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== Blank Holster Adjust & FA Weapon Animations: == |
== Blank Holster Adjust & FA Weapon Animations: == |
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− | ==== // These all apply to weaponInfo Field: ==== |
+ | ====== // These all apply to weaponInfo Field: ====== |
− | ==== // Signal Flag (here for CPU efficiency reasons, otherwise the system wont bother checking) ==== |
+ | ====== // Signal Flag (here for CPU efficiency reasons, otherwise the system wont bother checking) ====== |
− | ==== hasAnimOverrides 1 ==== |
+ | ====== hasAnimOverrides 1 ====== |
− | ==== // The rest are Anime Enums: ==== |
+ | ====== // The rest are Anime Enums: ====== |
− | ==== animReady ==== |
+ | ====== animReady ====== |
− | ==== animReadyWalk ==== |
+ | ====== animReadyWalk ====== |
− | ==== animReadyNoAmmo ==== |
+ | ====== animReadyNoAmmo ====== |
− | ==== animReadyZoom ==== |
+ | ====== animReadyZoom ====== |
− | ==== animAttack ==== |
+ | ====== animAttack ====== |
− | ==== animAttackWalk ==== |
+ | ====== animAttackWalk ====== |
− | ==== animAttackZoom ==== |
+ | ====== animAttackZoom ====== |
− | ==== animStand ==== |
+ | ====== animStand ====== |
− | ==== //animWalk (nofunc) ==== |
+ | ====== //animWalk (nofunc) ====== |
− | ==== //animRun (nofunc) ==== |
+ | ====== //animRun (nofunc) ====== |
− | ==== typeCharge ==== |
+ | ====== typeCharge ====== |
− | ==== animCharge ==== |
+ | ====== animCharge ====== |
− | ==== // Only if Dual Wielding ==== |
+ | ====== // Only if Dual Wielding ====== |
− | ==== animRunAttackR ==== |
+ | ====== animRunAttackR ====== |
− | ==== animRunAttackL ==== |
+ | ====== animRunAttackL ====== |
− | ==== animWalkAttackR ==== |
+ | ====== animWalkAttackR ====== |
− | ==== animWalkAttackL ==== |
+ | ====== animWalkAttackL ====== |
---- |
---- |
||
Revision as of 01:18, 22 March 2025
Class-specific weapon overrides for Full Authentic are handled by blocks of text between braces pasted after the ClassInfo block in a class's .mbch file.
Using such overrides
Again, you might want to look at another map's files to see how it's been used there.
Here is an example weapon block of text that goes at the end of a file, with only the required fields:
WeaponInfo0 { WeaponToReplace WP_BLASTER //Required: Weapon Slot of weapon you're replacing WeaponBasedOff WP_BOWCASTER //Required: For future use, should be the same as WeaponToReplace NewWorldModel "models/weapons2/dh-17/dh-17_w.glm" //Required: New 3rd person/dropped weapon model NewViewModel "models/weapons2/dh-17/dh-17.md3" //Required: New 1st person weapon model Icon "gfx/hud/w_icon_dh-17" //Required: Weapon change icon WeaponName "DH-17" //Required: Weapon change display name }
Here's a somewhat more complex example of an override:
WeaponInfo0 { WeaponToReplace WP_BRYAR_OLD //Required: Weapon Slot of weapon you're replacing WeaponBasedOff WP_BLASTER_PISTOL //Required: For future use, should be the same as WeaponToReplace NewWorldModel "models/weapons2/blaster_two/blaster_pistol_w.glm" //Required: New 3rd person/dropped weapon model CorrectedWorldModel "models/weapons2/blaster_pistol/blaster_pistol_corrected.glm" NewViewModel "models/weapons2/blaster_pistol/blaster_pistol_dual.md3" //Required: New 1st person weapon model MuzzleEffect "blaster/MuzzleFlash01R" //Optional: New muzzle effect AltMuzzleEffect "blaster/MuzzleFlash01R" //Optional: New alt muzzle effect MissileEffect "blaster/Shot02R" //Optional: New effect to be displayed on the projectile customAmmo 750 AltMissileEffect "blaster/Shot02R" //Optional: Ditto for the alt fire FlashSound0 "sound/weapons/bryar/fire.mp3" //Optional: Sound played when the weapon fires AltFlashSound0 "sound/weapons/bryar/alt_fire.mp3" ChargeEffect "gfx/effects/bryarfrontflash" ChargeSound "sound/weapons/bryar/altcharge.mp3" Icon "models/weapons2/blaster_pistol/w_icon_bryar_duals" //Required: Weapon change icon WeaponName "Dual DL-44's" //Required: Weapon change display name //altFireEnabled 0 }
