... But if I use it, it works fine. If you don't move, you are invisible. Now I made some changes and it works if you run, too .
Why is it a shipped odf now ?? I think it works
Moderator: Moderators














Code: Select all
[WeaponClass]
ClassLabel = "invisibility"
[Properties]
GeometryName = ""
HighResGeometry = ""
HUDTag = "hud_stealth"
OffhandWeapon = "1"
FireAnim = "1"
//InstantPlayFireAnim = "1"
//ChargeUpEffect = "com_sfx_chargeup"
//MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"
//RoundsPerClip = "32"
ReloadTime = "0.0"
HeatPerShot = "6.0" // only allow player to fire every 5 seconds
HeatRecoverRate = "0.033"
HeatThreshold = "1.0"
InitialEnergyDrain = "10.0"
EnergyDrain = "10.0"
EnergyDrainRate = "10.0"
InitialSalvoDelay = "0.3"
InvisibilityTrigger = "Hold"
InvisibilityPersistTime = ".2"
InvisibilityMax = "1.0"
InvisibilityMin = "0.5"
SpeedForInvisibilityMax = "10.0" // abnormal run
SpeedForInvisibilityMin = "700.0" // full afterburners
InvisibilityIncRate = "0.6"
InvisibilityDecRate = "0.9"
FlickerAmplitude = "0.3" // decrease invisibility by 0.5
FlickerTimeMin = "5.0" // randomly every 5 to 10 seconds
FlickerTimeMax = "10.0"
//ThrustFactor = "0.5" // when firing, move at half speed
TargetLock = "1" // when firing, activate target lock
//ZoomMin = "2.0"
//ZoomMax = "2.0"
//ZoomRate = "0.0"
//FirePointName = "hp_fire"
ModeTexture = "HUD_weap_semiauto"
//ModeTextureColor = "42 235 42 100"
ReticuleTexture = "reticule_rifle"
ScopeTexture = "weapon_scope2"
LockOnRange = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "0"
AITargetBuilding = "0"
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.2"
RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"
FireSound = "all_weap_invisibility_fire"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""instead.AnimationBank = "tool"




[GameObjectClass]
// Base class for all soldiers, inherits from base type soldier
ClassLabel = "soldier"
GeometryName = "all_inf_ep3cloakedanakin.msh" //reskinned
[Properties]
FootWaterSplashEffect = "com_sfx_watersplash_sm"
WaterSplashEffect = "com_sfx_watersplash_md"
WakeWaterSplashEffect = "com_sfx_watersplash_wade"
GeometryName = "all_inf_ep3cloakedanakin"
GeometryLowRes = "all_inf_ep3cloakedanakin_low1"
FirstPerson = "all\alllstrm;all_1st_stormtrooper"
AnimationName = "assassin"
ClothODF = "rep_inf_ep3cloakedanakin_cloak"
ClothODF = "rep_inf_ep3cloakedanakin_skirt"
JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 0.0
CollisionScale = "0.0 0.0 0.0"
// when dead, kneel
FleeLikeAHero = 1
MapTexture = "troop_icon"
MapScale = 1.4
MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100
HealthType = "person"
MaxHealth = 2200.0
//Addhealth = 5
//ScanningRange = 30.0
//TransmitRange = 300.0
//MaxShield = 700
//AddShield = 2
//AddShieldOff = 2
NoEnterVehicles = 0
WEAPONSECTION = 1
WeaponName = "all_weap_assassinsword"
WeaponAmmo = 0
WEAPONSECTION = 2
WeaponName = "all_weap_inf_fog_caller"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 3
WeaponName = "all_weap_inf_vanishing_spell"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "all_weap_inf_ward"
WeaponAmmo = 0
WeaponChannel = 1
//WEAPONSECTION = 5
//WeaponName = "all_weap_inf_godcaller"
//WeaponAmmo = 0
//WeaponChannel = 1
// Movement defaults
// These are values for an average class - some soldiers will override these
RecoverFromTumble = "1"
MaxSpeed = 6.5 // base forward speed
MaxStrafeSpeed = 6.5 // base right/left speed
MaxTurnSpeed = 3.0 // base turn speed
JumpHeight = 3.5 // base jump height in meters
JumpForwardSpeedFactor = 1.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 1.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 1.7 // in forward arc, boost speed by this factor when rolling
Acceleration = 90.0 // accelerate to full run in about 7/70 = 0.1 seconds
JetAcceleration = 20.0 // for characters with jet jump, use this acceleration for in air control
SprintAccelerateTime = 0.05 // accelerate from run to sprint in this time
BlurEffect = "0.8" //motion blur effect for force run
// ControlSpeed = "<stance> <thrustfactor> <strafefactor> <turnfactor>"
// For grounded states (stand, crouch, prone, sprint) and jet state,
// in which the thrust/strafe stick controls the player's velocity,
// these values are multipliers on the max speed and acceleration.
