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dual wield?
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Author:  molemian [ Tue Dec 16, 2008 12:05 pm ]
Post subject:  dual wield?

hi, i am making a mod where mostly all of my actors have their weapons selected from the start.....
the problem i have is that one of my special-units cannot dual-wield his weapons.
i have at the script for both zorneus (AAL Bombs) and the Z.H.A.T. but i could not find any part which made me understand how those 2 could dualwield weapons that others didn't.
so if anyone could help me with this problem, then please tell me how to do.

Author:  Toes from Europe [ Tue Dec 16, 2008 12:22 pm ]
Post subject:  Re: dual wield?

Add:
Code:
AddToGroup = Shields

to the weapon you want to be held on the offhand

Author:  Duh102 [ Tue Dec 16, 2008 12:49 pm ]
Post subject:  Re: dual wield?

But make sure it is not added to the weapons group. Add to shields and not weapons.

Author:  sergei dreadnought [ Wed Dec 24, 2008 4:19 pm ]
Post subject:  Re: dual wield?

i don't mean to bump topics un-neccesarily (honestly), but i made an offhand SMG, and did all the stuff you say here. but, when i try to use it with the normal SMG i made, you have to use either one or the other, not both at the same time, i'm sure theres a way this can be sorted, to make it always offhand, unlike the riot shield which can onli be used with a pistol. help?

Author:  Duh102 [ Wed Dec 24, 2008 5:00 pm ]
Post subject:  Re: dual wield?

No, dual wielding is not *quite* officially supported, so you have to make sure both weapons are OneHanded = 1 and one is in Shields but not Weapons. You can define it once if you like, since you really just need the one in shields. If you equip two dual-wield weapons from the shields category you can use them both at once without having a weapon from the weapons category.

Author:  deathbal101 [ Thu Dec 25, 2008 12:39 am ]
Post subject:  Re: dual wield?

that didnt work for me.

Author:  Aspect [ Thu Dec 25, 2008 12:46 am ]
Post subject:  Re: dual wield?

ok

how about a description of what didn't work
did you do what it said?
does it crash?
what's the problem?

Author:  Toes from Europe [ Thu Dec 25, 2008 4:23 pm ]
Post subject:  Re: dual wield?

In order to use said weapon, you need to order it from the shields submenu.

Author:  molemian [ Sun Dec 28, 2008 7:15 pm ]
Post subject:  Re: dual wield?

Or as i found out by asking Numgun:
Quote:
HeldDevice = HDFirearm
CopyOf = (your weapon of choise)

put this code after the "DrawAfterParent = 1" part in the script for the units arms.

Author:  Azukki [ Sun Dec 28, 2008 10:12 pm ]
Post subject:  Re: dual wield?

molemian wrote:
Or as i found out by asking Numgun:
Quote:
HeldDevice = HDFirearm
CopyOf = (your weapon of choise)

put this code after the "DrawAfterParent = 1" part in the script for the units arms.

Yeah, but then you have to use that one particular unit to dual wield, and if you switch weapons, you can't go back to dual wielding like that.

The criteria for dual wielding in a much easier way is exactly what Duh said.

- Only one definition of the device is needed. DONT make a 'primary hand' version; it's completely unnecessary and lessens interchangeability.
- This device is added to the "Shields" category.
- This device is not in the "Weapons" category.
- This device is set to "OneHanded = 1". Change this line to one if it's already there, or add it at one if it's not already there.

Author:  molemian [ Tue Dec 30, 2008 12:35 am ]
Post subject:  Re: dual wield?

Ok, i have understood what you have all written, but lets quote something from the OP:
molemian wrote:
the problem i have is that one of my special-units cannot dual-wield his weapons.

What i asked for was a script that would make this particular unit able to dual-wield weapons that "other actors could NOT dual-wield", not a script that would make everyone able to do so, which would instantly lead to this question: Why spending A lot of money on a soldier with dual weapons when you can buy a complete rookie equiped with the same weaponry?
Or: what would you spend your money on: the special unit or the rookie, when their only differences are that the special unit is more expensive?

Author:  Ultric [ Tue Dec 30, 2008 12:41 am ]
Post subject:  Re: dual wield?

molemian wrote:
Ok, i have understood what you have all written, but lets quote something from the OP:
molemian wrote:
the problem i have is that one of my special-units cannot dual-wield his weapons.

What i asked for was a script that would make this particular unit able to dual-wield weapons that "other actors could NOT dual-wield", not a script that would make everyone able to do so, which would instantly lead to this question: Why spending A lot of money on a soldier with dual weapons when you can buy a complete rookie equiped with the same weaponry?
Or: what would you spend your money on: the special unit or the rookie, when their only differences are that the special unit is more expensive?

Buyable = 0
Needs to be on your weapons.

Author:  Browncheese [ Tue Dec 30, 2008 3:31 pm ]
Post subject:  Re: dual wield?

make a special version of the gun that only he spawns with,wouldn't that fix the problem :bounce:

Author:  molemian [ Wed Dec 31, 2008 11:57 am ]
Post subject:  Re: dual wield?

Maybe that could work, but still if he drops them others could pick them up.....

Author:  Ultric [ Wed Dec 31, 2008 6:02 pm ]
Post subject:  Re: dual wield?

molemian wrote:
Maybe that could work, but still if he drops them others could pick them up.....

Check the KMF Opressor code. Whenever he drops a weapon, it turns into terrain.

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