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Orbital Attack Launcher: Episode I: The Phantom Ordinance

Posted: Mon Sep 11, 2006 7:10 pm
by Hebes24
I'm trying to get my Orbital Attack Launcher to work. Basically, you can find out what you need to know from this page. What I'm trying to do is have a grenade launcher shoot a grenade theat is a beacon, wherever this beacon lands is whaere the orbital strike occurs. the beacon shoots, lands, and nothing happens.

Here's the odf's:

all_weap_inf_orb_attk_launcher:
[WeaponClass]
ClassParent = "com_weap_inf_mortar_launcher"

[Properties]
GeometryName = "com_weap_inf_torpedo"
HighResGeometry = "com_1st_weap_inf_torpedo"

//***************************************************
//***************************************************
//******************** SOUND ************************
//***************************************************

FireSound = "imp_weap_inf_mortar_launcher_fire"
ReloadSound = "com_weap_inf_reload_lg"
ChangeModeSound = "com_weap_inf_equip_lg"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_lg"
JumpSound = "com_weap_inf_bazooka_mvt_jump"
LandSound = "com_weap_inf_bazooka_mvt_land"
RollSound = "com_weap_inf_bazooka_mvt_roll"
//ProneSound = "com_weap_inf_bazooka_mvt_lie"
SquatSound = "com_weap_inf_bazooka_mvt_squat"
//StandSound = "com_weap_inf_bazooka_mvt_getup"

//***************************************************
//************** VARIABLE ORDANANCE *****************
//***************************************************

OrdnanceName = "all_weap_inf_orbital_attack_launcher_ord"
all_weap_inf_orb_attk_launcher_ord:
[OrdnanceClass]
ClassLabel = "beacon"

[Properties]
GeometryName = "com_weap_inf_grenadethermal_ord"
TrailEffect = "com_sfx_weap_grenade_red"

Velocity = "40.0"
Gravity = "1.75"
Rebound = "0.35"
Friction = "1.0"
LifeSpan = "0.01"

LightColor = "253 43 43 150"
LightRadius = "4.0"

AimAzimuth = "0.0"
AimElevation = "70.0"
AimDistance = "6000.0"

SalvoCount = "4"
SalvoDelay = "0.25"

ScatterDistance = "15.0"

OrdnanceName = "all_weap_inf_orbital_attack_salvo_ord"
all_weap_inf_orbital_attack_salvo_ord.odf: (shipped odf from assets)
[OrdnanceClass]
//This area defines the ordnances class and the effects associated with it.
ClassLabel = "bolt"



[Properties]
ExplosionName = "all_weap_inf_orbital_attack_salvo_exp"
LaserTexture = "com_sfx_laser_yellow"
//ImpactEffect = "com_sfx_explosion_sm"
LaserLength = "15.0"
LaserWidth = "0.75"
LaserGlowColor = "252 252 56 100 100"

//*RANGE* (Velocity * Lifespan = range)
//"LifeSpan" is the amount of time in seconds the ordnance will be in play
//"Velocity" is the speed at which the ordance travels in the direction fired
LifeSpan = "3.0"
Velocity = "300.0"
Gravity = "0.0"
Rebound = "0.0"

//*DAMAGE* (Damage * Soak = DamageDealt)
//"MaxDamage" is the unmodified amount of damage the ordnance can inflict.
//"AreaOfEffect" is the blast radius in meters from the center.
//"Soak", all three kinds, indicates the ordnances effectiveness against it's target
MaxDamage = "1000.0"

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

OrdnanceSound = "com_weap_inf_ord_hum_lg"
CollisionSound = "imp_weap_ord_exp"
all_weap_inf_orbital_attack_salvo_exp.odf: (again, straight from assets)
[ExplosionClass]
ClassLabel = "explosion"

[Properties]
WaterEffect = "com_sfx_watersplash_lg"

Damage = "500.0"
DamageRadiusInner = "10.5"
DamageRadiusOuter = "10.5"

Push = "10.0"
PushRadiusInner = "10.5"
PushRadiusOuter = "10.5"

Shake = "2.0"
ShakeLength = "1.0"
ShakeRadiusInner = "10.0"
ShakeRadiusOuter = "30.0"

Effect = "com_sfx_explosion_xl"

LightColor = "224 224 18 200"
LightRadius = "16.0"
LightDuration = "1.0"

VehicleScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.5"
AnimalScale = "1.0"

SoundProperty = "com_weap_obj_small_exp"
I'm not getting any errors anywhere. :?