// For flying states (jump, roll, tumble), in which the thrust/strafe stick
// applies an acceleration, these values only multiply the acceleration.
ControlSpeed = "stand 1.00 1.00 1.00"
ControlSpeed = "crouch 0.70 0.60 1.00"
ControlSpeed = "prone 0.30 0.20 0.50"
ControlSpeed = "jet 1.50 1.25 1.25"
ControlSpeed = "jump 0.10 0.10 0.60"
ControlSpeed = "roll 0.02 0.02 0.35"
ControlSpeed = "tumble 0.00 0.00 0.10"
ControlSpeed = "sprint 2.50 0.50 0.50"
// Energy bar defaults
EnergyBar = 700.0 // Max energy
EnergyRestore = 15.0 // energy regained per second if moving
EnergyRestoreIdle = 50.0 // energy regained per second if not
EnergyDrainSprint = 0.0 // energy spent per second of sprinting
EnergyMinSprint = 1.0 // min energy to start sprinting
EnergyCostJump = 0.0 // energy cost to jump
EnergyCostRoll = 0.0 // energy cost to roll
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
CAMERASECTION = "STAND"
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 1.7 0.0"
TrackOffset = "0.0 0.0 5.2"
TiltValue = "10"
CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0"
TrackOffset = "0.0 0.15 3.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"
CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"
CAMERASECTION = "PRONE"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"
CameraBlendTime = "1.0"
CAMERASECTION = "PRONEZOOM"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"
CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.0 4.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"
VOUnitType = 1
SoldierMusic = "all_hero_Luke_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "all_inf_soldier"
//SndHeroSelectable = ""
//SndHeroSpawned = "hero_luke_spawn"
//SndHeroDefeated = "hero_luke_exhausted"
//SndHeroKiller = "hero_luke_exhausted"
//VOSound = "all_off_response_hero_command SC_Follow"
//VOSound = "all_off_response_hero_command SC_StopFollow"
//VOSound = "all_off_response_hero_command SC_VehicleWaitUp"
//VOSound = "all_off_response_hero_command SC_GetIn"
//VOSound = "all_off_response_hero_command SC_GetOut"
//VOSound = "hero_luke_AcquiredTarget AcquiredTarget"
VOSound = "hero_luke_KillingSpree4 KillingSpree4"
DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.20
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.15
[WeaponClass]
ClassLabel = "invisibility"
[Properties]
Label = "Invisibility Field"
GeometryName = ""
HighResGeometry = ""
HUDTag = "hud_stealth"
AnimationBank = "tool"
//ChargeUpEffect = "com_sfx_chargeup"
//MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"
//RoundsPerClip = "32"
ReloadTime = "0.0"
HeatPerShot = "5.0" // only allow player to fire every 5 seconds
HeatRecoverRate = "1.0"
HeatThreshold = "0.01"
InitialEnergyDrain = "0.0"
EnergyDrain = "0.0"
//EnergyDrainRate = "0.0"
InitialSalvoDelay = "0.3"
InvisibilityTrigger = "Hold"
InvisibilityPersistTime = "1000.0"
InvisibilityMax = "1.0"
InvisibilityMin = "0.3"
SpeedForInvisibilityMax = "6.5" // normal run
SpeedForInvisibilityMin = "9.5" // full sprint
InvisibilityIncRate = "0.6"
InvisibilityDecRate = "0.9"
FlickerAmplitude = "0.6" // decrease invisibility by 0.5
FlickerTimeMin = "5.0" // randomly every 5 to 10 seconds
FlickerTimeMax = "10.0"
//ThrustFactor = "0.5" // when firing, move at half speed
TargetLock = "1" // when firing, activate target lock
//ZoomMin = "2.0"
//ZoomMax = "2.0"
//ZoomRate = "0.0"
//FirePointName = "hp_fire"
ModeTexture = "HUD_weap_semiauto"
//ModeTextureColor = "42 235 42 100"
ReticuleTexture = "reticule_rifle"
ScopeTexture = "weapon_scope2"
OffhandWeapon = 0
InstantPlayFireAnim = 1
TriggerSingle = "1"
LockOnRange = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.2"
RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"
