Jawa Jedi Hero animations (Sorry for me acting like an BIG jerk) -1 reply

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NeverEndingJawa

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16th July 2008

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#1 9 years ago

Sorry for how I've acted before I have got my jawas in game thanks to that help from icemember and delta(that you guys.) But I have 4 questions. 1.Jawa units have no names how do I give them their names?(The Jawa Gunner unit should be called that but it's entry.jhu.inf.jawarifleman) 2.My jawa jedi hero is using obiwan's animation bank and is 5' 6'' tall and has a wood block blue lightsaber. I wanted to give him a BLB Bulldog gun like the entry.jhu.inf.jawarocketeer(which should say Jawa Plex-Man) but I put it in and it didn't get in. 3.Jawa Hero don't talk like a jawa he don't talk at all. He should Named "Tawa Hoda", be the size of a jawa, be colored white(I made a skin but don't know to apply it.), and still attack like obi-wan. I used Obi's Odf as a base and edited it to my likeing. I think the anims skeleton in to big. 4. I added a new side and replaced the some of the rebels and clones with my 2 jawas. I replaced Han on my gcw conquest and got my jawa hero in. I got to give you modders credit. IT IS VERY VERY HARD...

Thx in advance and I am sorry for acting like a spoiled child I got very mad.




icemember

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#2 9 years ago

This toturial will teach you how name your units and weapons. Tutorial -= Gametoast.com =- • View topic - Tutorial: Localize Tool (FAQ)




NeverEndingJawa

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#3 9 years ago

Thank you icemember I am sorry for how I acted in my old thread I'm just to impatient some times. On how to get my Jawa hero jawa sized? Got any ideals? Maybe I should of used normal jawa animations and hope it has saber swings. Where is this localize Tool of which they speak of?




icemember

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#4 9 years ago

Lets see how this works out for ya! [GameObjectClass] ClassLabel = "soldier" GeometryName = "tat_inf_jawa.msh" [Properties] FootWaterSplashEffect = "com_sfx_watersplash_sm" WaterSplashEffect = "com_sfx_watersplash_md" WakeWaterSplashEffect = "com_sfx_watersplash_wade" //this keeps the player from entering first person with this char forcemode = 0 UnitType = "support" AISizeType = "SOLDIER" NoEnterVehicles = 0 GeometryName = "tat_inf_jawa" GeometryLowRes = "tat_inf_jawa_low1" SkeletonName = "jawa" SkeletonLowRes = "jawalz" AnimationName = "obiwan" SkeletonRootScale = "0.6" SkeletonRootScaleLowRes = "0.6" CollisionRootScale = "0.6" // these are correct for the dudes running around in Tat 2.....but not if you play as one, WTF? CollisionHeadOffset = "0.0 0.85 0.1" CollisionTorsoOffset = "0.0 0.7 0.0" CAMERASECTION = "STAND" EyePointOffset = "0.0 2.0 0.0" TrackOffset = "0.0 -0.75 3.5" TiltValue = "7" CAMERASECTION = "CROUCH" EyePointOffset = "0.0 2.0 0.0" TrackOffset = "0.0 -0.75 3.5" TiltValue = "7" CAMERASECTION = "SPRINT" EyePointOffset = "0.0 2.0 0.0" TrackOffset = "0.0 -0.75 5.0" TiltValue = "7" CameraBlendTime = "0.75" MaxHealth = 250.0 Acceleraton = 30.0 MaxSpeed = 5.0 MaxStrafeSpeed = 4.0 MaxTurnSpeed = 3.0 WeaponName1 = "tat_weap_inf_jawa_arccaster" WeaponAmmo1 = 0 WeaponName2 = "tat_weap_inf_jawa_fusioncutter" WeaponAmmo2 = 0 DropItemClass = "com_item_powerup_ammo" DropItemProbability = 0.25 NextDropItem = "-" DropItemClass = "com_item_powerup_health25" DropItemProbability = 0.05 NextDropItem = "-" DropItemClass = "com_item_powerup_health100" DropItemProbability = 0.8 NextDropItem = "-" DropItemClass = "com_item_powerup_dual" DropItemProbability = 0.8 NextDropItem = "-" DropItemClass = "com_item_powerup_energy" DropItemProbability = 0.10 NextDropItem = "-" DropItemClass = "com_item_powerup_offense" DropItemProbability = 0.02 NextDropItem = "-" DropItemClass = "com_item_powerup_defense" DropItemProbability = 0.02 //SOUND HurtSound = "tat_inf_jawa_hurt" DeathSound = "tat_inf_jawa_death" //LeftFootstepSound = "soldierstepleft" //RightFootstepSound = "soldierstepright" AcquiredTargetSound = "tat_inf_jawa_chatter" HidingSound = "tat_inf_jawa_chatter" ApproachingTargetSound = "tat_inf_jawa_chatter" FleeSound = "tat_inf_jawa_chatter" PreparingForDamageSound = "tat_inf_jawa_chatter" HeardEnemySound = "tat_inf_jawa_heard" //WaterWadingSound = "com_inf_wading" //ShockFadeOutTime = "0.8" //ShockFadeInTime = "2.0" //RollSound = "com_inf_roll" JumpSound = "" LandSound = "" ClothingRustleSound = "" LowHealthSound = "tat_inf_jawa_chatter" LowHealthThreshold = "1.1" VOUnitType = 172 VOSound = "jawa_inf_chatter_AcquiredTarget AcquiredTarget" VOSound = "jawa_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter" VOSound = "jawa_inf_chatter_KillingSpree4 KillingSpree4" VOSound = "jawa_inf_chatter_Grenade Grenade" VOSound = "jawa_inf_chatter_FriendlyFire FriendlyFire" This should make the jawa normal size and half obi-wans animations. I think lol. But make a back up 1st be for using this lol.




