homing weapons?

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Dymon
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homing weapons?

Post by Dymon »

hello there, i'd like to make the ordnance of the republican emp thrower homing on enemy vehicles and flyers just as the rockets of the rocketlaunchers do. so i looked into the odf's of the rocketlauncher and the bulldog but i couldn't identify any lines that could manage their ordnances to be homing. and i didn't find anything in the ordnance's odf's too. :?
any help would be appreciated :wink:
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Re: homing weapons?

Post by tsurugi13 »

I think you're looking in the side odf files. Look in the common folder.
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authraw
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Re: homing weapons?

Post by authraw »

I'm not quite sure, but you could try adding the following line to the _ord odf:
TurnRate = "2.0"

That line only seems to appear in homing weapon ord files.
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Re: homing weapons?

Post by Aman/Pinguin »

Hidden/Spoiler:
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "1"
TargetBuilding = "0"
This should do it, not sure though.

Also:

Code: Select all

LockTime            = "0.0"
you should raise it a bit.
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authraw
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Re: homing weapons?

Post by authraw »

The TargetPerson is set to true in the rifle odf as well, but the rifle is not a homing weapon. It seems to me that those TargetSomething values allow you to select that unit type when holding that weapon. To make the EMP blaster homing, you're certainly going to need the TargetWhatever set to one, but that's not the only thing necessary to make a weapon a homing weapon.
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Re: homing weapons?

Post by PsYcH0_]-[aMsT3r »

OK this is what im good at and im doing the same thing at the moment. OK here what the odf lines do:
Hidden/Spoiler:
TargetEnemy = "1" (what to target youll want TargetEnemy)
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "0" (This says what type of player to target.)
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "1"
TargetBuilding = "0"

AITargetPerson = "0" (How the AI target)
AITargetAnimal = "1"
AITargetDroid = "0"
AITargetVehicle = "1"
AITargetBuilding = "1"

MinRange = "15"
OptimalRange = "75"
MaxRange = "300"

LockOnRange = "250.0" (How far youll can lock on from)
LockOnAngle = "6.0" (What angle you must be at_TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "0" (What type to target)
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "1"
TargetBuilding = "0"

AITargetPerson = "0" (What type the AI target)
AITargetAnimal = "1"
AITargetDroid = "0"
AITargetVehicle = "1"
AITargetBuilding = "1"

MinRange = "15"
OptimalRange = "75"
MaxRange = "300"

LockOnRange = "250.0" (How far away you can lock-on from)
LockOnAngle = "6.0" (What angle you must be at lock-on from)
LockOffAngle = "10.0" (What angle will you un-lock-on from)
LockTime = "1.0"

ZoomMin = "2.0"
ZoomMax = "2.0"
ZoomRate = "0.0"

PitchSpread = "0.0"
YawSpread = "0.0"

SpreadPerShot = "1.1"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"

StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0)
LockOffAngle = "10.0"
LockTime = "1.0"

ZoomMin = "2.0"
ZoomMax = "2.0"
ZoomRate = "0.0"

PitchSpread = "0.0"
YawSpread = "0.0"

SpreadPerShot = "1.1"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"

StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"
And the _ord:
Hidden/Spoiler:
MinSpeed = "20.0"
Acceleration = "80.0"
Velocity = "100.0"
Gravity = "0.0"
Rebound = "0.0"
TurnRate = "2.0" (How much the bullet will turn to hit a player)

WaverRate = "0.0" (How much the bullet will 'wobble' or waver)
WaverTurn = "0.0" (same as bove just turning)



MaxDamage = "500.0"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.5" //How long in seconds the damage change lasts.
DamageFinalDamage = "1500.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.

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

OrdnanceSound = "com_weap_inf_ord_hum_rocket"

BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
There you go that should help :D
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Re: homing weapons?

Post by Caleb1117 »

Aman/Pinguin wrote:TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "1"
TargetBuilding = "0"
Yea, thats to make a unit using a weapon shoot it at different stuff, I use it to make rocketeers shoot infantry with rockets.
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Re: homing weapons?

Post by FragMe! »

if this helps at all this is what I have in the cis_weap_inf_rocket_launcher.odf in order to lock on to enemy units in hunt mode for Sewers.

Code: Select all

TargetEnemy         = "1"

TargetPerson        = "1"
TargetDroid         = "1"

AITargetPerson        = "1"
AITargetDroid         = "1"
This works great and it is lots of fun, the bigger question is if something other than a rocket/propelled weapon can lock on to a target and track it.
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Re: homing weapons?

Post by PsYcH0_]-[aMsT3r »

Hmm i think the classlabel "launcher" or ord classlabel "missile" might do that.

EDIT: Yea i think it must be cus the bulldog which can lock on has the same classlabels
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Re: homing weapons?

Post by Maveritchell »

The .odf parameters doc says that it applies to all weapon classlabels. I'm not sure how it would work with something like an areaeffectweapon, but you might still get it to work on a bolt or a fatray (etc.).
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