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Thread: BT weapons to AA

  1. #1
    Testing Crew Member bulldozer's Avatar
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    Default BT weapons to AA

    We'd like to convert weapons from Breakthrough to Allied Assault, but currently it is not possible because of missing weapon 'variables'. If a model loads the animations from elsewhere than the others, then when you change skin and respawn - the game crashes. There are fps anim commands in torso, you know, for example 'reload' or 'fire' and they're attached to certain prefixes such as 'thompson_', but the prefixes of BT weapons are not defined in the .exe.

    We'd be grateful if this addition could come with RC3!

  2. #2
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    i dont see it being possible.

    but maybe, maybe, if there is space, or the "array" can be hooked, altereed.

    it would be a case of "what weapon"...not found, then use unarmed.

    but you can use spy camera, canon, flare gun. you can add usable weapons without replacing, just there is a limit. you can add loads of usuable wepaons if u use the same animations as the existing weapons.

    actually if you just had 4 say "thompsons", and 4 skins, as long as the skins were linked with different animation sets, you wouldnt have to replace the weapons. or animations. so as long as u had different skins, it should work, a bit limited though :S

    the ammo calculations i think is limited though :S

  3. #3
    Testing Crew Member bulldozer's Avatar
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    yeh, for example PPSH's fps anim would look weird enough with thompson's animation...3rd person anims work ok, but the problem is with fps anims... so waiting for hooking/altering :S

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    how many guns is it?

  5. #5
    Testing Crew Member bulldozer's Avatar
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    Quote Originally Posted by Elgan View Post
    how many guns is it?
    all of the guns from Breakthrough

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