If you want to have more than one override for a class, call the second block WeaponInfo1, the third WeaponInfo2, and so on. Example:
WeaponInfo0 { WeaponToReplace WP_STUN_BATON WeaponBasedOff WP_STUN_BATON NewWorldModel "models/weapons2/droidblaster/bd_blaster_w.glm" NewViewModel "models/weapons2/droidblaster/padme_blaster.md3" CorrectedWorldModel "models/weapons2/droidblaster/bd_blaster_w.glm" MissileEffect "blaster/shot" AltMissileEffect "blaster/shot" Missile3Effect "blaster/shot" FlashSound0 "sound/weapons/westar/fire.mp3" AltFlashSound0 "sound/weapons/westar/alt_fire.mp3" ChargeEffect "gfx/effects/bryarfrontflash" ChargeSound "sound/weapons/bryar/altcharge.mp3" Icon "gfx/hud/w_icon_droidblaster.tga" WeaponName "Not so useful sniper rifle" ReloadTimeModifier 0.25 ProjSpeedModifier 0.01 } WeaponInfo1 { WeaponToReplace WP_ROCKET_LAUNCHER WeaponBasedOff WP_ROCKET_LAUNCHER NewWorldModel "models/weapons2/droidblaster/bd_blaster_w.glm" NewViewModel "models/weapons2/droidblaster/padme_blaster.md3" CorrectedWorldModel "models/weapons2/droidblaster/bd_blaster_w.glm" MissileEffect "blaster/shot" AltMissileEffect "blaster/shot" Missile3Effect "blaster/shot" FlashSound0 "sound/weapons/westar/fire.mp3" AltFlashSound0 "sound/weapons/westar/alt_fire.mp3" ChargeEffect "gfx/effects/bryarfrontflash" ChargeSound "sound/weapons/bryar/altcharge.mp3" Icon "gfx/hud/w_icon_droidblaster.tga" WeaponName "Super-fast Rocket Launcher" ReloadTimeModifier 0.25 ProjSpeedModifier 5.0 }
Override block values
General Values
WeaponToReplace
This is the weapon you want to be overriding.
WeaponBasedOff
This weapon's hand .md3 is the default hand .md3 that is loaded if you don't specify a NewHandsModel.
altFireEnabled
Whether or not the class can use alternate fire with this weapon. If left out, set to 1 (alt fire is enabled). If set to 0, class can't use alternate fire with this weapon.
primFireEnabled
Whether or not the class can use primary fire with this weapon. If left out, set to 1 (primary fire is enabled). If set to 0, class can't use primary fire with this weapon.
customAmmo
Sets how much ammo you have for this gun (in addition to the first clip).
clipSize
Sets the size of the weapon's clip. If clipSize is -1, the weapon doesn't have a clip (similar to grenades).
Icon
The icon that shows up in team overlay and when switching weapons.
FPMult
Force Point damage modifier. Default is 1. This alongside the below multipliers should be placed within WeaponInfo:
FPChargeMult
- Charge weapon FP multiplierFPBlockMinMult
- Minimum FP Damage possibleFPBlockMaxMult
- Maximum FP Damage possibleFPNoBlockMinMult
- Minimum FP Damage possible when not blockingFPNoBlockMaxMult
- Maximum FP Damage possible when not blocking
WeaponName
Name of weapon - shows up when changing weapons.
ReloadTimeModifier
Changes the speed that the weapon reloads. Default = 1, higher values result in slower reloads, and vice versa, e.g. a value of 1.25 is 25% slower reload.
ProjSpeedModifier
Changes the travel time of the weapon's projectile shots. Default = 1, higher values result in faster projectiles, and vice versa, e.g. a value of 1.5 is 50% faster travel time. I AM NOT CONVINCED THIS WORKS -G
Effects Values
Note that all paths should be to a .efx file in quotes excluding the effects folder or the .efx extension - e.g., "greenblaster/rifle_shot" if nothing else is specified.
MuzzleEffect
The fire effect that is used for primary fire.
AltMuzzleEffect
The fire effect that is used for secondary fire.
MissileEffect
The effect that is used for primary bullets/blaster bolts.
The SBD arm blaster, the T21, and the DLT-20a all use blaster effects for their shots. This means that you will have to set up a dummy WeaponInfo block for them with the desired MissileEffect in (the rest shouldn't matter).
AltMissileEffect
The effect that is used for secondary bullets/blaster bolts.
