sankojin Posted March 3, 2018 Share Posted March 3, 2018 I'm working on a mod for a melee weapon that will need more then one attach point. I know that it has been done before but I'm having a bit of trouble trying to do it. Anyone know of a tutorial out there or might be able to give me a quick run done on how to do it? I did try just swapping out gun parts with melee ones and it did work kind of. The weapon appears at my feet instead of my hands. I know it has something to do with the equip nod but don't know how to fix it. Any help on a better way of doing it would be most appreciated. Link to comment Share on other sites More sharing options...
JackRob Posted March 4, 2018 Share Posted March 4, 2018 I'm not sure how you've been going about this, but I'll figure what I can to help. If you trying to add new mod attach points to a weapon, simply create a new attach point keyword (or use an existing one, but pick wisely) and add it to the weapon's list of attach points found on the right side of the weapon entry under the list of keywords (It's labeled as Attach Parent Slots). Then make sure that your new weapon mods are set up to attach to that keyword. If you want the new weapon mod to be found naturally on the weapon instead of having to be crafted on every time you find it, you'll want to edit the weapon's "Object Template" found at the top of the weapon entry to the right of the weapon name and add your new weapon mod on each of the templates at the top left. If the weapon is made from scratch, this will likely be empty and you'll want to make a new one. Hope this helps. Link to comment Share on other sites More sharing options...
sankojin Posted March 4, 2018 Author Share Posted March 4, 2018 I'm not sure how you've been going about this, but I'll figure what I can to help. If you trying to add new mod attach points to a weapon, simply create a new attach point keyword (or use an existing one, but pick wisely) and add it to the weapon's list of attach points found on the right side of the weapon entry under the list of keywords (It's labeled as Attach Parent Slots). Then make sure that your new weapon mods are set up to attach to that keyword. If you want the new weapon mod to be found naturally on the weapon instead of having to be crafted on every time you find it, you'll want to edit the weapon's "Object Template" found at the top of the weapon entry to the right of the weapon name and add your new weapon mod on each of the templates at the top left. If the weapon is made from scratch, this will likely be empty and you'll want to make a new one. Hope this helps.Thanks for the reply. I have been able to get to the point that I have two different out comes. The first is if I start my weapon with a gun framework (hunting rifle). If I do it this way then I get all the attachment points in the game to switch out parts. Like the handle, blade, and etc. The problem is if I do it this way the blade of the weapon has a super small hit box. I have to be almost right on top of the person to hit them. The second way is that I use a melee framework (Chinese sword). I can now hit people at the correct distance but now I do not have the ability to switch out parts at the weapons station. It only lists the blade to be switched out no matter what I do. I have no idea what I am doing wrong. I have spent about 9 hours today trying to get this to work with no luck. Any ideas of what I need to do and which route I should go? Link to comment Share on other sites More sharing options...
JackRob Posted March 4, 2018 Share Posted March 4, 2018 Have you created a new Constructible Object (Recipe) for each of your new weapon mods? Without that, they won't show up on the bench at all. If you already done this, you may need to post some screenshots of most or all that you've create/edited so we can see if there's something you're not doing right. Primarily screenshots of the weapon you're creating, including the Object Template, the weapon mods you created for it, and the Constructible Objects (Recipes) for them. Either that or you can allow us to access to the mod through DropBox or such and we can look at it ourselves. Link to comment Share on other sites More sharing options...
sankojin Posted March 6, 2018 Author Share Posted March 6, 2018 I'm not sure how you've been going about this, but I'll figure what I can to help. If you trying to add new mod attach points to a weapon, simply create a new attach point keyword (or use an existing one, but pick wisely) and add it to the weapon's list of attach points found on the right side of the weapon entry under the list of keywords (It's labeled as Attach Parent Slots). Then make sure that your new weapon mods are set up to attach to that keyword. If you want the new weapon mod to be found naturally on the weapon instead of having to be crafted on every time you find it, you'll want to edit the weapon's "Object Template" found at the top of the weapon entry to the right of the weapon name and add your new weapon mod on each of the templates at the top left. If the weapon is made from scratch, this will likely be empty and you'll want to make a new one. Hope this helps.Thanks for the reply. I have been able to get to the point that I have two different out comes. The first is if I start my weapon with a gun framework (hunting rifle). If I do it this way then I get all the attachment points in the game to switch out parts. Like the handle, blade, and etc. The problem is if I do it this way the blade of the weapon has a super small hit box. I have to be almost right on top of the person to hit them. The second way is that I use a melee framework (Chinese sword). I can now hit people at the correct distance but now I do not have the ability to switch out parts at the weapons station. It only lists the blade to be switched out no matter what I do. I have no idea what I am doing wrong. I have spent about 9 hours today trying to get this to work with no luck. Any ideas of what I need to do and which route I should go? Thanks for you trying to help. I figured it out. I feel really stupid but I forgot to add the ma_ to the keywords when I used the Chinese officer sword. It still had the attachments from the Chinese sword. I also needed to add the keywords to the editor id in the object mod. So I now have it working after 3 days of troubleshooting. I still can't get the weapon to hit anything when I start out with a gun for the template but that doesn't matter anymore as I got it to work with the Chinese Officer Sword template. Link to comment Share on other sites More sharing options...
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