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Ranged Weapon double as a hand-to-hand one? Worth to be read... I think...


TheExile

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Posted

Hi all :wavey:

 

Is it possible for a range weapon to be used as a hand-to-hand one? Imagine the scenario:

You see a stupid Gamorean at 20 m. away and you shot him. He charges at you, when he comes in range of the hand-to-hand, the PC fights using the staff animation, but the same weapon.

Understand? I donno if it's possible, but after my "parallel-with-modding" idea, when the enemy gets to... let's say 2 m. from the character, it is triggered the staff animation, much like the computer does when you put a party member to the "Ranged" role- when the character is attacked with melee, it switches to a melee combat.

Posted

It's not possible. You can't have a ranged weapon that doubles as a melee weapon, and then if you did, all of the attacks (both ranged and melee) would be there for you to choose from.

Posted

Right...

But then something else...

Like having the same model of a gun for a melee weapon and the melee weapon equipped in the 2nd slot? I don't think that's to hard. How can I do it?

 

P.S. Men that answer was quicker then expected. Thx!!! :)

Posted
I'm fairly certain that can't be done also. You'd end up with even more problems than with a weapon that's both. What would the gun do during the melee animations?

 

Perhaps he's asking for new animations for the gun so it looks like you're pistol-whipping or somesuch?

 

_EW_

Posted

Nah... The animation of the staff... Can't be done... I mean, can't I use the staff animation for a Mandalorian Heavy Repeating Gun? I mean, that gun is big...

Please. Someone tell me how to add the staff animation to a new weapon with the heavy mandalorian repeater model, please...

Posted
Nah... The animation of the staff... Can't be done... I mean, can't I use the staff animation for a Mandalorian Heavy Repeating Gun? I mean, that gun is big...

Please. Someone tell me how to add the staff animation to a new weapon with the heavy mandalorian repeater model, please...

 

I do not believe that there is any way to make the game recognize a combination ranged/melee weapon. If it was, someone would (probably) have already made the Ultraviolet blaster/knife combo.

 

There is a small glimmer of hope, however. You can take the parts out of a melee weapon model and replace them with the parts from the blaster model. It won't shoot, but you can beat on Gammoreans with it. If you want to get really fancy, you could hold the "club" by the barrel, and have some blades sticking out of the butt.

Posted

Wait... Is the request for TSL? If it is I think you could do something like this. You could have two separate items that look the same one of them would be a melee weapon, the other would be a blaster (I think you can swap weapons in TSL when you press a button). Of course it would look a bit strange when you stopped a lightsaber with a blaster. :xp:

Posted
Of course it would look a bit strange when you stopped a lightsaber with a blaster. :xp:
Cortosis blaster. :D

 

Sounds like a neat mod idea. Definitely will look/feel more realistic (:lol:) because of the weapon sets, so you can switch from blasting someone in the face to blaster-whipping them upside the head. :)

Posted

Well, I'll be playing around with a "Head-On-A-Stick" weapon anyway, and this is the same basic concept, so I'll see what I can do. You have to tell me what <3 means, though......

Posted
Well, I'll be playing around with a "Head-On-A-Stick" weapon anyway, and this is the same basic concept, so I'll see what I can do. You have to tell me what <3 means, though......

It means a heart :xp:

 

Yes for TSL!!! If you do this I'll <3 you more then I do now!!!

In another way to say it:

Me Love you long time.

Posted

Er, it might not be what you're looking for, but I once had a bit of fun by setting the "weaponwield" value of blasters in baseitems.2da to the stun baton's one. And I think I also changed the range (don't remember the name of the column, maybe "weaponrange" or something). Well, if you basically want to bash guys with your blasters, that's the way to do it. You can't switch between fire/bash modes, though.

Posted

Here it is:

 

This is a Heavy Repeater that has been modified for melee fighting. It has a pop-out barrel extension which enables the user to turn it around and use it as a club. In this mode, the power pack is diverted to an energy shield, which enables this fearsome bonecrusher to stand up to lightsabers.

 

Screenshot:

http://www.e-varmint.net/w_waraxe_038.jpg

 

Download:

http://www.e-varmint.net/iw_waraxe_038.zip

 

Put it all in your TSL Override. Use KSE to give yourself the item ev_melee_38.uti

 

Edit: It only works as club. It does not shoot.

Posted

Ugh... I just found out I don't have TSL installed, and tried clearing up some space (I have a partitioned Apple 10) and around when I cleared up 1.45 Gigabytes I realized I couldn't fit it on there, sorry! :( Right now you can try out e-varmint's mod.

Posted
e-varmit <3<3<3!!! But one more thing: the weapon supposed to have thestaff animation. Thanks anyway!!! <3<3<3<3:D

 

The staff animation would not have worked as well.

Posted

But plssss, make one with a staff animation too! PLs, pls, pls!!!

Edit: Ow and if you can you could also make a Heavy Blaster with the animation of a stun baton.

Posted

do you read? he said the staff animation wouldn't owrk. lol i've been thinking of this a while and now i dont' have to do any work. thanks e-varmint :lol:

Posted
But plssss, make one with a staff animation too! PLs, pls, pls!!!

Edit: Ow and if you can you could also make a Heavy Blaster with the animation of a stun baton.

 

What, exactly, do you mean by "staff animation"? Do you want a staff to pop out of the barrel?

Posted

No no... The PC/NPC will fight using the staff animation. No need for add-ups (barrels, knives etc.) The character just holds the the gun from the middle and attacks like he would have in his hands a staff- like in your first mod, it fights like it had a saber in his hands.

Get it?

Posted
No no... The PC/NPC will fight using the staff animation. No need for add-ups (barrels, knives etc.) The character just holds the the gun from the middle and attacks like he would have in his hands a staff- like in your first mod, it fights like it had a saber in his hands.

Get it?

 

The combat animation. I thought you meant the internal animation in the model. In that case, it should work just fine. Minor intercontinental communications glitch. I'll post it in the Upper City Emporium in the next day or two.

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