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  1. #1
    IndianaJoe's Avatar Miles
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    Default multiple weapons for the same unit?

    is it possible? Impspy and I tried to give two of the "highlander" models a sword to go along with the ax they have, but it didn't work, he says that both the ax and the sword did'nt show up. any idea why??

    P.S on the same topic, can the same unit have diffrent shield shapes? like a round shield and a heraldic shield like the knights? any help appreciated.

  2. #2
    Opifex
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    Default Re: multiple weapons for the same unit?

    You have to name them properly in the unit. What comments do you have for each weapon?


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  3. #3
    IndianaJoe's Avatar Miles
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    Default Re: multiple weapons for the same unit?

    erm, I don't quite understand what you said, but Impspy did rename the sword to sword_primary

  4. #4
    Opifex
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    Default Re: multiple weapons for the same unit?

    It not only needs to be renamed, but the Comments for it need to be changed as well. In Milkshape there is a "Comments" section for each object that you select. Paste here what you have for the sword and for the axe.


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  5. #5
    IndianaJoe's Avatar Miles
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    Default Re: multiple weapons for the same unit?

    um, I found a different sword that came with "primary weapon" comments, but now I have two more problems, they all have swords, and the swords have a screwed up texture, the thing is, I only changed "lod0" and "lod3", before I had #0 and #1, but I had the same problem... so I renamed #1 to #3 but nothing happended, any idea why?

  6. #6
    Opifex
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    Default Re: multiple weapons for the same unit?

    I'm sorry you're dealing with hypotheticals, which is very hard for anyone else to visualize unless you provide them with concrete examples and screenshots.


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  7. #7
    IndianaJoe's Avatar Miles
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    Default Re: multiple weapons for the same unit?

    oh, sorry, I will post those shortly

    EDIT: here they are


    Last edited by IndianaJoe; March 24, 2009 at 06:52 PM.

  8. #8

    Default Re: multiple weapons for the same unit?

    I guess this is what you are trying to do!!
    Spoiler Alert, click show to read: 
    ,


    If you read carefully what signiferone has posted, you should find the answer.
    There is no lod0 or lod3 that need to be changed, comments are divided in groups, group type and group flag: in milkshape select your weapon model in the group section and click comment, a window will pop up that has something like this.
    Code:
    primaryactive0
    sword_X
    0
    this is the comment , group type is primaryactive0 , group flag is 0 it can also be 1( 1 = randomize an specified weapon or 3d model)

    So for a unit to be able to have two weapon types you need to do the following:

    First merge the model with both sword and axe.
    make the proper comments for the sword.
    1-
    Code:
    primaryactive0
    sword_X
    0
    2-
    Code:
    primaryactive1
    sword_X
    0
    3-
    Code:
    primaryactive0
    Axe_X
    1
    4-
    Code:
    primaryactive1
    Axe_X
    1
    This should make the two weapons visible, but there can be only one type of animation so make the right choise, in this case my model is using 2h_axe animation for both weapons(2h_sword and 2h_axe)
    Contribuitor IBIICB-WOTN-Modeler-Scripter


  9. #9
    Opifex
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    Default Re: multiple weapons for the same unit?

    Icedie, as far as I know changing the last number does not mean to make it 'randomized', but rather to make it optional. Thus if you see leather pouches in vanilla's M2TW models, there is only one kind of object in that model group (the pouch itself), but there is a 1 at the end of its comments meaning that it sometimes might not show up in the game.

    Here is what you need to do to have a unit use multiple weapons.

    It's really no different from adding two variants of the same weapon.

    Basically you open up your model, before any changes. At that moment it just has one weapon. Open its Comments, and it should say (as Icedie writes):

    Code:
    primaryactive0
    sword_X
    0
    sword_X refers to the name of the sword object, while primaryactive0 tells the game to use this weapon when the unit is in battle.

    Anyway, everything is fine, close the Comments box.

    Add another weapon model. In its comments, write

    Code:
    primaryactive0
    axe_X
    0
    where axe_X is the name of this new weapon object. What this whole entry tells the game that axe_X is also something that the sword should have during battle, along with sword_X. Thus, you'll see units use one or the other.


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  10. #10
    IndianaJoe's Avatar Miles
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    Default Re: multiple weapons for the same unit?

    @ Icedie so you are saying not to delete the ax form the highlander models, but to just add the sword to the model?

  11. #11

    Default Re: multiple weapons for the same unit?

    Quote Originally Posted by IndianaJoe View Post
    @ Icedie so you are saying not to delete the ax form the highlander models, but to just add the sword to the model?
    Yes!!

    @Signifer
    Just what i said!!
    primaryactive0 is the current weapon in use , and primaryactive1, is the upgrade to be use in battle.
    as far as I know changing the last number does not mean to make it 'randomized', but rather to make it optional.
    What ever dude i am not arguing with you i am just trying to be helpful, randomized and optional seems the same to me and don´t make a big deal out of it, the point is to make IndianaJoe figure this out.
    Last edited by Icedie El Guaraní; March 25, 2009 at 12:29 PM.
    Contribuitor IBIICB-WOTN-Modeler-Scripter


  12. #12
    IndianaJoe's Avatar Miles
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    Default Re: multiple weapons for the same unit?

    now the game ctd's

    all the swords are
    Code:
    primaryactive1
    sword_X
    0
    and all the axes are

    Code:
    primaryactive1
    Axe_X
    1
    the X is any number between 22 and 30

  13. #13

    Default Re: multiple weapons for the same unit?

    Quote Originally Posted by IndianaJoe View Post
    now the game ctd's

    all the swords are
    Code:
    primaryactive1
    sword_X
    0
    and all the axes are

    Code:
    primaryactive1
    Axe_X
    1
    the X is any number between 22 and 30
    no there has to be at least 1 comment with primaryactive0. and if you wish the game to pick both in the first upgrade you should have both axe ad sword with the primaryactive0.
    Contribuitor IBIICB-WOTN-Modeler-Scripter


  14. #14

    Default Re: multiple weapons for the same unit?

    The last number does make the item optional. All items included in the model are already randomized. 0 means that it will show at all times and 1 means that it may or may not show. 1 is used for units that have optional equipment attached to them such as capes, headbands, knives, bags, and things of that such. Your comments should be

    primaryactive0
    sword_X
    0
    primaryactive0
    axe_X
    0
    Last edited by Forrest Gump; March 25, 2009 at 07:34 PM.
    Stupid is as stupid does...

  15. #15
    IndianaJoe's Avatar Miles
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    Default Re: multiple weapons for the same unit?

    thanks guys it worked +rep

    here they are:

  16. #16

    Default Re: multiple weapons for the same unit?

    Glad it worked out for you.
    Stupid is as stupid does...

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