NeverEndingJawa

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#5 9 years ago

Oh it did something the the body below the waist it normal but the upper body is like a human wearing Jawa robes. His face is hideous too. Icemember do have any idea why the bullets from the jawa's weapons fire from their head? The Bulldog, Rebel Rifle and Pistol, and CIS Rocket Launcher all fire from a bit above their heads.




icemember

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#6 9 years ago

LOL, can ya take screenshots and post them? Ya can use imagesoft to upload your screeenshots. Then use the insertimage.gif and place a link to the picture and post it here. So I can get a better idea of what were dealing with LOL!!. Like This

Spoiler: Show
jawawhitecape.jpg

Did you add the jawa.zafbin and jawalz.zafbin files to the munged folder of your side? Are you still using the Obi-Wan .odf file? Might have to do with animations from Obi-Wan. But will figure it out. Does the Jawa have his voice back?




NeverEndingJawa

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#7 9 years ago
Spoiler: Show
bugshot1.pngbugshot2.png

Her they are buggy buggy buggy. It's too hard to get a picture of them firing a blaster for me to get a picture.

Before you posted your last comment I got rid of obi-wan's anim and change the parent with one of my other jawa units all I got was a slow moving short time and fall from high death mutant humanoid jawa. I think it could also be the saber. But there was a Jedi vs Clone mod and that guy got jawas with sabers at their original height and had jedi anims. Would what it is... :uhoh:




icemember

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#8 9 years ago

Aslo can you post the .odf file information.




NeverEndingJawa

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#9 9 years ago

[GameObjectClass] ClassLabel = "soldier" GeometryName = "tat_inf_jawa.msh"

[Properties] FootWaterSplashEffect = "com_sfx_watersplash_sm" WaterSplashEffect = "com_sfx_watersplash_md" WakeWaterSplashEffect = "com_sfx_watersplash_wade"

//this keeps the player from entering first person with this char forcemode = 0

UnitType = "support"

AISizeType = "SOLDIER" NoEnterVehicles = 0

GeometryName = "tat_inf_jawa" GeometryLowRes = "tat_inf_jawa_low1" SkeletonName = "jawa" SkeletonLowRes = "jawalz"