FireSound = "all_weap_invisibility_fire"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""
//NextCharge = 0.25
//HeatPerShot = "0.6"
//AmmoPerShot = 1
//NextCharge = 0.5
//HeatPerShot = "0.65"
//AmmoPerShot = 2
//NextCharge = 0.75
//HeatPerShot = "0.8"
//AmmoPerShot = 3
//NextCharge = 0.99
//HeatPerShot = "1.0"
//AmmoPerShot = 4
[WeaponClass]
ClassLabel = "invisibility"
[Properties]
Label = "Invisibility Field"
GeometryName = ""
HighResGeometry = ""
HUDTag = "hud_stealth"
//OffhandWeapon = "1"
//FireAnim = "1"
//InstantPlayFireAnim = "1"
AnimationBank = "tool"
//ChargeUpEffect = "com_sfx_chargeup"
//MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"
//RoundsPerClip = "32"
ReloadTime = "0.0"
HeatPerShot = "5.0" // only allow player to fire every 5 seconds
HeatRecoverRate = "1.0"
HeatThreshold = "0.01"
InitialEnergyDrain = "100.0"
EnergyDrain = "10.0"
EnergyDrainRate = "10.0"
InitialSalvoDelay = "0.01"
InvisibilityTrigger = "Hold"
InvisibilityPersistTime = "60.0"
InvisibilityMax = "1.0"
InvisibilityMin = "0.5"
SpeedForInvisibilityMax = "700.0"
SpeedForInvisibilityMin = "700.0"
InvisibilityIncRate = "0.6"
InvisibilityDecRate = "0.9"
FlickerAmplitude = "0.6"
FlickerTimeMin = "5.0" // randomly every 5 to 10 seconds
FlickerTimeMax = "10.0"
//ThrustFactor = "0.5" // when firing, move at half speed
TargetLock = "1" // when firing, activate target lock
//ZoomMin = "2.0"
//ZoomMax = "2.0"
//ZoomRate = "0.0"
//FirePointName = "hp_fire"
ModeTexture = "HUD_weap_semiauto"
//ModeTextureColor = "42 235 42 100"
ReticuleTexture = "reticule_rifle"
ScopeTexture = "weapon_scope2"
LockOnRange = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "0"
AITargetBuilding = "0"
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.2"
RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"
FireSound = "all_weap_invisibility_fire"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""
[WeaponClass]
ClassLabel = "invisibility"
[Properties]
Label = "Invisibility Field"
GeometryName = ""
HighResGeometry = ""
HUDTag = "hud_stealth"
AnimationBank = "tool"
//ChargeUpEffect = "com_sfx_chargeup"
//MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"
//RoundsPerClip = "32"
ReloadTime = "0.0"
HeatPerShot = "5.0" // only allow player to fire every 5 seconds
HeatRecoverRate = "1.0"
HeatThreshold = "0.01"
InitialEnergyDrain = "40.0"
EnergyDrain = "18.0"
//EnergyDrainRate = "20.0"
InitialSalvoDelay = "0.3"
InvisibilityTrigger = "Toggle"
//InvisibilityTrigger = "Hold"
InvisibilityPersistTime = "1.0"
InvisibilityMax = "1.0"
InvisibilityMin = "0.3"
SpeedForInvisibilityMax = "6.5" // normal run
SpeedForInvisibilityMin = "9.5" // full sprint
InvisibilityIncRate = "0.6"
InvisibilityDecRate = "0.9"
FlickerAmplitude = "0.6" // decrease invisibility by 0.5
FlickerTimeMin = "5.0" // randomly every 5 to 10 seconds
FlickerTimeMax = "10.0"
//ThrustFactor = "0.5" // when firing, move at half speed
TargetLock = "1" // when firing, activate target lock
//ZoomMin = "2.0"
//ZoomMax = "2.0"
//ZoomRate = "0.0"
//FirePointName = "hp_fire"
ModeTexture = "HUD_weap_semiauto"
//ModeTextureColor = "42 235 42 100"
ReticuleTexture = "reticule_rifle"
ScopeTexture = "weapon_scope2"
OffhandWeapon = 0
InstantPlayFireAnim = 1
TriggerSingle = "1"
LockOnRange = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.2"
RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"
FireSound = "all_weap_invisibility_fire"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""
//NextCharge = 0.25
//HeatPerShot = "0.6"
//AmmoPerShot = 1
//NextCharge = 0.5
//HeatPerShot = "0.65"
//AmmoPerShot = 2
//NextCharge = 0.75
//HeatPerShot = "0.8"
//AmmoPerShot = 3
//NextCharge = 0.99
//HeatPerShot = "1.0"
//AmmoPerShot = 4
