Quick question.

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fasty
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Quick question.

Post by fasty »

I am wondering if is it possible to make "com_weap_inf_force_choke" affect multiple targets and/or increase its range? If so, how may I achieve this?

I tried adding this to the .odf:
MaxTargets = "5"
NoChaining = "1"
With no success.
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Re: Quick question.

Post by myers73 »

NoChaining = "0"
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Re: Quick question.

Post by Teancum »

Yep, NoChaining = "1" would tell the game that you do not want to chain the attack ("1" is equal to setting this condition to true).
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Re: Quick question.

Post by fasty »

Okay thanks. I thought that was the case at first.
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Re: Quick question.

Post by SW_elite »

`Just a question, where do you learn this stuff?
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Re: Quick question.

Post by lucasfart »

I haven't got a link, but on Psych0freds site, he has a document with all the used and unused lua and odf commands. This can come in very handy, and i have a feeling thats where some people get all this from. Otherwise, just have a look at stock odf's and you will find most of what you're looking for in there...
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Re: Quick question.

Post by myers73 »

lucasfart wrote:I haven't got a link, but on Psych0freds site, he has a document with all the used and unused lua and odf commands. This can come in very handy, and i have a feeling thats where some people get all this from. Otherwise, just have a look at stock odf's and you will find most of what you're looking for in there...

just take time reading through the stock ODFs
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Re: Quick question.

Post by fasty »

Okay so I've been trying with no luck to get this still. I changed it to" NoChaining = "0" with no difference. It still only chokes one person.
My chokes .odf:
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "areaeffectweapon"

[Properties]
HUDTag = "hud_force_choke"
GeometryName = ""
HighResGeometry = ""

//MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"

//RoundsPerClip = "32"
RoundsPerClip = "0"
ReloadTime = "0.0"

HeatPerShot = "0.0" // only allow player to fire every 5 seconds
HeatRecoverRate = "0.2"
HeatThreshold = "0.01"

DisplayRefire = "0"

EnergyDrain = "00.0"
EnergyDrainRate = "1.0"
FireType = "Hold"
InitialSalvoDelay = "0.5"
//ChargeMaxTime = "0.0"
//ChargeMinStrength = "0.0"
MaxTargets = "10"
NoChaining = "0"

AreaType = "Ray"
AreaRange = "20000.0"
AreaRadius = "10000.0" // -> 20 degree arc
AreaHeight = "400000.0"
EffectDamage = "1500000.0"
EffectType = "Choke"
EffectStrength = "10000.0"
EffectFalloff = "1.0"
ThrustFactor = "0.5" // when firing, move at half speed
// I don't think this is used in the code at all -> TargetLock = "1" // when firing, activate target lock
SoldierAnimation = "choking"

OffhandWeapon = 1
InstantPlayFireAnim = 1
TriggerSingle = "1" // if FireType = "Hold" this will work correctly now - Mike Z

LockOnRange = "6400.0"
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 = "force_choke_fire"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
Let me know if anythings wrong. It might be possible that this is impossible. :sleep:
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Re: Quick question.

Post by myers73 »

dont those two lines go in the _ord?
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Re: Quick question.

Post by fasty »

myers73 wrote:dont those two lines go in the _ord?
:runaway:
I have no _ord?
Where do I find it?
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Re: Quick question.

Post by Maveritchell »

Maybe you should post your entire .odf so that we have some basis for comparison.

Areaeffectweapons (like choke) don't have any _ord file - they only use a single .odf.
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Re: Quick question.

Post by fasty »

That is my entire .odf.
Copied and pasted the whole thing.
Do you mean put it on FileFront for you?
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Re: Quick question.

Post by Maveritchell »

fasty wrote:That is my entire .odf.
Copied and pasted the whole thing.
Do you mean put it on FileFront for you?
Nope, my mistake completely. I was looking at what you posted in your first post and didn't notice that you'd posted it in its entirety a few posts up.

Try removing the NoChaining line completely from your .odf. It doesn't need to be there.
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Re: Quick question.

Post by fasty »

This is strange. I choke someone, then look in the free cam and I'm choking random units on the other side of the map. I can't really describe it well so here's an image.
Hidden/Spoiler:
Image
Has this ever been done before? Any more suggestions?

