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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Two weapons at once
Jonny_G~rb
General Member
Since: Dec 23, 2006
Posts: 84
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Tuesday, Oct. 14, 2003 02:29 pm
Creating 2 ussocoms in mp to be used simultaniously, is what I would like to be done. Dose anyone out there know how to do it?
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The Guvner~rb
General Member
Since: Dec 23, 2006
Posts: 854
Last: Dec 23, 2006
[view latest posts]
Level 7
Category: SoFII Mapping
Posted: Tuesday, Oct. 14, 2003 04:29 pm
SlowJusko has created a mod that allows dual weapons.  He may be able to help. He's a board member so send him a PM.

:)
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Jonny_G~rb
General Member
Since: Dec 23, 2006
Posts: 84
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Tuesday, Oct. 14, 2003 05:43 pm
thanks man,

Maybe its more difficult then this....but it seems to me that the graphic portion of it seems simple.... you just need to take the existing graphic, flip it vertically, and rotate it by 180 degrees..... but its the code that is a problem for me. I know you are limited to the game engin, but i know you can use dual pistols, in sp so I know it can be done.
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Fragger~rb
General Member
Since: Dec 23, 2006
Posts: 2821
Last: Dec 23, 2006
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Level 9
Category: SoFII Mapping
Posted: Wednesday, Oct. 15, 2003 02:44 am
The fact that something can be done in SP doesn't mean it will work in MP, since they're basically 2 different games.
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slowJusko~rb
General Member
Since: Dec 23, 2006
Posts: 457
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Wednesday, Oct. 15, 2003 09:09 am
Flipping the weapons doesn't really work.
To add dual uzis/pistols, code in support for a second view model, muzzle flash etc and then switch the animations names to left_<animation>.
That's about it really.
If you want it to look right in third person, hack in third person animations etc.

Basically, a lot of mucking around and the end result isn't quite perfect. Better then no two weapon usuage, for sure, but still...
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Jonny_G~rb
General Member
Since: Dec 23, 2006
Posts: 84
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Wednesday, Oct. 15, 2003 03:03 pm
thx man,

 Is the animation for the ussoccom in the wpn file? What do I have to do exactly to the animation? just change right to left? what about the glm and world files, do they have to be changed? Im going to mess around, see what i can come up with...
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Jonny_G~rb
General Member
Since: Dec 23, 2006
Posts: 84
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Wednesday, Oct. 15, 2003 03:26 pm
My weapon file looks like this now....

weapon
{
name "US SOCOM"
displayName "WEAPONS_NAME_USSOCOM"
model "models/weapons/ussocom/world/ussocomworld.glm"
safe true
rank 0.1
oneHanded true
cvar wp_ussocom
category 2 // pistol
menuImage "hud/weapon_icons/ussocom_icon"
menuImageDual "hud/weapon_icons/ussocom2_icon"

mp_animRaise "TORSO_RAISE_ONEHANDED"
mp_animDrop "TORSO_DROP_ONEHANDED"
mp_animIdle "TORSO_IDLE_PISTOL"
mp_animReload "TORSO_RELOAD_PISTOL"

// new school
attack
{
ammoType "0.45 ACP"
clipSize "12"
damage "45"
muzzleFlash "effects/muzzle_flashes/mflash_ussocom_final"
lockFlashToBarrel false
silencedFlash "effects/muzzle_flashes/mflash_silencer"
        muzzleSmoke "effects/muzzle_flashes/smoke_m4"
3rdPersonMuzzleFlash "effects/muzzle_flashes/mflash_pistols_inworld"
ShellCasingEject "effects/shell_brass_small"
EjectBone "ejection_USSOCOM"
inaccuracy ".05"
maxInaccuracy ".05"
range 8192
volume 0.75
kickAngles "1 5 -2 1"

mp_damage 85
mp_inaccuracy .25
mp_maxInaccuracy 2.0
mp_animFire "TORSO_ATTACK_PISTOL"
mp_extraClips "3"

fireModes
{
mode1 single
}
}

altattack
{
ammoType "none"
damage "100"
melee blunt
range 64
volume 0.1

mp_fireAmount 0
mp_range 60
mp_damage 100
mp_gore NO
mp_animFire "TORSO_ATTACK_PISTOLWHIP"

fireModes
{
mode1 auto
}
}
}
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Stannum~rb
General Member
Since: Dec 23, 2006
Posts: 428
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII Mapping
Posted: Thursday, Oct. 16, 2003 12:19 am
Dunno if this is much use to you.

Both the Socom and M1911a1 have left hand anims. All you would need to do is code in a seconf inview model and animtion loading system for it. The player model would get tricky as there are no dual wielding anims.
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quickprime~rb
General Member
Since: Dec 23, 2006
Posts: 10
Last: Dec 23, 2006
[view latest posts]
Level 0
Category: SoFII Mapping
Posted: Thursday, Oct. 16, 2003 06:33 pm
i saw a guy in my clan make it so we had duel uzies and he did it in like 15 min so it can b done :D
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arkanis50~rb
General Member
Since: Dec 23, 2006
Posts: 736
Last: Dec 23, 2006
[view latest posts]
Level 6
Category: SoFII Mapping
Posted: Friday, Oct. 17, 2003 12:10 am
Dual guns is something I'd be interested in learning to do, although I am running out of time and patience with this game.

As for 15 minutes to code in dual uzi's - I don't think so? If it took only 15 minutes to do PROPERLY I would have taken a shot at doing it myself by now.

Ark
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