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

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

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

Post by JacksonCougar »

Neat.
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NotZachary82
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Re: Properly Making Non-Dual-wield Into Dual-Wield Weapons

Post by NotZachary82 »

hahaha. :lol:

nice.
xxpenguinxx
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Re: Properly Making Non-Dual-wield Into Dual-Wield Weapons

Post by xxpenguinxx »

Nice, I can't believe how simple that was.

by the way, must plugins use "Nodes" instead of BOnes
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CaptainPoopface
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Re: Properly Making Non-Dual-wield Into Dual-Wield Weapons

Post 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...
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XZodia
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Re: Properly Making Non-Dual-wield Into Dual-Wield Weapons

Post by XZodia »

node == bone
Image
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DarkShallFall
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Re: Properly Making Non-Dual-wield Into Dual-Wield Weapons

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

Post 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.
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DoorM4n
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Re: Properly Making Non-Dual-wield Into Dual-Wield Weapons

Post by DoorM4n »

Would this make a sword work while holding a jackal shield?
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CaptainPoopface
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Re: Properly Making Non-Dual-wield Into Dual-Wield Weapons

Post by CaptainPoopface »

Alas, there does not seem to be a way to avoid dropping the left weapon when meleeing.
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