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Double pistol odf

Posted: Fri Sep 24, 2010 11:52 pm
by THEWULFMAN
I know how to have a tropper with two pistols, the prob is only one pistol is firing. i heard about a special odf made to look like both the guns are fireing. not from the same pistol you understand. any ideas? thanks in advance.

ps, ive seen this work before, namely in mav's KOTOR mod

Re: Double pistol odf

Posted: Fri Sep 24, 2010 11:56 pm
by Deviss
like this:
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "cannon"

[Properties]
GeometryName = "rep_weap_dc17pistol"
HighResGeometry = "rep_weap_dc17pistol_1st"
OrdnanceName = "rep_weap_inf_dual_pistol_ord"

ScoreForMedalsType = 0

AnimationBank = "pistol"

//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

MinRange = "0"
OptimalRange = "16"
MaxRange = "24"

LockOnRange = "40.0"
LockTime = "0.4"
LockOnAngle = "1.0"

ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"

YawSpread = "0.4"
PitchSpread = "0.4"

SpreadPerShot = "0.75"
SpreadRecoverRate = "2.0"
SpreadThreshold = "3.0"
SpreadLimit = "0.3"

StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "0"
ReloadTime = "2.0"
ShotDelay = "0.2"
TriggerSingle = "1"
MaxPressedTime = "0.0"

DisplayRefire = "0"

SalvoCount = "2"
SalvoDelay = "0.075"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

FirePointName = "hp_fire"

//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************

MuzzleFlash = "no_muzzle_flash"
FlashColor = "0 0 0 0"
FlashLength = 0.0
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

FireSound = "dualpistol_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"

Re: Double pistol odf

Posted: Fri Sep 24, 2010 11:58 pm
by THEWULFMAN
Deviss wrote:like this:
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "cannon"

[Properties]
GeometryName = "rep_weap_dc17pistol"
HighResGeometry = "rep_weap_dc17pistol_1st"
OrdnanceName = "rep_weap_inf_dual_pistol_ord"

ScoreForMedalsType = 0

AnimationBank = "pistol"

//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

MinRange = "0"
OptimalRange = "16"
MaxRange = "24"

LockOnRange = "40.0"
LockTime = "0.4"
LockOnAngle = "1.0"

ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"

YawSpread = "0.4"
PitchSpread = "0.4"

SpreadPerShot = "0.75"
SpreadRecoverRate = "2.0"
SpreadThreshold = "3.0"
SpreadLimit = "0.3"

StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "0"
ReloadTime = "2.0"
ShotDelay = "0.2"
TriggerSingle = "1"
MaxPressedTime = "0.0"

DisplayRefire = "0"

SalvoCount = "2"
SalvoDelay = "0.075"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

FirePointName = "hp_fire"

//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************

MuzzleFlash = "no_muzzle_flash"
FlashColor = "0 0 0 0"
FlashLength = 0.0
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

FireSound = "dualpistol_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
WOW, dev your fast, you posted that 4 minutes after i opened the forum. will test soon.
thank you.

Re: Double pistol odf

Posted: Sat Sep 25, 2010 12:08 am
by Deviss
THEWULFMAN wrote:WOW, dev your fast, you posted that 4 minutes after i opened the forum. will test soon.
thank you.
thanks, i was on the place and moment just :lol: , i hope work fine :) of course change the geometryname and highresgeometry lines to your model name

Re: Double pistol odf

Posted: Sat Sep 25, 2010 5:39 pm
by THEWULFMAN
Deviss wrote:
THEWULFMAN wrote:WOW, dev your fast, you posted that 4 minutes after i opened the forum. will test soon.
thank you.
thanks, i was on the place and moment just :lol: , i hope work fine :) of course change the geometryname and highresgeometry lines to your model name
I tested it, but i didnt do the no_muzzle_flash thing, is there any way to have both weapns have muzzle flash?

Re: Double pistol odf

Posted: Sat Sep 25, 2010 5:48 pm
by DarthD.U.C.K.
no, as far as i know its not possible to have multiple muzzleflashes on infanryweapons

Re: Double pistol odf

Posted: Sat Sep 25, 2010 5:49 pm
by THEWULFMAN
DarthD.U.C.K. wrote:no
Ah well, bang goes that, thanks guys for clearing this up, i probably will chang the name of the forum to my new question, rather that open a new one.

Re: Double pistol odf

Posted: Sat Sep 25, 2010 7:44 pm
by Fiodis
THEWULFMAN wrote:i probably will chang the name of the forum to my new question, rather that open a new one.
You mean the name of your thread, I hope? :wink:

Re: Double pistol odf

Posted: Sun Sep 26, 2010 9:13 am
by THEWULFMAN
Fiodis wrote:
THEWULFMAN wrote:i probably will chang the name of the forum to my new question, rather that open a new one.
You mean the name of your thread, I hope? :wink:
yea sorry, i wrote in 2 secs

Re: Double pistol odf

Posted: Sun Sep 26, 2010 9:01 pm
by [TFA]Padawan_Fighter
What about that one asset DarthD.U.C.K (i think) released that had a dual weapon wielding skeleton? I can't find it anymore, but would that have a muzzle flash?

