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View Full Version : Somebody found a way to use dual katanas


Ninja223
10-13-2004, 06:26 PM
Taken from the Katana forum :

Author Message
Rejami



Joined: 17 Sep 2004
Posts: 5


PostPosted: Tue Oct 12, 2004 4:45 pm Post subject: I found a way to use dual katanas. Reply with quote
after u start the game,go into developer mode(console).
Type the following:

Player->C_PickUpWeapon( katana );

An extra katana will appear among your weapons.But you aren't able to use it.Therefore,type the following:

Player->C_SetInfiniteAmmo( katana, 1);

After typing this,you will be able to use the extra katana with the one you already have.You might wanna jot this one down on paper or something.

MrUniq
10-13-2004, 07:52 PM
thats because the katana on his hand is permanent and the other katana is a real coded weapon.

Uisor
10-14-2004, 12:00 AM
Yeah, it's pretty obvious way to get 2 katanas, but if Maddie wasn't joking, even he didn't knew of that, which is pretty odd.

To someone who hasn't been a part of the Katana development crew, it may seem that all the people whit dual katanas are modelled to have dual katanas (like in HoBL) and not use actuall weapon in other hand (also in HoBL).

Porphyric Hemophiliac
10-14-2004, 06:46 PM
Even cooler, if we could figure out what the other item ID's are, we could add the other cool weapons, like the morthoseth/Soul reaver sword or marko's pink and shiny sword.

Maddieman
10-15-2004, 11:38 AM
When you're making a mod of that size it's easy to forget stuff. 90% of my efforts in the last 6 months have been exclusively on the levels -- making sure they're optimised, that everything just about works most of the time, etc.

The "katana" weapon, was made exclusively for enemies, because Strat wanted them to switch weapons during cutscenes and such. I made no effort to make it playable for the user, because I didn't want to make a dual katana moveset (because they're a bastard to animate).

What suprised me was the fact that not only did the correct animations work, but they work quite well with the player; despite not being designed for him.

I just don't remember coding that in, http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif but I guess I did at some point. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif


Even cooler, if we could figure out what the other item ID's are, we could add the other cool weapons, like the morthoseth/Soul reaver sword or marko's pink and shiny sword.



That won't work unfortunately, because those particular weapons aren't implemented like "proper" weapons. Max payne has a finite amount of weapon id slots you can use (unless you're prepared to re-write everything, which I wasn't); so for simplicity, I just used the kung fu weapon as a generic melee weapon (because it's invisible), and just attached the various swords as skin items.

Kozak
10-15-2004, 03:25 PM
Yep, because most enemies don't switch guns.

MrUniq
10-15-2004, 06:11 PM
actually maddie http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif...when i was fooling with Kung Fu 3 i broke the previous limit and managed to code in about 50 + weapons(including the kungfu 3 "weapons")..remember when i posted that last year? I rearranged the character animation id numbers.

That was what i THINK was the count....but it was huge, and I never did reach a limit cause I was tired of adding guns, but i'm sure this is some kinda limit.

MrUniq
10-15-2004, 06:15 PM
i found my file...i had 48. but anyone knows this..but newbs can look at it for informational purposes

Maddieman
10-16-2004, 09:05 AM
Yeah, we're doing that with TRW to allow for more combos; but I felt it was unncessary with Katana.

shadow_ninja
10-21-2004, 12:12 PM
MrUniq said:
actually maddie http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif...when i was fooling with Kung Fu 3 i broke the previous limit and managed to code in about 50 + weapons(including the kungfu 3 "weapons")..remember when i posted that last year? I rearranged the character animation id numbers.

That was what i THINK was the count....but it was huge, and I never did reach a limit cause I was tired of adding guns, but i'm sure this is some kinda limit.




i did it first in my mod! then you asked me how to do it for your mod then maddie pm'd me about twice asking me how to do it which i told him how to do it!

i got up to 55 weapons in my mod before i finally got sick of coding and redoing the damn hud! it was useless anyways! i only used my oicw and my usp in my mod and just had the other weapons there for the hell of it!
then there was the problem of the game not using the correct animations for the right weapons and using wrong shootdodge animations! which pissed me off to no end!!! http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif which made me switch to moding gta VC because of all the holes in the code!

MrUniq
10-23-2004, 01:29 PM
i dunno that was so long ago i can't remember .