Page 1 of 1

Axe.odf problem

Posted: Fri Nov 26, 2010 10:09 am
by acryptozoo
i was adding a geonosain with an vibro axe to my local side but
ingame it showsn up with the axe but it does no damage at all
any ideas on whats wrong

thanks in advance

tat_vibro_ax.odf
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "melee"
GeometryName = "tat_vibro_ax.msh"
[Properties]

GeometryName = "tat_vibro_ax"
ComboAnimationBank = "human_sabre melee gam_inf_axe"

DeflectEffect = "com_sfx_sabredeflect"
DeflectSound = "imp_weap_lightsabre_deflect"

FirePointName = "hp_fire1"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "lightshadowsabre"
//LightSaberTrailColor = "240 250 45 128"

FirePointName = "hp_fire2"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "lightshadowsabre"
//LightSaberTrailColor = "240 250 45 128"

HUDTag = "hud_lightsaber"
RoundsPerClip = "0"
ReloadTime = "0.0"

LockOnRange = "60.0"
LockTime = "0.4"
AutoAimSize = "1.0"

MinRange = "0"
OptimalRange = "2.0"
MaxRange = "4"

HitEffect = "com_sfx_sabrehit"
AddHitEffect = "com_sfx_bif" // hooya
AddHitEffect = "com_sfx_zap"
AddHitEffect = "com_sfx_blammo"
AddHitEffect = "com_sfx_pow"

HitSound = "imp_weap_lightsabre_hit"
OnSound = "com_inf_saber_ambient"
TurnOnSound = "com_inf_saber_on"
TurnOffSound = "com_inf_saber_off"

MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"

AutoTurnScreenDist = 0.05
AutoPitchScreenDist = 0.2

ShieldScale = "5.0"
HealthScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
ArmorScale = "1.0"
VehicleScale = "1.0"
BuildingScale = "1.0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
and if nesissary my units odf
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "gen_inf_geonosian.msh"

[Properties]
FootWaterSplashEffect = "com_sfx_watersplash_sm"
WaterSplashEffect = "com_sfx_watersplash_md"
WakeWaterSplashEffect = "com_sfx_watersplash_wade"

//this keeps the player from entering first person with this char
forcemode = 1

Label = "AgroGeonosian"
UnitType = "trooper"
IconTexture = "rep_htrooper_icon"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "gen_inf_geonosian"
GeometryLowRes = "gen_inf_geonosian_low1"
SkeletonName = "geo"
SkeletonLowRes = "geolz"

ControlSpeed = "jet 1.50 1.25 1.25"

JetDuration = "6000.0" //The duration of the jet push, until its turned off
JetJump = "8.0" //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetEffect = "geo_wingsfly"
JetType = "hover"
JetFuelRechargeRate = "0.03" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.1" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.2" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.3" //minimum fuel to perform a jet jump(fuel is 0 to 1)

IgnoreHintNodes = 1

CAMERASECTION = "STAND"

EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.25 3.5"
TiltValue = "10"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.6 0.0"
TrackCenter = "0.0 1.6 0.0"
TrackOffset = "0.0 -0.25 3.5"
TiltValue = "10"

CAMERASECTION = "PRONE"

EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 -0.25 3.0"
TiltValue = "10"

MaxHealth = 100.0

Acceleraton = 30.0
MaxSpeed = 8.0
MaxStrafeSpeed = 6.0
MaxTurnSpeed = 2.25

WeaponName1 = "tat_vibro_ax"
WeaponAmmo1 = 0

CollisionScale = "0.0 0.0 0.0"

NoEnterVehicles = 1

HurtSound = "geo_inf_hurt"
DeathSound = "geo_inf_die"
//LeftFootstepSound = "soldierstepleft"
//RightFootstepSound = "soldierstepright"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
WaterWadingSound = ""
ShockFadeOutTime = ""
ShockFadeOutGain = ""
ShockFadeInTime = ""
ShockSound = ""
RollSound = ""
JumpSound = ""
LandSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
LowHealthThreshold = ""
EngineSound = "geo_inf_fly_parameterized"
TurnOnSound = ""
TurnOffSound = ""
FoleyFXClass = "cis_inf_droid"

AISizeType = "HOVER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.20
EDIT: i found out they kill Ai with ease
but they only can kill humans from behind

Re: Axe.odf problem

Posted: Fri Nov 26, 2010 11:16 am
by CressAlbane
Are you sure you have the right hardpoints/animations for your axe?

Re: Axe.odf problem

Posted: Fri Nov 26, 2010 11:31 am
by acryptozoo
CressAlbane wrote:Are you sure you have the right hardpoints/animations for your axe?
im pretty sure the hard points are right (but then again they might not be )
hrmm.... mabye thats whay they can only kell humans from behind
ill check them again
and the anims work ingame

Re: Axe.odf problem

Posted: Fri Nov 26, 2010 11:56 am
by DarthD.U.C.K.
if you are using the gammorean axe you have to use "hp_fire" and remove the second firepointsection from the odf

Re: Axe.odf problem

Posted: Fri Nov 26, 2010 12:24 pm
by acryptozoo
DarthD.U.C.K. wrote:if you are using the gammorean axe you have to use "hp_fire" and remove the second firepointsection from the odf
tryed that it stays the same but now the geo cant kill anything at any angle

Re: Axe.odf problem

Posted: Fri Nov 26, 2010 12:36 pm
by DarthD.U.C.K.
can you post the weaponodf again? why didnt you take the shipped vibroaxe odf? and why did you put roundsperclip in yours?

