Using grenade as orbital strike beacon [Solved]

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nmycon
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Posts: 20
Joined: Mon Apr 13, 2009 2:57 pm
Projects :: Star Wars Movie Mods
Games I'm Playing :: LA Noire MLB 11 BF2
Location: Toronto, ON

Using grenade as orbital strike beacon [Solved]

Post by nmycon »

This is one I've been struggling with for a while.

I downloaded Eggman's "birds-eye-view" orbital strike beacon, but I would prefer if the beacon was something like a grenade that could be thrown

I'm using the thermal detonater MSH for the time being, it looks fine but i'll change the glow to another colour after.

I know what I'm missing I just don't know how to add it to the equation.

imp_weap_inf_orbit
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_thermaldetonator"
GeometryName = "com_weap_inf_thermaldetonator.msh"
[Properties]
OrdnanceName = "imp_weap_inf_orbit_ord"


//************************************************
//******************* SOUND *****************
//************************************************

FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_sm"
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
[/code]
Nothing fancy yet, basically a thermal detonator
imp_weap_inf_orbit_ord
Hidden/Spoiler:
[code][OrdnanceClass]
ClassParent = "com_weap_inf_thermaldetonator_ord"

[Properties]
ExplosionExpire = "com_weap_inf_orbital_strike_salvo_exp"
[/code]
So now it's linked to the actual orbital strike explosion file
com_weap_inf_orbital_strike_salvo_exp
Hidden/Spoiler:
[code][ExplosionClass]
ClassLabel = "explosion"

[Properties]
WaterEffect = "com_sfx_watersplash_lg"

Damage = "2000.0"
DamageRadiusInner = "10.0"
DamageRadiusOuter = "17.5"

Push = "15.0"
PushRadiusInner = "15.0"
PushRadiusOuter = "20.5"
PushDeadOnly = "0"

Shake = "5.0"
ShakeLength = "2.0"
ShakeRadiusInner = "10.0"
ShakeRadiusOuter = "30.0"
Effect = "com_sfx_explosion_xl"

LightColor = "52 86 250 100"
LightRadius = "10.0"
LightDuration = "1.0"

SoundProperty = "com_weap_obj_med_exp"

VehicleScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.5"
AnimalScale = "1.0"[/code]
This produces a thermal detonator that produces a single orbital strike explosion. This is a pretty cool weapon by itself, but not what I'm going for.

I know I need to somehow integrate the file

com_weap_inf_orbital_strike_salvo_ord
Hidden/Spoiler:
[code][OrdnanceClass]
ClassLabel = "bolt"

[Properties]
ExplosionName = "com_weap_inf_orbital_strike_salvo_exp"

LaserTexture = "com_sfx_laser_green"
LaserGlowColor = "61 252 56 100"
LightColor = "61 252 56 150"
LightRadius = "8.0"

LaserLength = "35.0"
LaserWidth = "0.75"
GlowLength = "40.75"
BlurLength = "47.5"

LifeSpan = "10.0"
Velocity = "500.0"
Gravity = "0.0"
Rebound = "0.0"

MaxDamage = "2000.0"

VehicleScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "1.0"
AnimalScale = "1.0"

OrdnanceSound = "com_weap_inf_ord_hum_lg"
CollisionSound = "imp_weap_ord_exp_lg"[/code]
But I'm not sure how that would be done. Also, I need the explosion to repeat several times, right now it only happens once.
Last edited by nmycon on Wed Jul 06, 2011 11:50 pm, edited 1 time in total.
AQT
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Location: SoCal, USA

Re: Using grenade as orbital strike beacon

Post by AQT »

Hebes' version does what you're describing:
nmycon
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Joined: Mon Apr 13, 2009 2:57 pm
Projects :: Star Wars Movie Mods
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Location: Toronto, ON

Re: Using grenade as orbital strike beacon

Post by nmycon »

Just what I was looking for! Thanks for the link!

I actually came pretty close to figuring it out myself, I set the weapon class to beacon, but it turns out (according to Hebes' ODFs) that it is the ordinance that must have its class set to beacon.

UPDATE:

Just tried it out in-game, looks awesome and is exactly what I wanted from the get go!

I've made some minor tweaks (colour, damage, number of strikes and so on) and I've got it working perfectly now!

Thanks to both AQT for the link and Hebes for creating the thing :D

I'm still getting used to the forum. I haven't been here in about 2 years, back when the background was brown :lol: Contrary to what my profile says, I actually joined earlier than 2009, but my account was deleted due to inactivity. There are still posts from the old nmycon account that predate 2009.

I wasn't aware of the Assets thread, it's bookmarked now!
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