Page 1 of 2

Multi staged rocket launcher?

Posted: Sat Jul 03, 2010 11:07 pm
by destos
I have had this idea in my head, but even after searching through odf parameters on secret society, and looked at orbital strike beacon files, i still have not a clue as to how to go about my idea

My Idea:
Hidden/Spoiler:
Say you see a AAT heading right for you, you have 3 options, go after it with a pistol and hope it doesnt get you first, run away screaming like a little girl with her head cut off, or use a 3 staged rocket launcher... yea i like the sound of the third one too...

Stage 1:
An EMP missile is fired from the cannon, The EMP does minor damage to the AAT, but ejects the pilot like a fusion cutter would act. After about 20 mili seconds (just an estimated time) from when the EMP was launched, stage 2 activates.

Stage2:
Next comes a "Dud" missile that has no explosive damage and acts more like an armor piercing projectile. doing 1/4 damage to the AAT. 20 miliseconds after stage 2 comes the final stage.

Stage3:
Finally the explosive war head is released and does 3/4 damage to the AAT, finally destroying the AAT and saving the day...
Simply put though, I'm racking my brain trying to figure out how to get this to work, if it is even possible in the game. Any and all help would be appreciated =)

Re: Multi staged rocket launcher?

Posted: Sat Jul 03, 2010 11:28 pm
by AgentSmith_#27
I like it alot! Very cool weapon idea. For stage one: http://www.gametoast.com/forums/viewtop ... ion+cutter

For stage 2, it sounds like you're trying to do what the second set of grenades in SWBF1 did, for that you could just look at it's odf.

For stage 3, this is easy enough to make, I'd think you'd want to use the model of a rocket, and just make the numbers in the ordnance bigger.

As for chaining them all together:

Something interesting I just saw posted that may help:
AQT wrote:
swado95 wrote:Can u make a deploy able ammo droid.
If that is a question, then yes. If you are asking how, use the stock auto turret dispenser ODF as a reference and change the OrdnanceName to com_item_weaponrecharge (the ODF name of the stock ammo droid).
I had no idea you could do this myself, theoretically you could create a hierarchy like:

Main ODF References First Stage which in turn References Second Stage which in turn references Third Stage, which references a final ordnance. Not sure, but you may be able to shove some real ordnance stuff in the Stage 2 and 3 odfs.

I think these are the lines that determine shots fired per mouseclick:

SalvoCount = "3"
SalvoDelay = "0.08"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

Also possibly this:
Hidden/Spoiler:
Simply put, this gives a weapon two ordnances. This can be used for weapons like the shotgun and chaingun, where there are so many bullets the game would crash if they were all lasars (bullets are invisible), to give a gun alternating shots (not used in any default weapons), to give a weapon two explosions or to give an ordnance two trails without having to make custom effects. Putting SecondaryOrdnancePeriod = 1 makes the two shots fire simultaneously and use up only 1 ammo together.


Example:

OrdnanceName = "rbt_weap_inf_emp_chucker_ord" //normal ordnance//

SecondaryOrdnanceName = "rbt_weap_inf_emp_chucker_ord_conc" //second ordnance//
SecondaryOrdnancePeriod = 1 //when it should be added. 1 means each shot is really two shots, ordnance and SecondaryOrdnance. play around with to understand better. 5 means fire secondaryordnance once every 5 shots etc...//

In the above case, the secondary ordnance is used to fire a second grenade. The first creates an emp blast (damages droids, useless vs. all else), whereas the second (which has a grenade with a fractionally shorter lifespan, discussed later) makes a small concussion exp - smaller than the emp blast, with a lot of push to throw troops and a decent anti-vehicle damage. Also, the effects used make the grenade blow up in a concussion exp and shoot an emp wave rather than just vanish into an emp wave without having to make custom effects.

Example 2:

OrdnanceName = "rcs_weap_predator_ord"

SecondaryOrdnanceName = "rcs_weap_predator_ord1"
SecondaryOrdnancePeriod = 1

In this case I used two ordnances to give two trails- a green blinking like and a contrail. Note that one of these has no geometry to safe processing power. The first weapon makes a Radiation blast, the second makes a custom gas explosion.