Re: Axe.odf problem

Posted: Fri Nov 26, 2010 12:39 pm
by acryptozoo
DarthD.U.C.K. wrote:can you post the weaponodf again? why didnt you take the shipped vibroaxe odf? and why did you put roundsperclip in yours?
sure
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "melee"
GeometryName = "tat_vibro_ax.msh"
[Properties]

GeometryName = "tat_vibro_ax"
ComboAnimationBank = "human_sabre melee gam_inf_axe"

DeflectEffect = "com_sfx_sabredeflect"
DeflectSound = "imp_weap_lightsabre_deflect"

FirePointName = "hp_fire1"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "lightshadowsabre"
//LightSaberTrailColor = "240 250 45 128"

FirePointName = "hp_fire2"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "lightshadowsabre"
//LightSaberTrailColor = "240 250 45 128"

HUDTag = "hud_lightsaber"
RoundsPerClip = "0"
ReloadTime = "0.0"

LockOnRange = "60.0"
LockTime = "0.4"
AutoAimSize = "1.0"

MinRange = "0"
OptimalRange = "2.0"
MaxRange = "4"

HitEffect = "com_sfx_sabrehit"
AddHitEffect = "com_sfx_bif" // hooya
AddHitEffect = "com_sfx_zap"
AddHitEffect = "com_sfx_blammo"
AddHitEffect = "com_sfx_pow"

HitSound = "imp_weap_lightsabre_hit"
OnSound = "com_inf_saber_ambient"
TurnOnSound = "com_inf_saber_on"
TurnOffSound = "com_inf_saber_off"

MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"

AutoTurnScreenDist = 0.05
AutoPitchScreenDist = 0.2

ShieldScale = "5.0"
HealthScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
ArmorScale = "1.0"
VehicleScale = "1.0"
BuildingScale = "1.0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
i did i used the gamoereans axe as a base and changed the msh
and not sure why thats there

Re: Axe.odf problem

Posted: Fri Nov 26, 2010 12:41 pm
by DarthD.U.C.K.
try using the swbf2-axeodf, the one you posted seems to be from swbf1 adn some parameters might break it in swbf2

Re: Axe.odf problem

Posted: Fri Nov 26, 2010 1:02 pm
by acryptozoo
DarthD.U.C.K. wrote:try using the swbf2-axeodf, the one you posted seems to be from swbf1 adn some parameters might break it in swbf2
hrmm... i can only find one type of axe in the modtools
and thats the one i used

Re: Axe.odf problem

Posted: Fri Nov 26, 2010 1:04 pm
by DarthD.U.C.K.

Code: Select all

[WeaponClass]

ClassLabel          = "melee"
ClassParent         = "com_weap_inf_lightsaber"

[Properties]

GeometryName        = "gam_inf_weap_axe"
ComboAnimationBank  = "human_sabre melee gam_inf_axe"

FirePointName    = "hp_fire"
LightSaberLength        = "0.4"
LightSaberWidth         = "0.75"
//LightSaberTrailColor 	= "255 255 255 100"
//LightSaberTexture = "gam_guard" // invalid texture to get trail to show up
//LightSaberGlowTexture = "gam_guard"

MinRange            = "0"
OptimalRange        = "1.5"
MaxRange        = "3"

HitSound            = "com_weap_inf_grenade_bounce"

OnSound				= "overrideparentsound"
TurnOnSound			= "overrideparentsound"
TurnOffSound		= "overrideparentsound"
thats it, its in the BF2_ModTools\assets\sides\GAM\ODF-folder

Re: Axe.odf problem

Posted: Fri Nov 26, 2010 2:37 pm
by acryptozoo
DarthD.U.C.K. wrote:

Code: Select all

[WeaponClass]

ClassLabel          = "melee"
ClassParent         = "com_weap_inf_lightsaber"

[Properties]

GeometryName        = "gam_inf_weap_axe"
ComboAnimationBank  = "human_sabre melee gam_inf_axe"

FirePointName    = "hp_fire"
LightSaberLength        = "0.4"
LightSaberWidth         = "0.75"
//LightSaberTrailColor 	= "255 255 255 100"
//LightSaberTexture = "gam_guard" // invalid texture to get trail to show up
//LightSaberGlowTexture = "gam_guard"

MinRange            = "0"
OptimalRange        = "1.5"
MaxRange        = "3"

HitSound            = "com_weap_inf_grenade_bounce"

OnSound				= "overrideparentsound"
TurnOnSound			= "overrideparentsound"
TurnOffSound		= "overrideparentsound"
thats it, its in the BF2_ModTools\assets\sides\GAM\ODF-folder
tryed that but now it crashes

Re: Axe.odf problem

Posted: Fri Nov 26, 2010 6:05 pm
by DarthD.U.C.K.
do you have the combo file in your odf-folder and all the other necessary files in their appropriate folder?

Re: Axe.odf problem

Posted: Fri Nov 26, 2010 6:21 pm
by acryptozoo
DarthD.U.C.K. wrote:do you have the combo file in your odf-folder and all the other necessary files in their appropriate folder?
yes i do