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Custom broken_weapon !fixed: reply if you want an explanation!
#1
I've fixed my work and am now able to create a custom broken_weapon without hex-editing the LF2 executable.

You guys want an explanation/example?

Original post. (Click to View)
My projects:
=> Comet - LF2 ver.1.9/1.9c skin.
=> CRE - ComboRegenerativeEnemy.

Contact me if the links to my projects become unavailable.
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#2
well, I`ve never heard of a broken weapon method without hex edit to be serious, but I might be able to help out with the activating broken weapon of a box - you can study klf2 for it.

In this stage there`re boxes filled with drinks, but they`re t5 objects and spawn the broken weapon - how? Well, I activated a frame inside the box-dat-file, this frame had state 3005 and pic 999 to hide it and a bdy on y: 1000, when I wanted to show the broken weapon I simply activated a itr with an injury higher the weapon health and on y: 1000 - the box will be destroyed, the broken weapon show up...

Hope this helps a bit...
[Image: random.php?pic=random]
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#3
bluna has a custom broken weapon
julio has a custom broken weapon
the sandbag has a custom broken weapon

all with weapons holding another object - not necessarily a weapon
most important is that the broken action in that object starts at frame 0 - you can there put your animation/opointing
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Thanks given by: Bamboori , HappyHouR , JossuaDC
#4
(01-19-2010, 10:12 PM)YinYin Wrote:  bluna has a custom broken weapon
julio has a custom broken weapon
the sandbag has a custom broken weapon

all with weapons holding another object - not necessarily a weapon
most important is that the broken action in that object starts at frame 0 - you can there put your animation/opointing

wow, thats interesting, will have a closer look :)
[Image: random.php?pic=random]
www.lf-empire.de
Once I had a fortune, it said: "Leave now. Life is short. Time is luck"
Don't dream your life, live your dream!
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#5
I updated the weapons guide. I saw you useing that thing but I didn't pay attention to that lol. Here I updated the guide.

http://www.lf-empire.de/forum/showthread.php?tid=3788
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#6
(01-19-2010, 10:12 PM)YinYin Wrote:  bluna has a custom broken weapon
julio has a custom broken weapon
the sandbag has a custom broken weapon

all with weapons holding another object - not necessarily a weapon
most important is that the broken action in that object starts at frame 0 - you can there put your animation/opointing
Checked out Bluna; she uses the weapon-hit-ground-technique.
I need my weapon to be able to opoint the custom broken_weapon from the sky-frames.

I'll report back here if I get the opoint to work.

Edit: Oh, dear god... I'm an idiot. Thanks, YinYin; you've solved my problem.
When the original weapon disappears, the held weapon doesn't go to the sky-frames, but to a different set of frames.
Time to fix my stuff.

Edit2: Okay, I've fixed it. I might update my first post with the solution (and an example) if you guys wish me to.
Thanks are given to the legend of LF2; YinYin.
My projects:
=> Comet - LF2 ver.1.9/1.9c skin.
=> CRE - ComboRegenerativeEnemy.

Contact me if the links to my projects become unavailable.
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#7
i will like an explanation please
i would like an explanation please
Lol, twice power! - Simoneon
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#8
[youtube]DpJRYotGlYI[/youtube]
My projects:
=> Comet - LF2 ver.1.9/1.9c skin.
=> CRE - ComboRegenerativeEnemy.

Contact me if the links to my projects become unavailable.
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#9
To be honest, I don't think it is very realistic that coffin is bouncing like that.
But it's another story.
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#10
(01-25-2010, 06:28 PM)Simoneon Wrote:  To be honest, I don't think it is very realistic that coffin is bouncing like that.
But it's another story.
I know it's not realistic, but you do realise that this is just an example, right?
Absolutely - Simoneon
My projects:
=> Comet - LF2 ver.1.9/1.9c skin.
=> CRE - ComboRegenerativeEnemy.

Contact me if the links to my projects become unavailable.
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