Example 3:

OrdnanceName = "ci2_weap_inf_snoutgun_ord"

SecondaryOrdnanceName = "ci2_weap_inf_snoutgun_ord1"
SecondaryOrdnancePeriod = 1

This is a bit more complicated. Here I used dual ordnance to make a weapon with a special effect. The weapon is a very fast travelling grenade that hits people, hurls them backwards while stcking to them and explodes after several seconds. You can't make a grenade push someone before it blows up so here's how it works.
The first ordnance is a shell - it blows up on contact. It also has no trail and no geometry. It has a very small spark explosion as its explosion. The explosion does a little damage and high push, but has a very very small effect radius.. The second ordnance is a sticky - a blinking red grenade that attaches itself to people and blows up after several seconds.
The two ordnances have the same airspeed. Both will hit the target at the same time, the invisible shell will explode, hurling the target backwards (very small exp so won't affect others). The grenade sticks to the target, blowing up a few seconds later. BTW these grenades stick to anything except walls.

Re: Multi staged rocket launcher?

Posted: Sun Jul 04, 2010 4:51 pm
by destos
So, i think i have some idea now as to how i can make this work, I had already read what you had posted, but i suppose it never hurts to look a second time, cause i missed something. And after downloading a different Orbital Strike, I don't believe the SalvoCount itself is what I'm looking for, because it would just make 3 of the same rockets be launched. However i think (and for anyone reading this correct me if I'm wrong) but if i do SalvoCount=1 then SalvoDelay= 0.05 i would delay the time before the next ordanance sequence. Below is my three ordanance files that i do beleive are connected to one another, however i have yet to test them ingame.

ODF 1:
Hidden/Spoiler:
[OrdnanceClass]
ClassParent = "com_weap_inf_rocket_launcher_ord"

[Properties]

ExplosionExpire = "imp_weap_inf_arccaster_exp"
ExplosionImpact = "rep_weap_inf_rocket_launcher_exp"

TrailEffect = "com_sfx_weap_rockettrail_blue"

LightColor = "43 43 253 150"
LightRadius = "4.0"

MaxDamage = "20.0"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.5" //How long in seconds the damage change lasts.
DamageFinalDamage = "40.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.

TurnRate = "0.0"

WaverRate = "0.2"
WaverTurn = "0.015"

MinRange = "20"
OptimalRange = "60"
MaxRange = "100"

SalvoCount = "1"
SalvoDelay = "0.05"

OrdananceName = "rep_weap_inf_stage3_ord"
ODF 2:
Hidden/Spoiler:
[OrdnanceClass]
ClassParent = "com_weap_inf_rocket_launcher_ord"

[Properties]

ExplosionExpire = "rep_weap_inf_rocket_launcher_exp"
ExplosionImpact = "rep_weap_inf_rocket_launcher_exp"

TrailEffect = "com_sfx_weap_rockettrail_blue"

LightColor = "43 43 253 150"
LightRadius = "4.0"

MaxDamage = "1800.0"

DisableTime = "15.0"
TurnRate = "0.0"

WaverRate = "0.2"
WaverTurn = "0.015"

MinRange = "20"
OptimalRange = "60"
MaxRange = "100"

VehicleScale = "1.0"
PersonScale = "0.05"
DroidScale = "0.05"
BuildingScale = "1.0"
AnimalScale = "0.05"

SalvoCount = "1.0"
SalvoDelay = "0.05"

OrdananceName = "rep_weap_inf_stage3_ord"
ODF 3:
Hidden/Spoiler:
[OrdnanceClass]
ClassParent = "com_weap_inf_rocket_launcher_ord"

[Properties]

ExplosionExpire = "rep_weap_inf_rocket_launcher_exp"
ExplosionImpact = "rep_weap_inf_rocket_launcher_exp"

TrailEffect = "com_sfx_weap_rockettrail_blue"

LightColor = "43 43 253 150"
LightRadius = "4.0"

MaxDamage = "5000.0"

TurnRate = "0.0"

WaverRate = "0.2"
WaverTurn = "0.015"

MinRange = "20"
OptimalRange = "60"
MaxRange = "100"

VehicleScale = "1.0"
PersonScale = "0.05"
DroidScale = "0.05"
BuildingScale = "1.0"
AnimalScale = "0.05"
I will test this as soon as i can, if anyone sees anything wrong already though feel free to speak.

Re: Multi staged rocket launcher?

Posted: Sun Jul 04, 2010 5:56 pm
by sim-al2
Salvo delay controls how long it takes for the ordinace to shoot after firing the weapons i.e. a nade has a delay so that it doesn't appear before the unit does the throwing animation. I don't think it's for staging.