As always, any help would be greatly appreciated!!!! :D

RE: Orbital Attack Launcher: Episode I: The Phantom Ordinanc

Posted: Mon Sep 11, 2006 9:28 pm
by RevanSithLord
lol I dont know if I can help. I just replied cause the title was funny. Maybe my post can be useful somehow, like bringing in people who COULD help. lol Phantom Ordinance. Rofl. What next? Attack of the Meshes? :lol: Revenge of the Polys? :lol:

RE: Orbital Attack Launcher: Episode I: The Phantom Ordinanc

Posted: Mon Sep 11, 2006 9:47 pm
by Darth_Z13
I wish I could help but you probably know more about the Orbital Attack than me!

Posted: Mon Sep 11, 2006 10:04 pm
by -_-
Dont post if you dont have any constructive criticism.

Posted: Tue Sep 12, 2006 1:31 am
by Koolaid7g
Touche

My guess is this: If you're using the exact odf's that shipped, it's not going to work. Like the grappling hook, Pandemic took it out of the game because of bugs.

On a side note, I couldn't find com_weap_inf_torpedo in the common/odf section, but maybe that's me.

Posted: Tue Sep 12, 2006 1:53 am
by Syth
well, first of all the ODF says this is the ordenance
"all_weap_inf_orbital_attack_launcher_ord"

in the post you say the ORD's name is this...
"all_weap_inf_orb_attk_launcher_ord"

Thats the only problem I see, but if that was the problem the beacon shouldnt fire at all. it might be that the orbital beacon's ODF is faulty in some way.

Posted: Tue Sep 12, 2006 9:58 am
by The_Emperor
Koolaid7g wrote: On a side note, I couldn't find com_weap_inf_torpedo in the common/odf section, but maybe that's me.
Thats com_weap_inf_mortar_launcher I think.
Some people got the orbital attack to work, I'd start with that :P the odf that comes with the game has got a screwed up ord

And Syth is right, you should change that first.

Posted: Tue Sep 12, 2006 3:33 pm
by Hebes24
I already changed that, does Nothing. :( :cry: I'm pretty sure people got it working with the shipped odf. However, those people who did get it to work (Penguin, MajinRevan) are not willing to share yet. :? If the ord is incorrect, can someone tell me how to fix it? (Zerted? Xwingguy? anyone good with odfs?)

Posted: Wed Sep 13, 2006 2:57 am
by Penguin
just get the odfs from the SWBF I modtools, they work. and then just edit them from their

Posted: Wed Sep 13, 2006 12:06 pm
by Hebes24
I don't have the BF1 modtools. Could you give me a link?

Posted: Wed Sep 13, 2006 1:10 pm
by Maveritchell
Hebes24 wrote:I don't have the BF1 modtools. Could you give me a link?
Go to SWBFFiles, and head to the Battlefront 1 section. You're looking for the SDK. It'll have all the assets from BF1, but you can delete the modtools - unless you're actually planning on modding BF1.

Posted: Wed Sep 13, 2006 3:09 pm
by Hebes24
so it's unsupported_swbf_mod_tools.zip, right? Download in progress....

I have a similar problem

Posted: Wed Sep 13, 2006 3:14 pm
by busterkinkade
I have a similar problem, I want the grenade to create a buff instead of an explosian, I've had no luck so far, it either locks the game up or when I throw the grenade it just creates a buff at my position (like any normal buff would)

RE: I have a similar problem

Posted: Wed Sep 13, 2006 3:26 pm
by Hebes24
Alright, I have the modtools. And I opened up the odf. Do I need to do anything to it?

all_weap_inf_orbital_attack_salvo_ord.odf:
[OrdnanceClass]
//This area defines the ordnances class and the effects associated with it.
ClassLabel = "bolt"



