectElu>

You can also try and Edit the "Lesser_healing" if you want.
 
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