Makeing a Gun automatic

Post » Sun Aug 29, 2010 10:49 pm

Alright, so i just got back to fallout and i wanted to make a little house with some enchanced guns and armors and stuff you cant get in-game. Now I got a combat shotugun a few pistols and a alien autonamizer that I want to make automatic but when i click the automatic button in the weapon screen it seems alright but when i play it in game the animation dosnt work and the fireing is all messed up. For example I got the alien pistol and hit the automatic button in the weapon screen loaded it up in game and tried to shoot it but when I did the animation seemed to go but it didnt fire and then I held down the fire button a little longer but still nothing so can any one plz help me out on how to make any gun really a automatic
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GEo LIme
 
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Post » Sun Aug 29, 2010 8:24 pm

My guess is you probably cant do it. The animation must exist for the weapon to fire automatic.
Now, if one exists, you need to select it on the weapons 'Art and Sound' tab. You 'could' try the ones that exist and see if any of them work for you. :shrug:
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Pete Schmitzer
 
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Post » Sun Aug 29, 2010 11:06 pm

Yea, it depends on the animation you select. Some of them are auto, some arent. I was making a 'street sweeper', or pretty much an uzi combat shotgun. To make it auto I had to assign it the animations of an assault rifle. So when you held it, you held the grip wrong (like a pistol grip, not rifle grip) but it did fire auto. This is what you will have to do.
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STEVI INQUE
 
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Post » Sun Aug 29, 2010 7:52 pm

ty ill try that
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Eibe Novy
 
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Post » Sun Aug 29, 2010 8:10 am

My guess is you probably cant do it. The animation must exist for the weapon to fire automatic.

you probably know this, you can mix and match animations.

example http://www.youtube.com/watch?v=cOILLRjhkQU

saiden used a combo of the reload of the shotty, and the rest i think is the magnum. though this probably only works well out of the box because he is using 2 anims from the same anim set. ie 1handpistol.

I always thought you could get clever and probably copy some blocks around in the kfs and get one step further. Particularly with the melee weapons. you could potentially add blocks for any kind of weapon animation there, as long as you don't need to do something different with actually striking mode itself. I'm a bit pooped right now to get stuck into this and get it to work. but I really think there are possibilities to be explored.
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Czar Kahchi
 
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Post » Sun Aug 29, 2010 10:17 am

Yes, I know you can use other weapon animations, but the hand grip may be off, depending on how the weapon compares to the weapon that normally uses that animation.

I have seen some strange effects with weapons that dont match, but you use the animation anyway. Like a hand holding nothing but air instead of a barrel. :lol:
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Evaa
 
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Post » Sun Aug 29, 2010 7:04 am

Maybe, maybe it can. I have seen enough over the years never to believe something can't be done until you, or someone you trust gave it a try. imo an auto shotgun might very well be possible. I can't see why it couldn't be done. I remain optimistic. only one way to know...
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Romy Welsch
 
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Post » Sun Aug 29, 2010 8:52 pm

imo an auto shotgun might very well be possible. I can't see why it couldn't be done. I remain optimistic. only one way to know...

I made this my project for last night and the results are pretty good. Here's what I have so far...

This is only a test weapon, so there's somea lot of overkill on things like damage and speed. As it is below, nothing in the wasteland can last more than a second in front of this thing. Obviously for practical purposes those would need to be toned down.

http://webpages.charter.net/biscuit1/dog/autoshotgun1.jpg
The sight FOV, Sight Usage, and Max Range should probably be left at default.. these ones are because I like zoom and distance.
The key to getting automatic to work without changing animations is the Long Bursts checkbox. It's worked on every weapon I've tried so far.

http://webpages.charter.net/biscuit1/dog/autoshotgun2.jpg
Everything's standard except for the animation multipliers and the IS checkbox. This does use the correct grip on the weapon.

http://webpages.charter.net/biscuit1/dog/autoshotgun3.jpg
Reduced rumble, otherwise there's too much ragdolling at this firing rate.

I tested both the TwoHandRifle and the TwoHandAutomatic animation types, there's no difference between the two except for the hand/weapon positioning. The only issue I noticed when firing is the firing/recoil animation plays once with no shot before it all syncs up on the second shot and plays fine from there on. This happens reguardless of the animation selected, but it's not a huge issue, especially at a faster firing rate (reason for the increased animation multipliers).
The one bigger issue is firing while using the R-mouse aim/zoom in both 1st and 3rd person views. Some of the shots don't fire but the animations all play smooth throughout the auto sequence. I'm pretty sure it's a combination of the semi-auto fire delay and the animation multiplier settings, as in adjusting them to get the miss rate down, but I can't be sure at this point. It may very well be an issue with the 1st person animations, though I tend not to think so because the animations play fine, it's the game not registering the shot. That is why I have the 1st person IS checkbox selected in the second pic, though the difference it made is nearly nil. I did try using different sight settings thinking that might've been the cause, but I didn't find any I tried that helped much so I put the zoom back on. Would be nice to get the answer for that as this thing is scary deadly and addictive. Even with that aim fault It's not going to be easy to go back to more competitive weapons.
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Valerie Marie
 
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