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Properly Making Non-Dual-wield Into Dual-Wield Weapons

Posted: Wed May 07, 2008 8:20 pm
by DarkShallFall
Properly Making Non-Dual-wield Into Dual-Wield Weapons

First go to the first person model of the same type as the weapon you want wieldable(covenant/human).


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Then go to the chuck cloner and copy the bone reflex to you clipboard.

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After that go to the first person model of the weapon you want wieldable. For this I will be using the battle rifle.

Go to the chunk cloner and overwrite the bone reflex for the battle rifle.

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After that make the battle rifle weapon dual-wieldable.

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Then switch the jmad linked to the weapon to the jmad that the bones originally came from.

After that test to see what it looks like.

The first person camera may be a little messed up because the new jmad, you can fix that by editing the first person camera in the weapon tag.

But in the end it should look something like this.

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I hope you all make the best of this tutorial.

Thanks you,

DarkShallFall

Re: Properly Making Non-Dual-wield Into Dual-Wield Weapons

Posted: Wed May 07, 2008 8:23 pm
by JacksonCougar
Neat.

Re: Properly Making Non-Dual-wield Into Dual-Wield Weapons

Posted: Wed May 07, 2008 10:50 pm
by NotZachary82
hahaha. :lol:

nice.

Re: Properly Making Non-Dual-wield Into Dual-Wield Weapons

Posted: Sun May 11, 2008 12:13 am
by xxpenguinxx
Nice, I can't believe how simple that was.

by the way, must plugins use "Nodes" instead of BOnes

Re: Properly Making Non-Dual-wield Into Dual-Wield Weapons

Posted: Tue Jun 05, 2012 2:10 am
by CaptainPoopface
Four years later...

I am having some trouble with this. I know it seems simple, but I must have run out of smart pills again. My plugin does not have values labeled like this at all. I have skeleton nodes, sounds, screen bounds, animations, animation calls, weapon associations, raw pointers and unknown (my list of reflexives in the chunk cloner). I found an old plugin with a bones reflexive, but when I followed this tutorial, the FP animations disappeared entirely (3P looked great though). Can someone post a plugin that this works for, and/or tell me what the updated name of the reflexive is? I suspect it's animations, but it would also make sense that the non-dual weapon would need the dual animation calls as well.

BTW, I am trying to make the rocket launcher dual wieldable, and I tried copying the reflexive from the smg (master chief FP animations in both cases).

Thanks...

Re: Properly Making Non-Dual-wield Into Dual-Wield Weapons

Posted: Tue Jun 05, 2012 2:49 am
by XZodia
node == bone

Re: Properly Making Non-Dual-wield Into Dual-Wield Weapons

Posted: Fri Jun 08, 2012 5:34 pm
by DarkShallFall
Were editing mode not jmad.
simplified process:

mode(smg):Copy nodes
mode(br):Paste over nodes
weap(br):make weapon dualwieldable
weap(br):swap jmad for smg's

Re: Properly Making Non-Dual-wield Into Dual-Wield Weapons

Posted: Mon Jun 11, 2012 6:05 pm
by CaptainPoopface
Oh my, what a foolish mistake to make. I was reading too DERPLY into it. It works very well when done right. Thanks, and sorry.

Re: Properly Making Non-Dual-wield Into Dual-Wield Weapons

Posted: Wed Sep 19, 2012 12:46 am
by DoorM4n
Would this make a sword work while holding a jackal shield?

Re: Properly Making Non-Dual-wield Into Dual-Wield Weapons

Posted: Wed Sep 19, 2012 1:03 am
by CaptainPoopface
Alas, there does not seem to be a way to avoid dropping the left weapon when meleeing.