AnimationName = "obiwan" SkeletonRootScale = "0.6" SkeletonRootScaleLowRes = "0.6" CollisionRootScale = "0.6"

// these are correct for the dudes running around in Tat 2.....but not if you play as one, WTF? CollisionHeadOffset = "0.0 0.85 0.1" CollisionTorsoOffset = "0.0 0.7 0.0"

CAMERASECTION = "STAND"

EyePointOffset = "0.0 2.0 0.0" TrackOffset = "0.0 -0.75 3.5" TiltValue = "7"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 2.0 0.0" TrackOffset = "0.0 -0.75 3.5" TiltValue = "7"

CAMERASECTION = "SPRINT"

EyePointOffset = "0.0 2.0 0.0" TrackOffset = "0.0 -0.75 5.0" TiltValue = "7" CameraBlendTime = "0.75"

MaxHealth = 250.0

Acceleraton = 30.0 MaxSpeed = 5.0 MaxStrafeSpeed = 4.0 MaxTurnSpeed = 3.0

WEAPONSECTION = 1 WeaponName1 = "rep_weap_lightsaber_obiwan" WeaponAmmo1 = 0

WEAPONSECTION = 2 WeaponName2 = "com_weap_inf_force_pull" WeaponAmmo2 = 0 WeaponChannel2 = 1

WEAPONSECTION = 3 WeaponName3 = "com_weap_inf_force_push" WeaponAmmo3 = 0 WeaponChannel3 = 1

DropItemClass = "com_item_powerup_ammo" DropItemProbability = 0.25 NextDropItem = "-" DropItemClass = "com_item_powerup_health25" DropItemProbability = 0.05 NextDropItem = "-" DropItemClass = "com_item_powerup_health100" DropItemProbability = 0.8 NextDropItem = "-" DropItemClass = "com_item_powerup_dual" DropItemProbability = 0.8 NextDropItem = "-" DropItemClass = "com_item_powerup_energy" DropItemProbability = 0.10 NextDropItem = "-" DropItemClass = "com_item_powerup_offense" DropItemProbability = 0.02 NextDropItem = "-" DropItemClass = "com_item_powerup_defense" DropItemProbability = 0.02

//SOUND HurtSound = "tat_inf_jawa_hurt" DeathSound = "tat_inf_jawa_death" //LeftFootstepSound = "soldierstepleft" //RightFootstepSound = "soldierstepright" AcquiredTargetSound = "tat_inf_jawa_chatter" HidingSound = "tat_inf_jawa_chatter" ApproachingTargetSound = "tat_inf_jawa_chatter" FleeSound = "tat_inf_jawa_chatter" PreparingForDamageSound = "tat_inf_jawa_chatter" HeardEnemySound = "tat_inf_jawa_heard" //WaterWadingSound = "com_inf_wading" //ShockFadeOutTime = "0.8" //ShockFadeInTime = "2.0" //RollSound = "com_inf_roll" JumpSound = "" LandSound = "" ClothingRustleSound = "" LowHealthSound = "tat_inf_jawa_chatter" LowHealthThreshold = "1.1"

VOUnitType = 172 VOSound = "jawa_inf_chatter_AcquiredTarget AcquiredTarget" VOSound = "jawa_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter" VOSound = "jawa_inf_chatter_KillingSpree4 KillingSpree4" VOSound = "jawa_inf_chatter_Grenade Grenade" VOSound = "jawa_inf_chatter_FriendlyFire FriendlyFire"

Also on my map I can't adjust the setting of reinforcements hero and all that other good stuff. It says SP Map rules do I change it to MP and how?




NeverEndingJawa

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#10 9 years ago

I have a new problem... Oh and I got the jawa knight to work right. Message Severity: 2 .\Memory\RedMemoryPool.cpp(170) Memory pool "SoldierAnimation" is full; raise count to at least 396 How do you raise this "SoldierAnimation" it speaks of???

Also how can you get the jawa sounds to work in Clone Wars in Galactic Civil they work, the Alliance Rifle and Pistol, obvious should work gcw, but then why does the Bulldog BLB and CIS RocketLauncher have their sounds?