Soldier ODFs
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obiboba3po
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Soldier ODFs
Ok, i have fiddled with the odfs a little, and nothing has happened. I want to make the republic rifleman shoot a larger darker blue blast very fast. How do I do this and which odf exactly do I edit? thanks in advance.
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commanderalan
Re: Soldier ODFs
you must to modify the weapon's odf the which one you want add this effectobiboba3po wrote:Ok, i have fiddled with the odfs a little, and nothing has happened. I want to make the republic rifleman shoot a larger darker blue blast very fast. How do I do this and which odf exactly do I edit? thanks in advance.
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woner11
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Re: Soldier ODFs
Go into the weapon's odanace I beleive, change the color. And then for velocity or acceleration increase those.
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MercuryNoodles
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Re: Soldier ODFs
If you look in the weapon ord file, you'll see it calls for a texture and glow color. In this case, you should only need to change the glow, though you'll need to know how the numbers affect the color. A slight change may barely be noticeable.
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obiboba3po
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Re: Soldier ODFs
what scale is that? it doesnt match the one gimp has... anyways, how do u change how fast it shoots? thats what i really want.
- elfie
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Re: Soldier ODFs
velocity = in the ordanance file.
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FragMe!
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Re: Soldier ODFs
If you are talking about how quickly you can shoot again after firing then it is in the wepaons odf. Example for shot gun it is ShotDelay which is defaulted to 1 second. Make it lower and you can shoot faster put in zero and there is no delay.
There is also a TriggerSingle = "1" setting which means it fires once per button press if you change this to 0 you can just hold the button down until the clip runs out and you have to reload.
If you are talking about how fast the ordanance travels when it leaves the weapon then that is in the weapons ord file and that is the velocity setting.
Oh and these settings are normally in the com_inf_weapon files, but if you just copy the lines you want to the side you are going to change weapons odf they take priority over the parent common file.
There is also a TriggerSingle = "1" setting which means it fires once per button press if you change this to 0 you can just hold the button down until the clip runs out and you have to reload.
If you are talking about how fast the ordanance travels when it leaves the weapon then that is in the weapons ord file and that is the velocity setting.
Oh and these settings are normally in the com_inf_weapon files, but if you just copy the lines you want to the side you are going to change weapons odf they take priority over the parent common file.
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obiboba3po
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Re: Soldier ODFs
sorry, i must have the wrong odf, which odf are you talking about? the rep_weap_inf_rifle has only sound and the ord has only color...
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FragMe!
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Re: Soldier ODFs
look in the common directory in the sides folder. Every weapon has a parent file (the one that is refered to at the top of any particular sides odf, example all_weap_inf_shotgun.odf at the top of the file it says:
ClassParent = "com_weap_inf_shotgun"
That means to find more setting go to the common directory and look for that file.
ClassParent = "com_weap_inf_shotgun"
That means to find more setting go to the common directory and look for that file.
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obiboba3po
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Re: Soldier ODFs
ok i found that and made the shot delay 0 and nothing happened...u munge the common side right?
- elfie
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Re: Soldier ODFs
obiboba try this tutorial: http://www.gametoast.com/forums/viewtop ... or+dummies
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MercuryNoodles
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Re: Soldier ODFs
It's not a scale, as I know it. It's simply the RGB values, and the fourth number I think is luminosity or somesuch. You really don't need to alter the fourth number much anyway, so use other odfs as examples of when to use "100" or "150", which are the most common values. The first three numbers are the amount of Red, Blue, and Green in the color, more or less. "0 0 0" would be black, and I believe "255 255 255" is white. If you really want to know what numbers make what colors, try this:what scale is that? it doesnt match the one gimp has...
http://www.pitt.edu/~nisg/cis/web/cgi/rgb.html
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Aman/Pinguin
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Re: Soldier ODFs
And the fourth number is the Alphachannel.
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obiboba3po
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Re: Soldier ODFs
k thnks everyone, i got it 2 shoot REALLY REALLY fast, but how do i add more ammo?
- trainmaster611
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Re: Soldier ODFs
Do you want to add more clips, or do you want to add more shots per clip?
If you want to change the clips, you go to the default unit class ODF of your unit and change it.
In your case, the ODF is rep_inf_default_rifleman. Inside, it says how many clips a trooper gets of each weapon.
To change the shots, you change that in the weapon class parent ODF
So, com_weap_inf_rifle.
The line is RoundsPerClip = "???"
You could put that in your rep_weap_inf_rile ODF, and it would still work.
If you want to change the clips, you go to the default unit class ODF of your unit and change it.
In your case, the ODF is rep_inf_default_rifleman. Inside, it says how many clips a trooper gets of each weapon.
To change the shots, you change that in the weapon class parent ODF
So, com_weap_inf_rifle.
The line is RoundsPerClip = "???"
You could put that in your rep_weap_inf_rile ODF, and it would still work.
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Re: Soldier ODFs
Are you munging the sides in the dropdown menu?
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MercuryNoodles
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Re: Soldier ODFs
Just in case, make sure you're not loading the stock weapon and your new weapon (by loading a unit that uses said weapon), even if they're in two different sides. If the weapons have the same name, it causes a conflict which I believe makes it default to the values in the stock weapon.
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obiboba3po
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Re: Soldier ODFs
sorry, but im really confused, i have this in the odf and its not effecting it. mercury noodles, if you could explain a bit more, cause that sounds like it could be the problem.
Code: Select all
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "999.0"
ReloadTime = "0.0"
ShotDelay = "0.0"
TriggerSingle = "0.0"
DisplayRefire = "0"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"-
MercuryNoodles
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Re: Soldier ODFs
Let me see if I can say it in a different way.
If you're loading a unit using the new rep_weap_inf_rifle (in a custom side), and you're loading say the rep_inf_rifleman from the stock rep side, you're loading two instances of rep_weap_inf_rifle into memory, so one gets overwritten or you get a weird combination of properties. That's why it doesn't appear to change. I can't remember if loading the actual rifleman/marine unit, or the side as a whole, loads the weapon, but that's pretty much how it goes.
So, technically, you should use a different name for the weapon and ord, unless you're making a full on side mod, which actually replaces the stock side files. In the long run, I'd say it's a lot better to use new names with custom sides that are included with a single map. Even if the custom side is just a remake of the stock sides, it should be done this way so there's never a conflict if you decide for any reason to use the new side with the stock side it's based on.
If you're loading a unit using the new rep_weap_inf_rifle (in a custom side), and you're loading say the rep_inf_rifleman from the stock rep side, you're loading two instances of rep_weap_inf_rifle into memory, so one gets overwritten or you get a weird combination of properties. That's why it doesn't appear to change. I can't remember if loading the actual rifleman/marine unit, or the side as a whole, loads the weapon, but that's pretty much how it goes.
So, technically, you should use a different name for the weapon and ord, unless you're making a full on side mod, which actually replaces the stock side files. In the long run, I'd say it's a lot better to use new names with custom sides that are included with a single map. Even if the custom side is just a remake of the stock sides, it should be done this way so there's never a conflict if you decide for any reason to use the new side with the stock side it's based on.
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obiboba3po
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Re: Soldier ODFs
ok ill try it. i have another question, way more complicated: i want to make one of the astromech bots (i already have the msh and odf) into playable units. how do i do this? i konw its kinda complicated.
