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.Did you make dual wield for melee weapons?
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 wrongThis is sadly just a trick
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.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>"
<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>