
PVT Jenkins
Joined: Feb 23, 2009
Advance!!!!!
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Posted: Mar 4, 2009 08:34 PM
Msg. 1 of 34
How To Create A Marine With A Fuel Rod Gun.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 4, 2009 08:36 PM
Msg. 2 of 34
Animate the marine to hold one. And please put all your questions in one topic. It's beginning to look like spam, unless that was your intention.
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PVT Jenkins
Joined: Feb 23, 2009
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Posted: Mar 4, 2009 08:38 PM
Msg. 3 of 34
But Everytime i put a marine then i put his weapons as a fuel rod it comes out to a assualt rifle?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 4, 2009 08:44 PM
Msg. 4 of 34
Because you didn't animate it. I'm not sure how to do it. Or, you can set the tag on the fuel rod to ar, but the marine will hold it like an assault rifle. If the biped doesn't have animations for the given weapon, he'll resort to his original weapon, aka the assault rifle.
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PVT Jenkins
Joined: Feb 23, 2009
Advance!!!!!
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Posted: Mar 4, 2009 08:48 PM
Msg. 5 of 34
No he dosent have a fuel rod gun just an assualt rifle
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Advancebo
Joined: Jan 14, 2008
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Posted: Mar 4, 2009 08:50 PM
Msg. 6 of 34
You dont need to animate it, just copy the fuel rod gun, name the copy "marine frg.weapon". Open it up, and go down until you see 3 letters that are "frg" or something. If it is "frg", then change it to "rl" to use the 3rd person rocket launcher animations. Which the marine animation tag can use, because marines are animated to use rocket launchers. Then in the AI tag or biped tag, copy them and make a new one and insert the "marine frg.weapon" into the slots where it belongs. I cant give you a full walkthrough on how to do it because Im not on my computer. Edited by Advancebo on Mar 4, 2009 at 08:50 PM
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PVT Jenkins
Joined: Feb 23, 2009
Advance!!!!!
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Posted: Mar 4, 2009 08:52 PM
Msg. 7 of 34
Yeah i will take the full walkthrough
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 4, 2009 09:06 PM
Msg. 8 of 34
Quote: --- Original message by: Advancebo
You dont need to animate it, just copy the fuel rod gun, name the copy "marine frg.weapon". Open it up, and go down until you see 3 letters that are "frg" or something. If it is "frg", then change it to "rl" to use the 3rd person rocket launcher animations. Which the marine animation tag can use, because marines are animated to use rocket launchers. Then in the AI tag or biped tag, copy them and make a new one and insert the "marine frg.weapon" into the slots where it belongs. I cant give you a full walkthrough on how to do it because Im not on my computer. Edited by Advancebo on Mar 4, 2009 at 08:50 PM I don't think marines can hold rocket launchers. I had to change a rocket launcher's tag to ar in order for the marine to hold it. Even then, he used AR animations, and the reloading looked funny.
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PVT Jenkins
Joined: Feb 23, 2009
Advance!!!!!
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Posted: Mar 4, 2009 09:08 PM
Msg. 9 of 34
O yeah i need to ask you sometin how do you get a marines flashlight on?
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Mar 4, 2009 09:21 PM
Msg. 10 of 34
Quote: --- Original message by: Gamma927 Because you didn't animate it. I'm not sure how to do it. Or, you can set the tag on the fuel rod to ar, but the marine will hold it like an assault rifle. If the biped doesn't have animations for the given weapon, he'll resort to his original weapon, aka the assault rifle. they just end up holding no weapon. funny topic: anyone know how fuel rod guns blow up in the original campaign when they hit the ground? well on keyes, they drop off fuel rod grunts from a high height, and when they hit the ground, their guns explode but they still play the holding animation and try to shoot you. its hilarious
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 4, 2009 09:33 PM
Msg. 11 of 34
I meant for an AI. If an AI is given such a weapon, he'll resort to the weapon that the biped holds. Also, to get a marine's flashlight on, you use the command that DarkZealot put. It's a scripting command. You either put it into a script, or use it in devmode.
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Advancebo
Joined: Jan 14, 2008
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Posted: Mar 4, 2009 10:05 PM
Msg. 12 of 34
Try giving marines cyborg animations. They will probably stretch though.
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Mar 4, 2009 11:11 PM
Msg. 13 of 34
Quote: --- Original message by: Gamma927 I meant for an AI. If an AI is given such a weapon, he'll resort to the weapon that the biped holds. Also, to get a marine's flashlight on, you use the command that DarkZealot put. It's a scripting command. You either put it into a script, or use it in devmode. i ment ai too. ai is where i found out that bit of information ^
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 4, 2009 11:14 PM
Msg. 14 of 34
No... In Sapien, I gave a marine a rocket launcher (without changing the tag). Instead, he spawned holding an assault rifle.
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Mar 4, 2009 11:56 PM
Msg. 15 of 34
i gave my grunt an assault rifle. lo and behold he spawned with nothing. something is going on there........ marines have major actor variants. maybe THAT one had an assault rifle and your launcher guy's actor variant decided it wanted to be an upgrade? what you are suggesting doesnt make sense if you understand how settings in the biped animations tag work in relation to object lables.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 5, 2009 12:14 AM
Msg. 16 of 34
First of all, I meant that if you gave an actor variant another weapon, it would resort back to the one the biped has. If you were referring to that, well, here's my proof:  I gave the captain a fuel rod gun. No major. Here's in Sapien:  Try it yourself. See what happens. The same happened with fuel rod grunts. A long time ago, I wanted them to hold fuel rod guns, but I didn't extract it properly. So instead, I gave them the plasma cannon weapon. They spawned with plasma pistols. Later, when making flooderadication, and changing their default weapon to plasma rifle, when I added these so called "plasma pistol" grunts, they spawned with plasma rifles.
