Mbch Weapon Overrides
From MovieBattles II Wiki
Class-specific weapon overrides for Full Authentic are handled by blocks of text between braces pasted after the ClassInfo block in a class's .mbch file.
Using such overrides
Again, you might want to look at another map's files to see how it's been used there.
Here is an example weapon block of text that goes at the end of a file, with only the required fields:
WeaponInfo0
{
WeaponToReplace WP_BLASTER
WeaponBasedOff WP_BOWCASTER
NewWorldModel "models/weapons2/dh-17/dh-17_w.glm"
NewViewModel "models/weapons2/dh-17/dh-17.md3"
Icon "gfx/hud/w_icon_dh-17"
WeaponName "DH-17"
}
Here's a somewhat more complex example of an override:
WeaponInfo0
{
WeaponToReplace WP_DEMP2
WeaponBasedOff WP_BLASTER_PISTOL
NewWorldModel "models/weapons2/blaster_two/blaster_pistol_w.glm"
CorrectedWorldModel "models/weapons2/blaster_pistol/blaster_pistol_corrected.glm"
NewViewModel "models/weapons2/blaster_pistol/blaster_pistol_dual.md3"
MuzzleEffect "bryar/muzzle_flash"
AltMuzzleEffect "bryar/altmuzzle_flash"
MissileEffect "bryar/shot"
AltMissileEffect "bryar/shot"
FlashSound0 "sound/weapons/bryar/fire.mp3"
AltFlashSound0 "sound/weapons/bryar/alt_fire.mp3"
ChargeEffect "gfx/effects/bryarfrontflash"
ChargeSound "sound/weapons/bryar/altcharge.mp3"
Icon "models/weapons2/blaster_pistol/w_icon_bryar_duals"
WeaponName "Dual DL-44's"
}
If you want to have more than one override for a class, call the second block WeaponInfo1, the third WeaponInfo2, and so on.
Override block values
General Values
WeaponToReplace
This is the weapon you want to be overriding.
WeaponBasedOff
This weapon's hand .md3 is the default hand .md3 that is loaded if you don't specify a NewHandsModel.
altFireEnabled
Whether or not the class can use alternate fire with this weapon. If left out, set to 1 (alt fire is enabled). If set to 0, class can't use alternate fire with this weapon.
primFireEnabled
Whether or not the class can use primary fire with this weapon. If left out, set to 1 (primary fire is enabled). If set to 0, class can't use primary fire with this weapon.
customAmmo
Sets how much ammo you have for this gun (in addition to the first clip).
Icon
The icon that shows up in team overlay and when switching weapons.
WeaponName
Name of weapon - shows up when changing weapons.
Effects Values
Note that all paths should be to a .efx file in quotes excluding the effects folder or the .efx extension - e.g., "greenblaster/rifle_shot" if nothing else is specified.
MuzzleEffect
The fire effect that is used for primary fire.
AltMuzzleEffect
The fire effect that is used for secondary fire.
MissileEffect
The effect that is used for primary bullets/blaster bolts.
The SBD arm blaster, the T21, and the DLT-20a all use blaster effects for their shots. This means that you will have to set up a dummy WeaponInfo block for them with the desired MissileEffect in (the rest shouldn't matter).
AltMissileEffect
The effect that is used for secondary bullets/blaster bolts.
Missile3Effect
Pistol 3 fire effect.
PowerupShotEffect
The effect used for charged up bullets/blaster bolts.
MissileMissEffect
The impact effect of the shot/grenade.
altMissileMissEffect
The impact effect of the secondary shot/grenade.
MissileMissEffectEnhanced1
The impact effect of the primary shot/grenade when enhanced effects is set to 1 (Medium). If this is not set, it will use the one specified with MissileMissEffect.
MissileMissEffectEnhanced2
The impact effect of the primary shot/grenade when enhanced effects is set to 2 (High). If this is not set, it will use the one specified with MissileMissEffect.
altMissileMissEffectEnhanced1
The impact effect of the secondary shot/grenade when enhanced effects is set to 1 (Medium). If this is not set, it will use the one specified with altMissileMissEffect.
altMissileMissEffectEnhanced2
The impact effect of the secondary shot/grenade when enhanced effects is set to 2 (High). If this is not set, it will use the one specified with altMissileMissEffect.
MissileHitHumanEffect
The impact effect of the primary shot if it hits an enemy.
AltMissileHitHumanEffect
The impact effect of the secondary shot if it hits an enemy.
MissileHitDroidEffect
The impact effect of the primary shot if it hits a droid, vehicle, or vehicle-based character.
AltMissileHitDroidEffect
The impact effect of the secondary shot if it hits a droid, vehicle, or vehicle-based character.
ChargeEffect
The effect played when the weapon is being charged.
disruptorBeam1
This will change the image of the normal disruptor beam. The path should lead to an image file or shader.
disruptorBeam2
This will change the image of the charged disruptor beam. The path should lead to an image file or shader.
Sound Values
FlashSound<n>
Sound used when firing primary. You can have up to four flash sounds, from FlashSound0 to FlashSound3. If you have more than one FlashSound, the one used is randomised. The value should be the path to the sound (including extensions) in quotes. However, sounds are usually governed by the efx.
AltFlashSound<n>
Sound used when firing secondary. You can have up to four flash sounds, from AltFlashSound0 to AltFlashSound3. If you have more than one altFlashSound, the one used is randomised. The value should be the path to the sound (including extensions) in quotes. However, sounds are usually governed by the efx.
ChargeSound
The sound played when the weapon is being charged.
Model Values
NewWorldModel
The glm model that the weapon uses.
NewViewModel
The md3 first person model that the weapon uses. If you don't want to use a FPV model (if you're replacing a saber), use the model models/weapons2/dummy/dummy.md3.
NewHandsModel
Path to the _hand.md3 the model should be using.
NewBarrelModel
Path to the barrel .md3 the model should be using.
CorrectedWorldModel
Path to the .glm model used for the second pistol (for westars or arc pistols) - defaults to the NewWorldModel if not specified.
missileModel
Path to the missile .md3 model that the weapon should be using.
altMissileModel
Path to the secondary fire missile .md3 model that the weapon should be using.
