Wampa Combat / Wampa Animation for humans

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Wampa Combat / Wampa Animation for humans

Postby Lorul1 » Mon Sep 11, 2017 2:33 am

So I've noticed we get this request a lot ... People try to give wampas human weapons and the game crashes or people want wookies that can hit things which is pretty cool. learning how to munge an animation set is fun and all but .... ill just save u some time. If your trying to give wampas grenades or have a wookie with both a blaster and wampa combat like my Kashyyyk Cataclysm map then this is what you need to do
___________________________________________________________________________________________________________

first download this

https://www.mediafire.com/folder/87hk4y ... _Animation

make sure you've moved all the files that wampas normally have to your side folder

move all the "wop" files into the "munged" folder of whatever side the thing u want the combat to be on. so lets take an Alliance wookie for example, normally hes in the folder named "all" but who knows maybe your making a wookie rampage map and you want him with the imperials, I don't know :funny2: (in that case it would go in "imp"s munged file)
but anyways (assuming that this wookie is with the alliance) go to DATA_???> sides> all> munged and paste the "wop" file u just downloaded in there

then open wookies odf file and change this :

Code: Select all
SkeletonName        = "chewbacca"


to this

Code: Select all
SkeletonName        = "wop"


if your odf your editing has "SkeletonLowrez" - delete this line.

make sure the 1.15 setting that the wampa normally has match this hitting units SkeletonRootScale and CollisionRootScale
like so :

Code: Select all
SkeletonRootScale   = "1.15"
CollisionRootScale  = "1.15"


playing around with these 1.15 setting will change ... basically the height of the skeleton, how dense it is ect which is why we have characters like leia with a
different skeleton then the other units because shes shorter ... You can play with these to your liking or create some pretty messed up looking guys !!

now we have to give him the wampas hands as a weapon !
so enter this where the WEAPONSECTION goes in your odf

Code: Select all
WEAPONSECTION   = 5
WeaponName      = "hot_weap_lightsaber_wampa"
WeaponAmmo      = 6


(you MIGHT need to change the amo to "0" for unlimited but I'm not sure so keep it for now - worked for me )

you MUST note that if you make this WEAPONSECTION = 1 then you wont beable to swich weapons soooooo yeah

Make sure your adding some jedi combat lines into your games lua because the wampa hit ability is considered a "lightsaber" lol.

Hidden/Spoiler:
Code: Select all
    SetMemoryPoolSize ("Combo",64)                  -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",650)          -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",650)     -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",650)      -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",550)         -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",6000)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",100)         -- should be ~1x #combo
    SetMemoryPoolSize ("Music", 540)

___________________________________________________________________________________________________________

then after that munge ! and now you can have a wampa wookie or human with wampa and human animations. Questions ?
Last edited by Lorul1 on Sat Sep 16, 2017 7:59 pm, edited 1 time in total.

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Re: Wampa Combat / Wampa Animation for humans

Postby LitFam » Wed Sep 13, 2017 6:23 pm

It says folder not found. Can you re-upload, please?

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Re: Wampa Combat / Wampa Animation for humans

Postby Lorul1 » Sat Sep 16, 2017 8:01 pm

That was really strange sorry about that guys. The link is now fixed. If the link ever dispersal again please email me or message me here on GT or on YT

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