Author Topic: Re-scripting sledge hammer  (Read 527 times)

I was making a TDM and needed a sledge hammer. So I got bushido's from the melee weapon pack, but I was wondering what I would have to do to change it around a bit.

I need:
1. Insta kill
2. Timeout length extended

Thank you.

Well, what have you tried first? Search through the file for related parts, try editing them and see what happens. Then post your results here.

i have looked at it before. And I found this part of it:

stateName[0]                     = "Activate";
   stateTimeoutValue[0]             = 0.3;
   stateSequence[0]                 = "Activate";
   stateTransitionOnTimeout[0]      = "Ready";
   stateScript[0]                  = "onActivate";
   stateSound[0]                    = weaponSwitchSound;

I thought i had found it and changed the timeout value to about 1,
but then i saw a series of other like codes. The values for these were not the same and that is where I got confused.

EX:
stateName[5]         = "Wait";
   stateTransitionOnTimeout[5]   = "CheckFire";
   stateTimeoutValue[5]      = 0.05;
   stateScript[5]         = "onStopFire";
   stateAllowImageChange[5]   = false;
   stateWaitForTimeout[5]      = true;

Is there some kind of equation for changing the values as you go?

Each state links to each other state. The "Activate" one affects the time-out when you take out the weapon before you can fire, so increasing that prevents people pressing Q lots to fire a weapon faster than it should. The "Wait" one is the timeout between the 'fire' state and stopping the arm-movement animation, so changing the delay on there might affect the movements oddly. It would be better to change the time-out in 'StopFire' instead.

The delays are measured in seconds, decimals letting you set fractions. 0.5 is half a second.