Re: Multi staged rocket launcher?

Posted: Sun Jul 04, 2010 5:59 pm
by DarthD.U.C.K.
what he said, a weapon can only fire one primary ordnance and one secondary ordnance, i dont think it is possible to make such a 3-stage weapon this way

Re: Multi staged rocket launcher?

Posted: Sun Jul 04, 2010 8:51 pm
by Darth_Squoobus
DarthD.U.C.K. wrote:what he said, a weapon can only fire one primary ordnance and one secondary ordnance, i dont think it is possible to make such a 3-stage weapon this way
Then it'd be best to just forget stage 1.

Re: Multi staged rocket launcher?

Posted: Sun Jul 04, 2010 10:28 pm
by AgentSmith_#27
The armor piercing stage could simply include the lines to kick a player out of the vehicle, but I just saw this and am curious myself as to how this deal works. So how far can you go? Like you could have an ordnance be a normal ODF, but what would happen if you in turn referenced another ordnance? Would it CTD?

Re: Multi staged rocket launcher?

Posted: Mon Jul 05, 2010 1:09 pm
by destos
No, You can reference another Ordnance in an ordnance file, the orbital strike i downloaded did just that. Even though i did just download it, i remember downloading it a long time ago, and it worked for me back then.

Plus i was thinking of more removing the armor piercing ordnance and just make it an emp, then a follow up rocket. It might not look as awesome as i was hoping it would without the 3 stages, but it will still be something new to interest players =)

I'm thankful for all your help, though i think i now have enough info to play around with this and do my own trial and error. I might have more questions for this later though.

Re: Multi staged rocket launcher?

Posted: Mon Jul 05, 2010 5:18 pm
by SAMofBIA
just a quick question here, WHY WOULD YOU WANT TO KICK THE PERSON OUT OF THE VEHICLE IF YOU ARE GOING TO BLOW IT UP IN THE NEXT 20 MILLISECONDS!?!?!?!?!?!??!?!?!?!? (not yelling, just making a point) doesnt that kind of defeat the purpose of blowing up the machine? you arent getting any points and then you have to reload while the enemy gets several free shots at you. anyway, you could make 2 rocket luanchers; one that can eject someone from the machine and then the 2 step other one. so you can steal the tank or blow up the tank.

Re: Multi staged rocket launcher?

Posted: Mon Jul 05, 2010 6:41 pm
by Darth_Squoobus
SAMofBIA wrote:just a quick question here, WHY WOULD YOU WANT TO KICK THE PERSON OUT OF THE VEHICLE IF YOU ARE GOING TO BLOW IT UP IN THE NEXT 20 MILLISECONDS!?!?!?!?!?!??!?!?!?!? (not yelling, just making a point) doesnt that kind of defeat the purpose of blowing up the machine? you arent getting any points and then you have to reload while the enemy gets several free shots at you. anyway, you could make 2 rocket luanchers; one that can eject someone from the machine and then the 2 step other one. so you can steal the tank or blow up the tank.
He's right, you know.This is a rather superfluous weapon.

Re: Multi staged rocket launcher?

Posted: Mon Jul 05, 2010 7:42 pm
by SAMofBIA
yay, someone else actually agrees with my point of veiw WOOOOOO we should mark this occasion! anyway, i like how you used superfluous, it makes me realize that there are other people in this world who use smart words! i live near a bunch of COMPLETE IMBRED IDIOTS...someone save me

The word you are looking for is "inbred." -Staff

Re: Multi staged rocket launcher?

Posted: Mon Jul 05, 2010 8:52 pm
by AgentSmith_#27
Actually, you get points for destroying vehicles. Also, I'd think the purpose of this weapon would be an anti-vehicle weapon, in which case it would make sense for the emp to first disable then destroy the tank. Where's the fun in just stealing or blowing up a tank?

Re: Multi staged rocket launcher?

Posted: Mon Jul 05, 2010 9:16 pm
by destos
I was thinking of adding the E.M.P. factor simply because in the real world, if you were to choose between disabling a tank just before you completely destroyed it, or firing a rocket that may or may not disable/ destroy it within the first shot and possibly losing your life/ your friends life while you frantically attempt to reload, i would rather go with the E.M.P. to take down the weapon systems and its movement capabilities in the case that it does in fact somehow move just enough to evade your rockets.