[Properties]
ExplosionName = "all_weap_inf_orbital_attack_salvo_exp"
LaserTexture = "yellowlaser_D"
//ImpactEffect = "med_cannon_impacts"
LaserLength = "15.0"
LaserWidth = "0.75"
LaserGlowColor = "252 252 56 100 100"

//*RANGE* (Velocity * Lifespan = range)
//"LifeSpan" is the amount of time in seconds the ordnance will be in play
//"Velocity" is the speed at which the ordance travels in the direction fired
LifeSpan = "3.0"
Velocity = "300.0"
Gravity = "0.0"
Rebound = "0.0"

//*DAMAGE* (Damage * Soak = DamageDealt)
//"MaxDamage" is the unmodified amount of damage the ordnance can inflict.
//"AreaOfEffect" is the blast radius in meters from the center.
//"Soak", all three kinds, indicates the ordnances effectiveness against it's target
MaxDamage = "1000.0"

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

OrdnanceSound = "com_weap_inf_ord_hum_lg"
CollisionSound = "imp_weap_ord_exp"
Looks almost the same to me.... :?

RE: I have a similar problem

Posted: Thu Sep 14, 2006 9:24 am
by The_Emperor
it is the same, just

LaserTexture = "yellowlaser_D"
//ImpactEffect = "med_cannon_impacts"

is different :? and you should probably keep the SWBFII one then :? Imma check if I can get the orb. thingy to work. (through a grenade though)

EDIT: yep, mine seems to work just fine. Imma see if I can make one with your launcher idea now.

EDIT2: crashed the first try, lets try again. Woohoo
And yet again. Final try :P Oops forgot to save the changes since the last crash, *sigh* hehe still try 2 then...
No succes either.
starting last attempt :D

FINAL VERDICT:

I can only make the orb. thingy with a throwable grenade. Your launcher idea keeps crashing :cry:

RE: I have a similar problem

Posted: Thu Sep 14, 2006 3:05 pm
by Hebes24
I'll try a throwable one too, see if that works.

Edit: :? Apparently I suck at this. It STILL doesn't work, even with a throwable grenade!!!!

here's my odf:

all_weap_inf_orbital_attack_ord.odf:
[OrdnanceClass]
ClassLabel = "beacon"
GeometryName = "all_weap_inf_grenadethermal.msh"

[Properties]

LightColor = "252 67 67 150"
LightRadius = "4.0"

TrailEffect = "com_sfx_weap_grenade_red"

LifeSpan = "0.6"
Velocity = "25.0"
Gravity = "1.25"
Rebound = "0.2"
Friction = "2.0"

StickPerson = 1
StickAnimal = 1
StickDroid = 1
StickVehicle = 1
StickBuilding = 1
StickBuildingDead = 0
StickBuildingUnbuilt= 0
StickTerrain = 1

AimAzimuth = "0.0"
AimElevation = "70.0"
AimDistance = "6000.0"

SalvoCount = "4"
SalvoDelay = "0.25"

ScatterDistance = "15.0"

OrdnanceName = "all_weap_inf_orbital_attack_salvo_ord"

CollisionOtherSound = "com_weap_inf_grenade_bounce"
CollisionWaterSound = "imp_inf_trooper_land_water"
CollisionFoliageSound = ""
all_weap_inf_orbital_attack.odf:
[WeaponClass]
ClassParent = "com_weap_inf_thermaldetonator"
GeometryName = "all_weap_inf_grenadethermal.msh"

[Properties]
OrdnanceName = "all_weap_inf_orbital_attack_ord"

//************************************************
//******************* SOUND *****************
//************************************************

FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_sm"
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
What do yours look like, 'Emperor?

PS. Did you use BF1 all_weap_inf_orbital_attack_salvo_ord or the one from BF2?

This is EXTREMELY annoying!!!!

