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Mortar launcher ODF problem
Posted: Sun May 23, 2010 2:38 pm
by myers73
so trying to make a full-auto mortar launcher, I set
MaxPressedTime = "0.0"
TriggerSingle = "0"
ShotDelay = "0.2"
but its still single fire.
also, I want it to stick to buildings, but it bounces off of building that are not destroyable.
EDIT: Fixed by changin the ClassLable: to "launcher"
for an ordinance class, can "sticky" lockon and track like rockets? or can "missle" stick and have a delayed explosion?
Re: mortar launcher ODF problem
Posted: Sun May 23, 2010 5:12 pm
by AQT
myers73 wrote:also, I want it to stick to buildings, but it bounces off of building that are not destroyable.
Is your ordnance ODF set up like this?
Code: Select all
StickBuilding = 1
StickBuildingDead = 1
StickBuildingUnbuilt = 1
Re: mortar launcher ODF problem
Posted: Sun May 23, 2010 5:42 pm
by myers73
yes
Re: mortar launcher ODF problem
Posted: Mon May 24, 2010 6:15 pm
by fasty
I really wish someone would help you with this.

Too bad I really don't know the answer.
Re: mortar launcher ODF problem
Posted: Mon May 24, 2010 6:44 pm
by CressAlbane
I think that the MaxPressedTime line is not what you want.
Look at the com_weap_inf_chaingun...
99% that you should get rid of the MaxPressedTime line for this to work.
EDIT: Fasty, how does your post help Myers73 help figure out his problem?
Re: mortar launcher ODF problem
Posted: Mon May 24, 2010 6:46 pm
by Sky_216
myers73 wrote:for an ordinance class, can "sticky" lockon and track like rockets? or can "missle" stick and have a delayed explosion?
Nope. Only works for missiles.
Re: mortar launcher ODF problem
Posted: Mon May 24, 2010 6:50 pm
by fasty
CressAlbane wrote:
EDIT: Fasty, how does your post help Myers73 help figure out his problem?
Well if I didn't say anything nobody would have tried to help.

Re: mortar launcher ODF problem
Posted: Mon May 24, 2010 6:53 pm
by FragMe!
For your last question, a mortar ordnace (sticky) cannot track and likewise a rocket which can track cannot be a sticky weapon.
This did give me an idea for a fun open area weapon, a slow moving tracking rocket, gives you a chance to escape it but deadly if you don't.
@fasty just because someone didn't answer the same day doesn't mean no one will answer.
Re: mortar launcher ODF problem
Posted: Mon May 24, 2010 6:55 pm
by fasty
FragMe! wrote:@fasty just beause someone didn't answer the same day doesn't mean no one will answer.
Sorry just trying to help out.

Re: mortar launcher ODF problem
Posted: Mon May 24, 2010 7:06 pm
by myers73
CressAlbane wrote:I think that the MaxPressedTime line is not what you want.
Look at the com_weap_inf_chaingun...
99% that you should get rid of the MaxPressedTime line for this to work.
you have to change the class to launcher, as I said a few post back, but gravity will not work, or at least i dont think it will, dont need it for my gun anyway
FragMe! wrote:This did give me an idea for a fun open area weapon, a slow moving tracking rocket, gives you a chance to escape it but deadly if you don't.
Beat you to it. Got a nice class going. Sticky gun, sort of like needlers from halo, and tracking rocket, but have them share heat. It is awesome but at the same time balanced so that it is not over powered.
Re: mortar launcher ODF problem
Posted: Mon May 24, 2010 9:27 pm
by Sky_216
FragMe! wrote:For your last question, a mortar ordnace (sticky) cannot track and likewise a rocket which can track cannot be a sticky weapon.
This did give me an idea for a fun open area weapon, a slow moving tracking rocket, gives you a chance to escape it but deadly if you don't.
Done it for DS already - one of the stealth droid units has a "kamikaze recon droid" thats really a slow moving missile. Best way to dodge it is to get something between it and you or roll at the last second.
Re: mortar launcher ODF problem
Posted: Tue May 25, 2010 7:10 pm
by CressAlbane
Wait-what's the problem now?