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Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Posted: Tue Jan 26, 2010 5:59 pm
by skelltor
umm the dl dosent work
Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Posted: Tue Jan 26, 2010 6:08 pm
by lucasfart
skelltor wrote:umm the dl dosent work
sorry but what dl??? this is a topic with tutorials at the start.....you don't need to download a thing

Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Posted: Tue Jan 26, 2010 6:52 pm
by Super_Clone
The one with the Shield Generator, Cluster Bomb, etc.
Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Posted: Tue Jan 26, 2010 7:10 pm
by Fiodis
Those can be found on SWBFFiles.
Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Posted: Tue Jan 26, 2010 7:13 pm
by skelltor
under what catorgorie ?? and what name
Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Posted: Tue Jan 26, 2010 7:28 pm
by Fiodis
Heh, apologies; apparently it isn't in that weapons pack. Still, if you look at the title of this thread, it tells you how to make your own.
Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Posted: Tue Jan 26, 2010 7:49 pm
by skelltor
thats all right i just wanted the psg cuz idk what files i need to copy over
Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Posted: Tue Jan 26, 2010 8:24 pm
by lucasfart
Super_Clone wrote:The one with the Shield Generator, Cluster Bomb, etc.
ah ok. sorry about that. i didn't really look at the other pages

Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Posted: Wed Jan 27, 2010 2:11 am
by wishihadaname
Here are two of my personal favorite tricks with weapons, their kinda simple but may be very useful for some of the newer members who haven't yet figured everything out.
1) Halo style sticky grenades. You'll want to find the ___/sides/common folder (you may need to copy it over form the assets) and look up the com_weap_inf_thermaldetonator_exp.odf. In there there should be some lines that go something like this
Damage = "500.0"
DamageRadiusInner = "2.5"
DamageRadiusOuter = "5.0"
Change the inner radius to be .5 and the outer radius to be about 2.5 (this is optional, it just makes it so sticking one oponent doesn't send the entire battalion flying though you could do that too if you wanted)
Now look for these lines
Push = "20.0"
PushRadiusInner = "5.0"
PushRadiusOuter = "5.0"
same thing, make the push about 20ish (this is out of a mod folder so I already changed that) and the push radious inner at about .5-1
Save that and open up com_weap_inf_thermaldetonator_ord.odf and in there you just need to change this
StickPerson = 0
to 1
The function of this line is rather self explanatory.
Now munge the common folder and suddenly all thermal detonators get turned into halo style sticky grenades. Play arround with the damage, push, and radius to your preferance. Just don't use my knowlage for evil, I don't want to see pocket nukes!
Ok the other thing I like doing to have multiple autoturrets be able to deploy at once and have them fire machine gun style.
to do this
1) open up com_weap_inf_autoturret_dispenser.odf
2) change the following lines to your preferance
ReloadTime = "2.0"
ShotDelay = "1.5"
MaxItems = "3.0"
you want a short reload time so you don't wait too long before deploying another turret
the shot delay has basically the same function and max items is self explanatory
3) to make it shoot like a machine gun open up com_weap_inf_autoturret and change the following lines to your preferance
ShotDelay = "1.7"
LockOnRange = "20.0"
LockTime = "0.5"
MinSpread = "0.1"
MaxSpread = "0.35"
AutoAimSize = "30.0"
SalvoCount = "8"
SalvoDelay = ".15 .3"
the only things that really need to be explained here are autoaimsize which relates to accuracy and overall "intellegance" and salvo delay which is the individual delay between shots, I'm not exactly sure why there are two number, point is lowering both makes the turret shoot the salvo count faster.
Hope these are helpful.
Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Posted: Wed Jan 27, 2010 1:38 pm
by Fiodis
To make sitcky nades you only need to change the StickPerson line to one. The rest is unnecessary.
Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Posted: Wed Jan 27, 2010 10:18 pm
by wishihadaname
Fiodis wrote:To make sitcky nades you only need to change the StickPerson line to one. The rest is unnecessary.
It kind of is. I've never seen someone survive getting stuck, nor have I seen a sticky grenade with a large area of effect. If your going for the halo style grenade you need to make it hurt like one too.
Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Posted: Thu Jan 28, 2010 2:28 am
by lucasfart
Code: Select all
The Haywire grenade type sticks to vehicles and disables them for a specified time when it goes off.
[OrdnanceClass]
ClassLabel = "haywire"
...