RE: I have a similar problem

Posted: Thu Sep 14, 2006 3:31 pm
by The_Emperor
I used the BF2 one. hang on Ill post them in a minute
I called the weapon orbit and the odf orbit_ord. Here we are:
orbit wrote: [WeaponClass]
ClassParent = "com_weap_inf_thermaldetonator"

[Properties]
OrdnanceName = "orbit_ord"
HUDTag = "hud_vehicle_mortar"


//************************************************
//******************* SOUND *****************
//************************************************

FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_sm"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
orbit_ord wrote: [OrdnanceClass]
ClassLabel = "beacon"

[Properties]
GeometryName = "com_weap_inf_grenadethermal"

ImpactEffectWater = "com_sfx_watersplash_sm"
ImpactEffect = "com_sfx_explosion_lg"
TrailEffect = "com_sfx_weap_grenade_yellow"
LightColor = "252 67 67 150"
LightRadius = "4.0"

LifeSpan = "2.0"
Velocity = "25.0"
Gravity = "1.25"
Rebound = "0.2"
Friction = "2.0"


StickPerson = 1
StickAnimal = 1
StickDroid = 1
StickVehicle = 1
StickBuilding = 1
StickBuildingDead = 1
StickBuildingUnbuilt= 1
StickTerrain = 1

CollisionOtherSound = "com_weap_inf_grenade_bounce"
CollisionWaterSound = "imp_inf_trooper_land_water"
CollisionFoliageSound = ""
OrdnanceName = "cis_weap_inf_orbital_attack_salvo_ord"
cis_weap_inf_orbital_attack_salvo_ord wrote: [OrdnanceClass]
//This area defines the ordnances class and the effects associated with it.
ClassLabel = "bolt"



[Properties]
ExplosionName = "cis_weap_inf_orbital_attack_salvo_exp"
LaserTexture = "com_sfx_laser_red"
ImpactEffect = "com_sfx_explosion_sm"
LaserLength = "15.0"
LaserWidth = "0.75"
LaserGlowColor = "254 6 18 100"

//*RANGE* (Velocity * Lifespan = range)
//"LifeSpan" is the amount of time in seconds the ordnance will be in play
//"Velocity" is the speed at which the ordance travels in the direction fired
LifeSpan = "3.0"
Velocity = "300.0"
Gravity = "0.0"
Rebound = "0.0"

//*DAMAGE* (Damage * Soak = DamageDealt)
//"MaxDamage" is the unmodified amount of damage the ordnance can inflict.
//"AreaOfEffect" is the blast radius in meters from the center.
//"Soak", all three kinds, indicates the ordnances effectiveness against it's target
MaxDamage = "1000.0"



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

OrdnanceSound = "com_weap_inf_ord_hum_lg"
CollisionSound = "imp_weap_ord_exp"
cis_weap_inf_orbital_attack_salvo_exp wrote: [ExplosionClass]
ClassLabel = "explosion"

[Properties]
WaterEffect = "com_sfx_watersplash_lg"

Damage = "500.0"
DamageRadiusInner = "10.5"
DamageRadiusOuter = "10.5"

Push = "10.0"
PushRadiusInner = "10.5"
PushRadiusOuter = "10.5"

Shake = "2.0"
ShakeLength = "1.0"
ShakeRadiusInner = "10.0"
ShakeRadiusOuter = "30.0"
Effect = "com_sfx_explosion_xl"

LightColor = "6 254 18 200"
LightRadius = "10.0"
LightDuration = "1.0"

SoundProperty = "com_weap_obj_small_exp"

VehicleScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.5"
AnimalScale = "1.0"
It looks kind of... bad though. It's just one beam coming STRAIGHT out of the air and BANG. Imma fix that now (I hope) :P

RE: I have a similar problem

Posted: Thu Sep 14, 2006 4:35 pm
by Hebes24
I got rid of the Geometryname line in the first odf (not the ord) and got rid of all of the Aim lines and IT WORKS!!! Victory is mine!

*SOLVED! WOOT!*

RE: I have a similar problem

Posted: Thu Sep 14, 2006 5:55 pm
by somen00b
EDIT: I feel STUPID I posted before I saw page 2 I will post my files for my lightning caller (calls lightning down from the sky) if I can't fix it with page 2's info :oops:

I promise I wont ever hijack a modding thread ever again.

RE: I have a similar problem

Posted: Fri Sep 15, 2006 12:12 pm
by Hebes24
It's OK, Somen00b, I've done that before too.