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SW:JK3 Modding, Mapping and Editing
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Old January 10th, 2008   #11
....what?
 
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Default Re: Weapon Model Properties Possibilities

As I said, it really depends on how the melee is set up.
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Old January 10th, 2008   #12
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Default Re: Weapon Model Properties Possibilities

Well, y'know in MP melle is set up, you're in 3rd person & swinging your fists. What I want is to be set up in 3rd person as well, but bolt two daggers into their hands & use the dual saber animations.

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Old January 10th, 2008   #13
My name only has one L
 
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Default Re: Weapon Model Properties Possibilities

Wouldn't it be possible to use cheats to achieve the effect you want? I did something like it once, by binding "saber [weapon name]" to the '2' key. Would it be possible to script that?

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Old January 10th, 2008   #14
Awkward? You bet!
 
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Default Re: Weapon Model Properties Possibilities

I bet you could find a way to have it NOT chuck the whole mesh, it would just take some real delving. you could always make the effect inherent to one model by making a playermodel that has the part of the weapon that should stay in their hand modeled into it, and the saber they use is the other part...it would require reanimating the throw to not open their hand, and lining it all up properly.

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Old January 11th, 2008   #15
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Default Re: Weapon Model Properties Possibilities

Hmm, I might experiment with that, Marshal

and Isla.....that's not a bad idea....I was thinking of something liek that for some Enemy NPC's I was gonna make, Thanks.

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Old January 11th, 2008   #16
Awkward? You bet!
 
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Default Re: Weapon Model Properties Possibilities

welcome it would take some work though, just to make sure you understand. Some real work.

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Old January 11th, 2008   #17
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Default Re: Weapon Model Properties Possibilities

Eh, I know...I cna handle it

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Old January 11th, 2008   #18
Awkward? You bet!
 
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Default Re: Weapon Model Properties Possibilities

I trust you can

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Old January 14th, 2008   #19
Fencer, Lifter, & Dancer
 
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Default Re: Weapon Model Properties Possibilities

Marshall's way works, I use it in SP all the time. You still only have the one 'saber' slot, and two (or more) saber bind keys. The 'saber' key would behave like normal default JA, and the other two binds would just change the weapon that you use with the 'saber' key. If you didn't need the default saber key, to say turn off a saber since you are using a sword, you could put your binds on that as well.

When you bind your keys though I would recomend that you also specify what stances to use. Changing weapons will sometimes mess up what stances you use. My binds look like this:
bind f2 "saber kyle; setsaberstyle medium; addsaberstyle fast; addsaberstyle strong"

You could also use other styles and adjust speed that way. But if you change speed in the bind it will affect all npc's weapons as well. On second thought use a .sab file to change speed.
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Old January 15th, 2008   #20
lol, I have my own Status
 
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Default Re: Weapon Model Properties Possibilities

sounds sweet and yea Marshall is right cause i use Gray Fox sword (SUPER FAST) with Gravity Hammer (SUPER POWERFUL) it wins agains dessan and Tavion/Ragnos every time WOO and if u make a partial saber throw a Gundam Death Scythe's Scythe would be needed since it ROX

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