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Embedded Weapon issue


RoyBatterian

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I'm trying to get Ants to shoot spitballs like the queens do, they make the animation but the projectile never shoots. I basically copied the Acid Spit from the queen, and I've tried both the normal ant and fire ant nifs. I looked at them and I can't see any specific thing attached to either the ants or the queen's models. I assume since the fire ants can use the same weapon type (2 hand launcher) that it shouldn't be an issue. I've tried ProjectileNode and ProjectileNode_Fire in the weapons, and I've also tried different attack animations. I've also added the new weapons to a new form list and set the melee lists in the creature form too, same as the embedded weapon list (this works for a flamer weapon). I also set their combat style to that of the queens.

 

Anyone have any idea how to make this work?

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Did you happan to add the weapon and ammo type in to their inventory?

 

I happen to know the issue if that wasn't it and based on your knowledge I doubt that it was.

 

I recently had the same issue when I made Construction Protectrons use arc welder attack for the 1hp instead of a laser pistol. I looked at its the attack anim. Fire ant and ants do not have the required 2hlattackright animation. I solved my issue with the protectron by duplicating the aim anim and renaming it to anim I needed for it to work properly. THough they might have similar skeletons so slapping the queens 2hlattackright into the fireant folder might work.

 

EDIT - Also noticed they are missing aimup and aimdown anims

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I'd like to know this too. In all of m mods that add protectron NPCs they always end up just using melee, even though they are a literal copy of a default protectron with the same inventory and just a different name :wallbash:

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I'd like to know this too. In all of m mods that add protectron NPCs they always end up just using melee, even though they are a literal copy of a default protectron with the same inventory and just a different name :wallbash:

 

Eh? I've never encountered that issue if it was a creature and I just changed the ID to create a new one. You didn't change anything but the name?

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They are different creatures in seperate folders so they don't share the same attack animations, but without too much work you could get them to do what you want. Looks like the Queen and the normal fire ant have the same projectile node ProjectileNode_Fire so you do want that defined for the emmbedded weapon. The Queen also uses 2 hand launcher attack animations so again you want the weapon set to that.

 

The issue is the Fire ants are using an attack loop while the queen is using attack right. It might be as simple as copying over the Queens attack 2hlattackright.kf or do a few minor text edits to the Fire ants 2hlattackspin.kf in Nifskope and save it as 2hlattackright.kf.

 

So you could give DaemonGrins method a shot.

 

 

Did you happan to add the weapon and ammo type in to their inventory?

 

I happen to know the issue if that wasn't it and based on your knowledge I doubt that it was.

 

I recently had the same issue when I made Construction Protectrons use arc welder attack for the 1hp instead of a laser pistol. I looked at its the attack anim. Fire ant and ants do not have the required 2hlattackright animation. I solved my issue with the protectron by duplicating the aim anim and renaming it to anim I needed for it to work properly. THough they might have similar skeletons so slapping the queens 2hlattackright into the fireant folder might work.

 

EDIT - Also noticed they are missing aimup and aimdown anims

Don't worry about the aimup and aimdown anims, what they do is provide better looking attack animations if the creature is attacking up or down, in the absence of those files the game just sticks to the base attacks.

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They are different creatures in seperate folders so they don't share the same attack animations, but without too much work you could get them to do what you want. Looks like the Queen and the normal fire ant have the same projectile node ProjectileNode_Fire so you do want that defined for the emmbedded weapon. The Queen also uses 2 hand launcher attack animations so again you want the weapon set to that.

 

The issue is the Fire ants are using an attack loop while the queen is using attack right. It might be as simple as copying over the Queens attack 2hlattackright.kf or do a few minor text edits to the Fire ants 2hlattackspin.kf in Nifskope and save it as 2hlattackright.kf.

 

So you could give DaemonGrins method a shot.

 

 

Did you happan to add the weapon and ammo type in to their inventory?

 

I happen to know the issue if that wasn't it and based on your knowledge I doubt that it was.

 

I recently had the same issue when I made Construction Protectrons use arc welder attack for the 1hp instead of a laser pistol. I looked at its the attack anim. Fire ant and ants do not have the required 2hlattackright animation. I solved my issue with the protectron by duplicating the aim anim and renaming it to anim I needed for it to work properly. THough they might have similar skeletons so slapping the queens 2hlattackright into the fireant folder might work.

 

EDIT - Also noticed they are missing aimup and aimdown anims

Don't worry about the aimup and aimdown anims, what they do is provide better looking attack animations if the creature is attacking up or down, in the absence of those files the game just sticks to the base attacks.

 

Yeah I was just pointing it out. The only important one is that right attack. And it would still be vanilla assets just with a new name like IDs in the geck. Though I am stumped by Jokerines issue the only thing that would cause that is if the weapons and ammo were removed from the inventory or an unused protectron creature data was used to create the new one and it didn't have those in the first place. A few minutes ago I happened to look a little further into the ants and saw 2 fireant spit projectiles. Checked em out and they are spit objects with things called blob etc. I think they were trying to do an incinerator type attack for a fireant queen maybe? You might look into those as the projectile.

 

Good luck!

Geoff

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Yeah there's few things that have to be right before a creatures weapon attacks work. The weapons attack animation has to match the animation names it has (both file name and internal animation name), the projectile node has to be identified, the creature has to have the actual weapon and it's ammo in the inventory and it has to have the weapon in the form list it uses.

 

Actually if you want to be really cheeky, you could copy all a creatures attack animations and rename them say from "2hl" to "2hr" or "1hp", bit of editing to the internal names and text keys and you can give the creature extra attacks, spit balls and fire from the same projectile node.

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That's interesting, and I'll think about it... but I probably won't end up doing it. I'm working on AWOP and I don't want to include any assets with it, I would go nuts on it if I did and use all kinds of modders resources but I think that's against Dj's intentions.

 

That being said, is there any other weapons that use the same AttackSpin as the flamer weapon do you know off hand? I can't think of any.

 

I swear I've seen Gecko's shoot spit balls too, but I can't find any weapon for that or any modified Gecko's records.

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