Re: Double pistol odf

Posted: Sun Sep 26, 2010 9:20 pm
by Fiodis
No it would not.

Re: Double pistol odf

Posted: Mon Sep 27, 2010 5:00 pm
by THEWULFMAN
Fiodis wrote:No it would not.
it just makes a movement like hes firening the weapon, while have a addon mesh weapon in the left hand

Re: Double pistol odf

Posted: Mon Sep 27, 2010 9:04 pm
by Ace_Azzameen_5
You could add an effect to the ORD odf as a
TrailEffect = "muzzle_effect" // an fx file

I only know for sure that this works on turrets. ( I wanted to add a vaporization trail to my giant lazzor beam)
You could edit an fx file like one of sparks (if needed at all) so that it stays stationary at the muzzle. My contrails are currently doing this unintentionally. Well actually now they sit there and fire off a second later XD. But before they basically acted as muzzle-smoke.

Re: Double pistol odf

Posted: Mon Sep 27, 2010 9:55 pm
by Fiodis
I've considered that before, and played with it a little. Got some results, but I didn't like them much. For one thing, the weapon has to be launcher class and the ordance couldn't be emmiterordance, a bolt, or a beam.

Re: Double pistol odf

Posted: Tue Sep 28, 2010 9:56 am
by Ace_Azzameen_5
Are you sure? This is my ODf, its derived from the one for the big space turrets, but I thought beams look stupid so I changed it for my space map, now I placed a few as ... anti-aircraft...turrets on my map. Big aircraft.
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "bolt"

[Properties]
ImpactEffectWater = "com_sfx_watersplash_md"

LaserTexture = "ace_sfx_laser_red_large"
ImpactEffect = "com_sfx_ord_exp"
LaserLength = "100"
LaserWidth = "10.0"
LaserGlowColor = "235 140 90 100"
TrailEffect = "ace_sfx_weap_lazertrail_red"
Range = "6000.0"
Gravity = "1.0"
Rebound = "0.0"
Velocity ="700"

MaxDamage = "3000"

ExplosionName = "com_sfx_weap_shiplaser_exp_lg"

ExplosionImpact = "ace_weap_inf_orbital_attack_salvo_exp"

LifeSpan = "100.0"

PassThrough = "1"

VehicleScale = "1"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "1.0"

OrdnanceSound = "" // No Ordnance Sound on Beams...but this isn't a beam anymore better edit this
P.S. I just got a new rank 1111posts!!! (This has got to be like the 3rd time I've passed 1100 posts...)

Re: Double pistol odf

Posted: Tue Sep 28, 2010 4:57 pm
by Fiodis
I know vehicles and turrets can have discharge effects. I'm pretty sure bolts can't have trail effects, only impact/expire effects, but I could very well be wrong....that trail effect worked for you, Ace?

Re: Double pistol odf

Posted: Tue Sep 28, 2010 5:06 pm
by AQT
I can confirm trail effects do work with bolts. See the bottom left image:
Hidden/Spoiler:
Image
It's hard to see but that's actually a blue trail effect with a blue bolt.

Re: Double pistol odf

Posted: Tue Sep 28, 2010 6:23 pm
by Fiodis
Hooray, I'm wrong. :P

Re: Double pistol odf

Posted: Tue Sep 28, 2010 7:53 pm
by THEWULFMAN
i started this as a simple inquirery, and it turned into a discussion :funny2:

The basic probs with this are hardcoded. Since no one at Pandemic wanted to take the time to program the stuff needed for jango, they gave us a bit of a sticky spot. The best idea i had fooled around with trying to rename the hp_fire on the second weapon, then and a second ord to that hp, but as you all know, this is impossible, so i came here.
Ace_Azzameen_5 wrote:You could add an effect to the ORD odf as a
TrailEffect = "muzzle_effect" // an fx file

I only know for sure that this works on turrets. ( I wanted to add a vaporization trail to my giant lazzor beam)
You could edit an fx file like one of sparks (if needed at all) so that it stays stationary at the muzzle. My contrails are currently doing this unintentionally. Well actually now they sit there and fire off a second later XD. But before they basically acted as muzzle-smoke.
This, altough gave me some fun ideas, is moot. I f you cant have it fire from BOTH weps, then whats the point?
On second thought, you might be able to do this, then in the fx file, copy the whole thing, then offset it and delay it some how, not sure how that would work.
If any one wants to play around with this feel free, but im toO busy :sleep: to work on this right now, altough id love to.
AND, im only intermediately good at FX. :P

Re: Double pistol odf

Posted: Tue Sep 28, 2010 8:06 pm
by Fiodis
THEWULFMAN wrote:On second thought, you might be able to do this, then in the fx file, copy the whole thing, then offset it and delay it some how, not sure how that would work.
If any one wants to play around with this feel free, but im toO busy :sleep: to work on this right now, altough id love to.
AND, im only intermediately good at FX. :P
Fiodis wrote:I've considered that before, and played with it a little. Got some results, but I didn't like them much. For one thing, the weapon has to be launcher class and the ordance couldn't be emmiterordance, a bolt, or a beam.
That's what I played with, but that was before I knew bolts could have traileffects. I may just play with this some more now. :)