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RileyPoole

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Dual Wield And Jump Capabilities Help

11 posts in this topic

For the past few days, I've been trying to figure out how to dual wield weapons. Now, I found in the Bipd tag, an option for the masterchief to let him dual wield (I checked that) and I went to my weapon that I wanted to do this to and found an option to make it Dual wieldable. I still can't get this to work. Any help would be greatly appreciated!

 

My next question is to give the Mantis jumping capabilities like a masterchief. Is this even possible?

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Dual Wield: Are you holding the right button? Check to cnmp tag for your control scheme to see what button dual wield it is assigned to. There won't be any strings by default indicating you can do it when you walk over the weapon, mind you.

 

Mantis: There appears to be no way to make the mantis jump when driving it.

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Mantis: There appears to be no way to make the mantis jump when driving it.

 

I think it was either Synth or AMD that attempted this through Megalo, they achieved it but apparently there were some hilarious side effects, but I would talk to one of them about it.

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@Lord Zedd, Thanks got it working! It looks completely rediculous though the way he holds the 2 weapons. Is there anyway to fix the way he holds them?

 

And that would be awesome if the Mantis was able to jump. So many possibilities!

 

Is the Masterchief's jumping capabilities referenced in any tags or is it hard coded?

Edited by RileyPoole

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@Lord Zedd, Thanks got it working! It looks completely rediculous though the way he holds the 2 weapons. Is there anyway to fix the way he holds them?

 

And that would be awesome if the Mantis was able to jump. So many possibilities!

 

Is the Masterchief's jumping capabilities referenced in any tags or is it hard coded?

You can jump if the player biped is the mantis.

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@Lord Zedd, Thanks got it working! It looks completely rediculous though the way he holds the 2 weapons. Is there anyway to fix the way he holds them?

In Halo 4 there isn't really a way to make it look good. Even using the flagnum animation is messed up.

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I think it was either Synth or AMD that attempted this through Megalo, they achieved it but apparently there were some hilarious side effects, but I would talk to one of them about it.

 

I used a Megalo function that pushes an object upwards in a random direction. The problem is that the Mantis is far too heavy for the function to work properly causing it to slide around or walk in midair.

 

Wasn't it to do the animation cycles failing? (Spazzing legs or something)

 

That was when I forced a Mantis into a Warthog.

 

In Halo 4 there isn't really a way to make it look good. Even using the flagnum animation is messed up.

 

I know you're referring to .map modding but you can fix the positioning by using object_copy_rotation Megalo action. Obviously it won't be functional.

Edited by synth92

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