I know people will tell me to try google, search button, look around forums, and I have. I've seen a few threads with something like question, but the answers don't go into specifics. I've been searching for a few months on and off, and finally, I decided to join this forum so I could ask it straight out. Basically, how do I make a Kasrkin shoot heavy bolts? Like, I can give the Kasrkin a heavy bolter weapon, but ingame, he will not be holding any weapon and there will be no firing effect, but enemies will die. How do I make it so that he's holding a hellgun, but the hellgun is spitting heavy bolts with a heavy bolter muzzle flash? Please don't just say "You need 3ds max." If you can, please go into specifics like "go to DXP2/data/attrib and look for the..." or "change the 'hellgun laser.jpg' to 'heavy bolt.jpg'".
this might help you
It's about vehicles loosing weapons as they loose health, but it may be somehow applicable to to changing weapons fro squads as well
though to be most specific You probably have to copy paste the values in the rgd's First find the hellgun entry and the hb bolter entry Overwrite the values and the\re also probably an fx value--that is the way the gun looks
otherwise here is the thing with the vehicles Relic Forums - How to create vehicles (or units in general) that lose weapons as they die.
If there is an fx value, I haven't found it. I've looked high and low on both guard_hellgun_kasrkin.rgd and guard_heavy_bolter.rgd, a lot of the folders inside attrib. I've never found anything that says that a hellgun shoots a repeating laser or something.
"Please don't just say "You need 3ds max."
Sorry, but you do need 3ds max. The kaskin model doesn't have a heavy bolter so you can't make it hold one without changing the model itself and the vis_files. You can change the luas/RGDs and you can get the damage of a heavy bolter, with a bit of messing about you might even get the fx working but you can't make something that isn't there show up in game so the heavy bolter is never going to appear :( Sorry dude.
You're right, I didn't read it properly. So copy and paste the guard_hell_gun and rename it guard_hell_gun_bolter or something and then change the entry in the ebps file for the Karskin to point to this weapon and not the original (so if you mess about with it, it won't stuff up the weapon for other other squads). Then copy and paste the values from the bolter weapon lua to get the same damage values. Copy all the art entries too for hit and miss effects. Try it out and see how you get on. I can't see entries for weapon fx so I'm not sure where these are picked up (I've only had a very quick look) so I doubt you can change the muzzle fx in the luas. I thought from memory you could but you may have to change this in OE. You don't need 3ds max for this, just Mudflap's tools but it's complicated if you have never done it before. Try the above first and see how you get on.
THANK YOU, something that really, really helps! Yeah, I did mean the heavy bolter FX, like, the muzzle flash and bullets. Now to find the art entries...(I don't suppose anyone knows exactly how to do this, then?)