EDIT:
When I continue holding the mouse down to choke, and kill them, the other random guys are released and have taken no damage.
(This is with Mav's suggestion to take out the no chaining line. I don't think this happened with that line.)
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Re: Quick question.

Post by Maveritchell »

Then it's doing exactly what you told it to do. You have a ridiculously large area set as the effect area, and if there are multiple units in the range of the weapon it will hit random units (up to the MaxTargets amount). The reason it is doing no damage is because the weapon reduces in damage based on distance.

Your first step should be to use a reasonable set of numerical parameters for your weapon. I'm not sure entirely what you're trying to do, but a good rule is never start with huge numbers. Get something working on a small scale (even if you intend to make it big) and then work up from there.
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Re: Quick question.

Post by fasty »

Maveritchell wrote:You have a ridiculously large area set as the effect area, and if there are multiple units in the range of the weapon it will hit random units (up to the MaxTargets amount).
Whoops. I must have messed with those numbers when I was experimenting. I tried a lot to get this to work.
Maveritchell wrote:I'm not sure entirely what you're trying to do


I suppose I wasn't very clear. I'm trying to make it so when I choke a guy, the other guys three feet from him get choked with him. Kind of like force lightning, only choke effect. Yes, I looked at the lightning .odf; it just confused me. :?
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Re: Quick question.

Post by Maveritchell »

fasty wrote:I suppose I wasn't very clear. I'm trying to make it so when I choke a guy, the other guys three feet from him get choked with him. Kind of like force lightning, only choke effect. Yes, I looked at the lightning .odf; it just confused me. :?
You were textually clear enough; the numbers were confusing, though. Just make those numbers more reasonable and it'll work like you want. E.g.
Hidden/Spoiler:
[code][WeaponClass]

ClassLabel = "areaeffectweapon"

[Properties]
HUDTag = "hud_force_choke"
GeometryName = ""
HighResGeometry = ""

//MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"

//RoundsPerClip = "32"
RoundsPerClip = "0"
ReloadTime = "0.0"

HeatPerShot = "0.0" // only allow player to fire every 5 seconds
HeatRecoverRate = "0.2"
HeatThreshold = "0.01"

DisplayRefire = "0"

EnergyDrain = "00.0"
EnergyDrainRate = "1.0"
FireType = "Hold"
InitialSalvoDelay = "0.5"
//ChargeMaxTime = "0.0"
//ChargeMinStrength = "0.0"
MaxTargets = "10"
NoChaining = "0"
AreaType = "Ray"
AreaRange = "20.0"
AreaRadius = "30.0" // -> 60 degree arc
AreaHeight = "4.0"
EffectDamage = "15.0"
EffectType = "Choke"
EffectStrength = "100.0"
EffectFalloff = "1.0"
ThrustFactor = "0.5" // when firing, move at half speed
// I don't think this is used in the code at all -> TargetLock = "1" // when firing, activate target lock
SoldierAnimation = "choking"

OffhandWeapon = 1
InstantPlayFireAnim = 1
TriggerSingle = "1" // if FireType = "Hold" this will work correctly now - Mike Z

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 = "force_choke_fire"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""[/code]
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Re: Quick question.

Post by fasty »

Copied what you said and still no affect. It doesn't choke random units anymore, but it now only chokes one unit, like normal. Somethings not right here. :oops:
I tried taking no chaining out again, and still same ole single choke.
I made sure about this by having clones stand so close together they were basically uh...queer? Only choked one guy. :sick:
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Re: Quick question.

Post by Maveritchell »

fasty wrote:Copied what you said and still no affect. It doesn't choke random units anymore, but it now only chokes one unit, like normal. Somethings not right here. :oops:
I tried taking no chaining out again, and still same ole single choke.
I made sure about this by having clones stand so close together they were basically uh...queer? Only choked one guy. :sick:
Don't know what you could be doing to make it not work. Here's that exact same .odf tested:
Hidden/Spoiler:
Image
You're either not copying the data, using the wrong weapon, or linking to the wrong .odf.
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Re: Quick question.

Post by fasty »

ILY Mav <3 :bowdown: 8) :D
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