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Mar 5, 2009 01:54 AM
Msg. 17 of 34
uh huh, except i did do this before and the grunt just spawned with no weapon. then i added a weapon in, and he still didnt use it. probably because the lables didnt match. are you picking up what im putting down? in my case, the biped was referencing the same custom weapon, and the game didnt know what to do so it just placed the ai with no gun. in your case you are modifying original tags where the bipeds reference weapons that the animations have support for.
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Advancebo
Joined: Jan 14, 2008
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Posted: Mar 5, 2009 07:28 AM
Msg. 18 of 34
Quote: --- Original message by: Donut uh huh, except i did do this before and the grunt just spawned with no weapon. then i added a weapon in, and he still didnt use it. probably because the lables didnt match. are you picking up what im putting down? in my case, the biped was referencing the same custom weapon, and the game didnt know what to do so it just placed the ai with no gun. in your case you are modifying original tags where the bipeds reference weapons that the animations have support for. Use the Grunt MP tags animations to get Grunts to hold other weapons.
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iTails
Joined: Nov 26, 2008
The lot of idiots on this forum are veterans
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Posted: Mar 5, 2009 07:43 AM
Msg. 19 of 34
Why not just use the animations from the Masterchief when he holds it in Multiplayer?
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Advancebo
Joined: Jan 14, 2008
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Posted: Mar 5, 2009 08:24 AM
Msg. 20 of 34
Because the cyborg is taller than a marine, so the bones on the marine would need to stretch to fit the cyborg animations. So a stretched marine that might be grotesque is what you will see.
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Advancebo
Joined: Jan 14, 2008
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Posted: Mar 5, 2009 04:52 PM
Msg. 21 of 34
Quote: --- Original message by: Destroyer open the marine model animation tag in kornman00 (guerilla dosen't have the h4x to work)
then under units, click the dropdown menu and go down and select stand, go scroll down, there should be a section called weapons, make sure rifle is selected in the drop down menu, then scroll down again and you should see a section called weapon types, duplicate one of these sections and change the white box thing underneth to fr (i think its fr)
then save, it should let the marine hold the weapon without creating a new weapon tag an easier way is to change the label in the weapon tag. Also since its "rifle", they would hold it like a rifle. Also its frg
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PVT Jenkins
Joined: Feb 23, 2009
Advance!!!!!
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Posted: Mar 5, 2009 05:20 PM
Msg. 22 of 34
But i tried a captain holding a rocket laucher and hey was holding a plasma rifle? and also i tried the flashlight thing explain more eisier ples ples? Edited by PVT Jenkins on Mar 5, 2009 at 05:30 PM
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PVT Jenkins
Joined: Feb 23, 2009
Advance!!!!!
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Posted: Mar 5, 2009 05:43 PM
Msg. 23 of 34
XP that is funny but i go to ck.biped and edit his weapon to a fuel rod gun then if it does not work the captain is screwed
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 5, 2009 06:20 PM
Msg. 24 of 34
For the flashlight, you must know how to create a script, and compile it. Read up on a few scripting tutorials.
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PVT Jenkins
Joined: Feb 23, 2009
Advance!!!!!
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Posted: Mar 5, 2009 07:02 PM
Msg. 25 of 34
Hey how do you change a map to a singleplayer?
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PVT Jenkins
Joined: Feb 23, 2009
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Posted: Mar 7, 2009 11:07 AM
Msg. 26 of 34
How do you create a script for a marine with a flashlight on
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 7, 2009 12:14 PM
Msg. 27 of 34
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PVT Jenkins
Joined: Feb 23, 2009
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Posted: Mar 12, 2009 08:17 PM
Msg. 28 of 34
What is a GBXmodel.model
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 12, 2009 08:50 PM
Msg. 29 of 34
gbxmodel.model? Or do you mean *.gbxmodel?
* can be anything, by the way.
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PVT Jenkins
Joined: Feb 23, 2009
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Posted: Mar 12, 2009 08:51 PM
Msg. 30 of 34
Ughh yeah what is it
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 12, 2009 09:48 PM
Msg. 31 of 34
I think it's the model of the object.
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PVT Jenkins
Joined: Feb 23, 2009
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Posted: Mar 12, 2009 09:50 PM
Msg. 32 of 34
How do you make a gbxmodel for a marine
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Mar 12, 2009 09:54 PM
Msg. 33 of 34
It's already made. Open up the marine_armored.biped file in guerilla, and the .gbxmodel is there.
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sierra117
Joined: Jan 10, 2008
If sex is good exercise, why are there fat sluts?
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Posted: Mar 12, 2009 10:16 PM
Msg. 34 of 34
the .gxbmodel is the actual model. Which has the shaders etc. The collision model is where its has collision. So if you ran into the marine; you wouldn't walk through it. And in the flood's case its also the part where it controls the arms for when they fall off after taken an amount of damage.
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