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Did you retexture the decals for that car ?
Yes I made my own paintjob and also better handling :)
bandicam 2015-02-28 20-55-33-553.jpg bandicam 2015-03-02 13-35-17-191.jpg bandicam 2015-03-02 13-36-44-694.jpg
 
Did you make dual wield for melee weapons?
Not really. This is sadly just a trick I did with the sword to put one in each hand using the offhand mesh field and some clever animation swapping.

I'm not sure if true dual wield melee is possible at this point, save for small "fist-like" weapons like the Apoca-fists or Gat's knives in GooH. A problem I ran into a lot while putting this together is that, regardless of what animation is defined, the character's offhand "magnetizes" to the middle of the blade, similar to how it automatically holds the foregrip on larger guns, and it leads to some pretty bizarre effects as it clips through the mesh. I think the larger melee weapons have points defined in their meshes to tell the other hand where to hold them.

I'd LOVE to be proven wrong, but I don't think real dual wielded melee weapons will be feasible without serious mesh and/or animation editing.
 
This is sadly just a trick
I would be very happy if you could tell me what files you edited to achieve your effect. I was trying to do that but I do something wrong :(
Also have you tried edit weapon_melee_attacks.xbl? There is "<StandingPrimary>Dual_swords_a</StandingPrimary>"
 
I would be very happy if you could tell me what files you edited to achieve your effect. I was trying to do that but I do something wrong :(
Also have you tried edit weapon_melee_attacks.xbl? There is "<StandingPrimary>Dual_swords_a</StandingPrimary>"
I did notice that, and tried replacing some things in weapons.xtbl and weapon_melee_attacks.xtbl but it didn't seem to make any difference. It still uses the same bat-swinging animation.

The files I did edit were weapons.xtbl and plyf.xtbl (or I suppose plym.xtbl if your Boss is a dude). In weapons.xtbl, add <Offhand_Weapon_Mesh>Light_Sword</Offhand_Weapon_Mesh> somewhere to Light_Sword's data, add <Flag>dual wieldable</Flag> to its flags, and remove <Flag>left hand</Flag> to get it to show up.
Code:
        <Weapon>
            <Name>Light_Sword</Name>
            <Weapon_Class>bat</Weapon_Class>
            <Trigger_Type>single</Trigger_Type>
            <Magazine_Size>0</Magazine_Size>
            <Range_Max>2</Range_Max>
            <Damage_Max>
                <NPC_Damage>0</NPC_Damage>
                <Player_Damage>0</Player_Damage>
            </Damage_Max>
            <_Editor>
                <Category>Entries:weapon_radial:melee</Category>
            </_Editor>
            <AI_Ideal_Range_Max>2</AI_Ideal_Range_Max>
            <Flags>
                <Flag>dual wieldable</Flag>
                <Flag>melee can dislodge movers</Flag>
                <Flag>other hand ik during attack only</Flag>
                <Flag>not allowed with human shield</Flag>
                <Flag>use box shape for melee casts</Flag>
                <Flag>do not hide when sprinting</Flag>
                <Flag>allow offhand grenade</Flag>
            </Flags>
            <melee_damage_to_anchored_scaler>0.2</melee_damage_to_anchored_scaler>
            <Category>WPNCAT_MELEE</Category>
            <Time_Management>
                <Refire_Delay>0</Refire_Delay>
                <min>0</min>
                <max>0</max>
            </Time_Management>
            <Inv_Slot>melee</Inv_Slot>
            <Ammo_per_Shot>1</Ammo_per_Shot>
            <Melee_Damage_Overrides>
                <NPC>1000</NPC>
                <Player>1000</Player>
                <Online>1000</Online>
            </Melee_Damage_Overrides>
            <Alt_Trigger_Type>single</Alt_Trigger_Type>
            <Strafe_Angles>Default</Strafe_Angles>
            <Melee_Attack_Info>2hm</Melee_Attack_Info>
            <AI_Ideal_Range_Min>5.0</AI_Ideal_Range_Min>
            <Ragdoll_Force_Shoot>5</Ragdoll_Force_Shoot>
            <Ammo_Regeneration>0.0</Ammo_Regeneration>
            <Riot_Shield_Damage_Multiplier>1.0</Riot_Shield_Damage_Multiplier>
            <Diversion_Kill_Multiplier>1.0</Diversion_Kill_Multiplier>
            <Blood_Decal_Scale>0.0</Blood_Decal_Scale>
            <Camera_Info>
                <Player_Hit_Camera_Shake>bullet_hit</Player_Hit_Camera_Shake>
                <Player_Hit_Camera_Shake_Intensity>0.5</Player_Hit_Camera_Shake_Intensity>
            </Camera_Info>
            <Info_Slot_Index>0</Info_Slot_Index>
            <Ragdoll_Info>
                <Chance>1.0</Chance>
                <Death_Velocity_Horizontal>0.0</Death_Velocity_Horizontal>
                <Death_Velocity_Vertical>0.0</Death_Velocity_Vertical>
                <Death_Point_Velocity>0.0</Death_Point_Velocity>
                <Death_Angular_Velocity_Vertical>0.0</Death_Angular_Velocity_Vertical>
                <Death_Angular_Velocity_Horizontal>0.0</Death_Angular_Velocity_Horizontal>
                <Death_Range_Min>0.0</Death_Range_Min>
                <Death_Range_Max>0.0</Death_Range_Max>
                <Gravity>0.0</Gravity>
            </Ragdoll_Info>
            <DeathEffect>
                <MatFX>lightsword</MatFX>
                <Lifetime_Humans>750</Lifetime_Humans>
                <DeleteTarget>True</DeleteTarget>
                <VFX>VFX_LightSword</VFX>
                <Lifetime_Other>4000</Lifetime_Other>
            </DeathEffect>
            <Special_Case_Type>Light Sword</Special_Case_Type>
            <Offhand_Weapon_Mesh>Light_Sword</Offhand_Weapon_Mesh>
            <Dual_Wield_Damage_Multiplier>1.0</Dual_Wield_Damage_Multiplier>
        </Weapon>
For animations, you'll want to open plyf.xtbl and find <group>Melee 2h</group> near the bottom, then edit and swap the animations to taste - you'll have to experiment depending on what you want. The one is the photo is the default standing animation, but I find changing the stand State to plyf_rfl_sd.animx yielded decent results.
 
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