Plus if i knew of a way to remove the ability to move the vehicle with an emp instead of making the driver eject, i would. but based in memory of prior findings i don't recall it ever being possible. Therefore ejecting was the next best thing, and honestly its just a concept of my imagination that in the game levels out the power of the rocket, since the rocket is a near guarenteed (as long as you hit it....) Kill, its only fair that you only get the points for the destruction of the tank were as the enemy rockets will do average damage that takes more than one rocket to destroy a tank.

But all in all, its just my opinion and honestly if you want, you can make your own type of multistaged rocket launcher if you want, there is nothing stopping you from doing it but you.

Re: Multi staged rocket launcher?

Posted: Mon Jul 05, 2010 9:25 pm
by SAMofBIA
well, im just sayin that if you shot an emp to disable it and 40 milliseconds later another rocket came and destroyed it, what would be the point of losing a couple extra points? plus, if a tank avoids a missile (without the emp) wouldnt it avoid an EMP fired at the same time? jsut a bit of common sense.

Re: Multi staged rocket launcher?

Posted: Mon Jul 05, 2010 11:55 pm
by Press_Tilty
I agree with Sam - it is :quotes: superfluous :quotes:

Maybe if you made one of the secondary/tertiary have a big enough explosion to take out the driver...still...

I like the idea though :D

Re: Multi staged rocket launcher?

Posted: Tue Jul 06, 2010 3:59 am
by SW_elite
Hang on... The HailFire tank can shoot 32 missles, all giving out damage so if I were you I'd take a look at its ODF... Cause I'm thinking that the amount of missles fired is in the ODF somewhere. So... You could change that to three so it fires three missles, then maybe set it up with a rocket launcher or something...

Hmm, the above bit was kinda useless... I dont know how to get an EMP blast, then two different ordenences, that do damage... So this may be usefull for me to learn aswell...

EDIT: One other thing, what is the point of having an EMP blast to disable the tank if its gonna be destroyed 1 second later?

Re: Multi staged rocket launcher?

Posted: Tue Jul 06, 2010 5:11 am
by DarthD.U.C.K.
the hailfire is a vehicle and he always shoots the same missle, not 30 different missles

Re: Multi staged rocket launcher?

Posted: Tue Jul 06, 2010 10:40 am
by Commander_Fett
personaly I don't see the point in an emp, but it's your rocket, you do what you want with it. If you can't get 3 ordinances to work, you can link the emp to the first "tracer" rocket.

Re: Multi staged rocket launcher?

Posted: Tue Jul 06, 2010 11:29 am
by MercuryNoodles
I'd suggest rolling stage 2 into either 1 or 3, but that's just me. I don't know what exactly would be of benefit in the orbit strike odf, though I'm not too familiar with the more advanced odf tricks. The stock rocket, as I recall, does all of the damage to tanks from the ord's (impact) damage value, though the explosion also has its own damage value (scaled to nothing against vehicles). That being the case, you could either give the EMP's ord a significant damage value, or just make the last rocket deal all of the damage. If you still want to work on actually getting a third ordinance, I'm not going stop you. :P

Re: Multi staged rocket launcher?

Posted: Tue Jul 06, 2010 11:33 am
by Fiodis
destos wrote:I was thinking of adding the E.M.P. factor simply because in the real world....
In the real world anti-tank missiles are laser-guided with an onboard computer that calculates and recalculates the rocket's trajectory fifty times a second. Also, in the real world, bullets have a fair chance of a one-hit kill, firearms generally have a high recoil, and Jedi don't exist. It's up to you to make your mod as "realistic" as you want it, but some realistic things are impossible and others are just a really, really bad idea.

That said, this isn't a bad idea. A rocket that disables a tank, then blows it up? Well, all right. Yeah, we could have a rocket that simply deals 100% damage, rather than disabling it and then dealing 100% damage, but they come to the same thing in the end.
destos wrote:Plus if i knew of a way to remove the ability to move the vehicle with an emp instead of making the driver eject, i would. but based in memory of prior findings i don't recall it ever being possible.
I think I recall Skyhammer asking about this sometime back, as he'd made ion cannons that caused starfighters to stop in midair. He abandoned the idea since they froze in place and didn't keep drifting, which looked sloppy, but that may be exactly what you'd like for a ground tank. A search, however, doesn't bring anything up...that thread might've been in the Dark Space forum.