[Properties]
<usual grenade stuff>
DisableTime = <time>
Does this actually work in bf2?? i've never seen a grenade that can disable the vehicles.....i have seen people with haywire grenades in their mod before but never tried it on vehicles, just droids.
what does this do?? i saw it in the soldier odf parameters
Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Posted: Thu Jan 28, 2010 3:00 am
by Maveritchell
lucasfart wrote:Does this actually work in bf2?? i've never seen a grenade that can disable the vehicles.....i have seen people with haywire grenades in their mod before but never tried it on vehicles, just droids.
Go play the Dark Times era on any level with vehicles and try it out. I am surprised that you haven't seen an AI player do it to you.
"IsAcklay" is just an identifier for a unit being an Acklay. It only shows up in the Acklay's .odf. I don't know what it does specifically, but you can assume that it sets certain parameters only pertaining to the Acklay (which is a bit of a hackjob unit anyway, which probably necessitated the specific .odf parameter).
Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Posted: Thu Jan 28, 2010 3:09 am
by Sky_216
wishihadaname wrote:Fiodis wrote:To make sitcky nades you only need to change the StickPerson line to one. The rest is unnecessary.
It kind of is. I've never seen someone survive getting stuck, nor have I seen a sticky grenade with a large area of effect. If your going for the halo style grenade you need to make it hurt like one too.
So
no it's not unless you want a specifically halo-like one.
Cluster bombs and gas canisters/poison nades are much better done with orbital strike beacons than turrets.
Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Posted: Thu Jan 28, 2010 6:47 am
by lucasfart
Maveritchell wrote:lucasfart wrote:Does this actually work in bf2?? i've never seen a grenade that can disable the vehicles.....i have seen people with haywire grenades in their mod before but never tried it on vehicles, just droids.
Go play the Dark Times era on any level with vehicles and try it out. I am surprised that you haven't seen an AI player do it to you.
Really? I have used them before but usually just on other units.....
Skyhammer_216 wrote:Cluster bombs and gas canisters/poison nades are much better done with orbital strike beacons than turrets.
Sorry, i don't really get you. Do you say that as a means of using the bombs/grenades??
Also, i know this was asked earlier but does anyone have a link yet?
Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Posted: Thu Jan 28, 2010 6:51 am
by Maveritchell
lucasfart wrote:Really? I have used them before but usually just on other units.....
They are generally useless on units; the reason heavy troopers have them instead of mines is because they can be used to great effect on vehicles and turrets (both damage-wise and with the ancillary effect of hacking the enemies out of the vehicle).
Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Posted: Thu Jan 28, 2010 6:52 am
by Sky_216
lucasfart wrote:Maveritchell wrote:lucasfart wrote:Does this actually work in bf2?? i've never seen a grenade that can disable the vehicles.....i have seen people with haywire grenades in their mod before but never tried it on vehicles, just droids.
Go play the Dark Times era on any level with vehicles and try it out. I am surprised that you haven't seen an AI player do it to you.
Really? I have used them before but usually just on other units.....
Skyhammer_216 wrote:Cluster bombs and gas canisters/poison nades are much better done with orbital strike beacons than turrets.
Sorry, i don't really get you. Do you say that as a means of using the bombs/grenades??
Also, i know this was asked earlier but does anyone have a link yet?
A) Yes. You can use a throw-able orbital strike beacon as a cluster or poison grenades.
B) Link to what? :S
Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Posted: Thu Jan 28, 2010 6:56 am
by lucasfart
Skyhammer_216 wrote:A) Yes. You can use a throw-able orbital strike beacon as a cluster or poison grenades.
B) Link to what? :S
A) ah ok
B)The link on the previous page for the, i guess you could call them source files......
@Mav - Thats cool. i never noticed but i'll have to have a go sometime.......probably never noticed because i never use the heavy trooper. they're only useful if you're on a map covered in vehicles because they totally suck against units
Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Posted: Mon Feb 08, 2010 2:10 am
by skelltor
what files do i need to copy from naboo to make the psg work?
Re: Weapon ODF Tricks - CB, EN, PSG tut added!
Posted: Sat Feb 13, 2010 9:36 pm
by Mithrandir
Delta_57_Dash wrote:
is there a way to make the force power continue, even after you stop holding down the button?
If there is, this could be a GREAT way to implement "Otto's Irresistable Dance" spell from DnD.
Ummmm u could probably do this by making an invisible autoturret that uses the choke power that u throw down infront of the guy...i havent tried it but its just a thought