Tempust85 Posted September 19, 2013 Posted September 19, 2013 Ok so I'm trying to get this guy into my map, but the map errors out saying "can't find weapon model for weapon". EDIT: Found out that because the bryar pistol was removed from weapons.dat, it errors out. So I replaced the WP_BRYAR_PISTOL with WP_BLASTER_PISTOL in the AI_Mark1. katanamaru likes this
katanamaru Posted September 19, 2013 Posted September 19, 2013 Those guys are awesome! I alway enjoyed fighting them.
MagSul Posted September 19, 2013 Posted September 19, 2013 Ok so I'm trying to get this guy into my map, but the map errors out saying "can't find weapon model for weapon". EDIT: Found out that because the bryar pistol was removed from weapons.dat, it errors out. So I replaced the WP_BRYAR_PISTOL with WP_BLASTER_PISTOL in the AI_Mark1. Those were fun to fight! I'm assuming that worked, but I'm still confused. I opened the weapons.dat in "assets0.pk3 -> ext_data" and found these entries: // These can never be gotten directly by the player//NPC weapons// WP_BRYAR_PISTOL, // NPC weapon - player can pick this up, but never starts with them// WP_EMPLACED_GUN,// WP_BOT_LASER, // Probe droid - Laser blast// WP_TURRET, // turret guns // WP_ATST_MAIN,// WP_ATST_SIDE,// WP_TIE_FIGHTER,// WP_RAPID_FIRE_CONC,// WP_JAWA,// WP_TUSKEN_RIFLE,// WP_TUSKEN_STAFF,// WP_SCEPTER,// WP_NOGHRI_STICK, // WP_BRYAR_PISTOL{weapontype WP_BRYAR_PISTOLweaponclass weapon_bryar_pistolweaponmodel models/weapons2/briar_pistol/briar_pistol.md3weaponIcon gfx/hud/w_icon_briarmissileFuncName bryar_funcaltmissileFuncName bryar_alt_funcammotype 2ammolowcount 15energypershot 1firetime 400range 8192altenergypershot 1altfiretime 400altrange 8192muzzleEffect bryar/muzzle_flashaltmuzzleEffect bryar/altmuzzle_flashaltchargesound sound/weapons/bryar/altcharge.wavaltchargeforce fffx/weapons/bryar/altchargeselectSound sound/weapons/bryar/select.wavselectforce fffx/weapons/bryar/select} Then there's this: // WP_BOT_LASER{weapontype WP_BOT_LASERweaponclass weapon_bryar_pistolweaponmodel models/weapons2/noweap/noweap.md3 //flashsound sound/weapons/probe/fire.wav//altflashsound sound/weapons/probe/alt_fire.wavaltenergypershot 0altrange 8192missileFuncName bryar_funcammotype 1ammolowcount 15energypershot 2firetime 1600range 8192} I wonder why it doesn't work, then!
Pande Posted September 19, 2013 Posted September 19, 2013 It's not available as a weapon in the code, it's simply treated like a weapon for that bot to use.
MagSul Posted September 19, 2013 Posted September 19, 2013 It's not available as a weapon in the code, it's simply treated like a weapon for that bot to use. But then if it works for that bot, why does it not it work when using it with the Mark1?
Tempust85 Posted September 19, 2013 Author Posted September 19, 2013 The Mark1 AI code registers the weapons it uses & the ammo it drops. Checked JKA's weapons.dat and compared it with my DF2 one and I can't remember why, but I removed the bryar weapon lol. *goes back and reverts the code, and adds back the bryar to weapons.dat Oh well, at least I know I found the right place to change the weapons for the Mark1 IF I ever need to lol.
Barricade24 Posted September 19, 2013 Posted September 19, 2013 I was looking at the Mark 1 animations and looks like there were some animations that were never used for him. Like the power up and power down animations. I also think he had an attack that he never used. Regardless, Mark 1 is a cool droid.
eezstreet Posted September 19, 2013 Posted September 19, 2013 Could you do me a favor and make note of any AI oddities that you find in JKA? I have noticed that their AI seems...off in JKA, but I can't put my finger on it. Wouldn't suprise me if they fucked up the AI somehow, seeing as how they screwed up the hazardtrooper hardcore (animations are broken; they give it a "kneeling start" anim, and a "kneeling end" anim, but they don't have a "kneeling sustained" animation, so they look like they kneel and fire, and then snap back to standing; this is extremely noticable on vjun1)
Tempust85 Posted September 20, 2013 Author Posted September 20, 2013 I haven't noticed anything out of the ordinary for the Mark1 when comparing to its appearance in JK2. It appears to attack & move the same. I never noticed that about the hazardtrooper in JKA, was too busy trying NOT to die from the insane amount of damage its weapon does lol. Is it just a code issue or an animation one as well? therfiles likes this
eezstreet Posted September 22, 2013 Posted September 22, 2013 I haven't noticed anything out of the ordinary for the Mark1 when comparing to its appearance in JK2. It appears to attack & move the same. I never noticed that about the hazardtrooper in JKA, was too busy trying NOT to die from the insane amount of damage its weapon does lol. Is it just a code issue or an animation one as well?Just a minor code issue. The animations table in the code is missing the entry for the Hazardtrooper's kneel animation. All you gotta do is add the entry for it, which is like a one-line fix. therfiles likes this
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