Missile3Effect
Pistol 3 fire effect.
PowerupShotEffect
The effect used for fully charged up bullets/blaster bolts.
MissileMissEffect
The impact effect of the shot/grenade.
altMissileMissEffect
The impact effect of the secondary shot/grenade.
MissileMissEffectEnhanced
The impact effect of the primary shot/grenade when enhanced effects is set to 1 (high). If this is not set, it will use the one specified with MissileMissEffect.
altMissileMissEffectEnhanced
The impact effect of the secondary shot/grenade when enhanced effects is set to 1 (high). If this is not set, it will use the one specified with altMissileMissEffect.
MissileHitHumanEffect
The impact effect of the primary shot if it hits an enemy.
AltMissileHitHumanEffect
The impact effect of the secondary shot if it hits an enemy.
MissileHitDroidEffect
The impact effect of the primary shot if it hits a droid, vehicle, or vehicle-based character.
AltMissileHitDroidEffect
The impact effect of the secondary shot if it hits a droid, vehicle, or vehicle-based character.
ChargeEffect
The effect played when the weapon is being charged.
disruptorBeam1
This will change the image of the normal disruptor beam. The path should lead to an image file or shader.
disruptorBeam2
This will change the image of the charged disruptor beam. The path should lead to an image file or shader.
OverchargeEffect
Blank Holster Adjust & FA Weapon Animations:
// These all apply to weaponInfo Field:
// Signal Flag (here for CPU efficiency reasons, otherwise the system wont bother checking)
hasAnimOverrides 1
// The rest are Anime Enums:
animReady
animReadyWalk
animReadyNoAmmo
animReadyZoom
animAttack
animAttackWalk
animAttackZoom
animStand
//animWalk (nofunc)
//animRun (nofunc)
typeCharge
animCharge
// Only if Dual Wielding
animRunAttackR
animRunAttackL
animWalkAttackR
animWalkAttackL
Sound Values
FlashSound<n>
Sound used when firing primary. You can have up to four flash sounds, from FlashSound0 to FlashSound3. If you have more than one FlashSound, the one used is randomised. The value should be the path to the sound (including extensions) in quotes. However, sounds are usually governed by the efx.
AltFlashSound<n>
Sound used when firing secondary. You can have up to four flash sounds, from AltFlashSound0 to AltFlashSound3. If you have more than one altFlashSound, the one used is randomised. The value should be the path to the sound (including extensions) in quotes. However, sounds are usually governed by the efx.
ChargeSound
The sound played when the weapon is being charged.
SelectSound
The sound played when the weapon is switched to.
Model Values
NewWorldModel
The glm model that the weapon uses.
NewViewModel
The md3 first person model that the weapon uses. If you don't want to use a FPV model (if you're replacing a saber), use the model models/weapons2/dummy/dummy.md3.
NewHandsModel
Path to the _hand.md3 the model should be using.
NewBarrelModel
Path to the barrel .md3 the model should be using.
CorrectedWorldModel
Path to the .glm model used for the second pistol (for westars or arc pistols) - defaults to the NewWorldModel if not specified.
missileModel
Path to the missile .md3 model that the weapon should be using.
altMissileModel
Path to the secondary fire missile .md3 model that the weapon should be using.
primHitscanShot
Convert the primary fire of this weapon to an instant-hit hitscan trace instead of a physical projectile. This does not work for all types of weapons, and does not always retain all the properties of the existing weapon. (Generally, explosive weapons won't convert to hitscan, and hitscan shots don't bounce off much of anything.)
altHitscanShot
Convert the secondary fire of this weapon to an instant-hit hitscan trace instead of a physical projectile. This does not work for all types of weapons, and does not always retain all the properties of the existing weapon. (Generally, explosive weapons won't convert to hitscan, and hitscan shots don't bounce off much of anything.)
primHitscanTracer
Valid values: 0 through 10. Percent change in 10% increments, of a visible tracer occurring with hitscan weaponfire of this weapon. 0 is never, 5 is 50% chance per hitscan trace, 10 is 100% chance.
altHitscanTracer
Valid values: 0 through 10. Percent change in 10% increments, of a visible tracer occurring with hitscan weaponfire of this weapon. 0 is never, 5 is 50% chance per hitscan trace, 10 is 100% chance.
primGore
Will this weapon's primary fire upon striking someone or something, draw blood?
altGore
Will this weapon's secondary fire upon striking someone or something, draw blood?
Note: If only doing sec fire replacements, you can fix the weapon reload sound glitch that uses your primary sounds by transferring and renaming the sec fields to their primary equivalents.