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Full Auto

Posted: Thu Jan 07, 2010 10:37 am
by ArkAngel
What's the odf parameter that would allow fully auto fire, i.e. hold down mouse button and fires till clip is empty?

Re: Full Auto

Posted: Thu Jan 07, 2010 10:41 am
by ThePanda

Code: Select all

TriggerSingle       = "0"
I'm sure that's the one.

Re: Full Auto

Posted: Thu Jan 07, 2010 1:59 pm
by ArkAngel
I have that in the weapon's odf file, but it's still semi-automatic. It's a grenade launcher from the clone commando asset.

Re: Full Auto

Posted: Thu Jan 07, 2010 2:35 pm
by skelltor
remove shot delay

Re: Full Auto

Posted: Thu Jan 07, 2010 2:38 pm
by sampip
skelltor wrote:remove shot delay
Shot delay is the same as the rifle (which is automatic) as in the pistol (which is not)and the rifle and I don't think it is what he needs to remove to make it automatic.

Can you post your weapon odf please? :D

Re: Full Auto

Posted: Thu Jan 07, 2010 2:40 pm
by FragMe!
Also are you talking about emptying the normal 25 round clip or the whole thing, example for the All rifleman it would be 300. If that is the case change the rounds per clip

Re: Full Auto

Posted: Thu Jan 07, 2010 2:49 pm
by ArkAngel
Here's the ODF
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "grenade"
GeometryName = "rep_weap_dc17antia.msh"

[Properties]
GeometryName = "rep_weap_dc17antia"
HighResGeometry = "rep_weap_dc17antia"

Discharge = "small_explosion"
MuzzleFlash = "small_explosion"

ScopeTexture = "weapon_scope2"
HUDTag = "hud"
FlashColor = "255 130 20 255"
FlashLength = "0.025"
FlashLightColor = "255 220 120 175"

RoundsPerClip = "1000"
ReloadTime = ".05"
HeatRecoverRate = "0.15"
HeatThreshold = "0.3"
HideOnFire = "0"

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

AnimationBank = "rifle"

FireSound = "antiarmordc17"
ReloadSound = "reload_aa"
ChangeModeSound = "choose_aa"
FireEmptySound = "dc_empty"
WeaponChangeSound = "choose_aa"
JumpSound = "com_weap_inf_bazooka_mvt_jump"
LandSound = "com_weap_inf_bazooka_mvt_land"
RollSound = "com_weap_inf_bazooka_mvt_roll"
SquatSound = "com_weap_inf_bazooka_mvt_squat"

OrdnanceName = "rep_weap_inf_anti_armor_ord"

MaxPressedTime = "0"
TriggerSingle = "0"
ShotDelay = ".0005"

ShotElevate = "0.1"
PitchSpread = "0.0"
YawSpread = "0.0"

ExtremeRange = "64.0"
LockOnRange = "0.0"
LockTime = "0.0"
AutoAimSize = "1.0"

MinRange = "10"
OptimalRange = "32"
MaxRange = "480"

ExtremeRange = "480"

SalvoCount = "10"
ShotsPerSalvo = "10"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.1"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "0.75"

RecoilLengthHeavy = "1.0"
RecoilStrengthHeavy = "1"
RecoilDecayHeavy = ".75"

Basically, I want it so that when I hold down the mouse button, it will continuously fire. (I Know that some of the parameters are extreme, it's because it's a dann_boeingesque weapon lol.)

Re: Full Auto

Posted: Thu Jan 07, 2010 2:53 pm
by sampip
Try taking out:

Code: Select all

HeatRecoverRate = "0.15"
HeatThreshold = "0.3"
HideOnFire = "0"

Re: Full Auto

Posted: Thu Jan 07, 2010 4:34 pm
by -_-
Change the classlabel to "Cannon"

Re: Full Auto

Posted: Thu Jan 07, 2010 4:36 pm
by MercuryNoodles
Those lines above are fine. They're used with com_weap_inf_mortarlauncher, and don't relate directly to the issue. Also, the difference between the pistol, mortar launcher, and rifle odfs is the TriggerSingle line, which is set to 1 for the pistol and mortar launcher, making them fire only one shot/salvo per button press.

However, I'm not so sure having the ShotDelay at five ten-thousandths of a second is such a great idea. Ten ShotsPerSalvo at that rate literally means you've fired ten shots in five thousandths of a second. (Meaning it would barely be perceptible, if it could be perceived at all.) So, it would seem that you're seeing the entire salvo as one shot. Honestly, I'm a little fuzzy on salvo values, but I'd still suggest making the delay something in the neightborhood of a few tenths or maybe hundredths of a second, then adjust the value as needed.

Back to the actual question, you have a salvo set up, so it's going to burst fire.

Code: Select all

SalvoCount          = "1"
SalvoDelay          = "0.0"
InitialSalvoDelay   = "0.0"
SalvoTime           = "0.0"
That's from com_weap_inf_rifle, and you can throw in ShotsPerSalvo = "1" if you want, though I think that's the default setting when it's not present.

Edit: PS, the mortar launcher uses the grenade classlabel, so that should be fine, unless there's some necessary parameter used by cannon weapons that can't be used by the current classlabel.

Re: Full Auto

Posted: Thu Jan 07, 2010 5:15 pm
by myers73
im pretty sure it you want a full auto rifle you need to remove teh charge rate stuff.

Re: Full Auto

Posted: Thu Jan 07, 2010 6:46 pm
by ArkAngel
cool, it worked, now how do I stop them from exploding in the air?

Re: Full Auto

Posted: Thu Jan 07, 2010 7:06 pm
by myers73
may I ask what the objective of this gun is? and btw you have this line twice: ExtremeRange = 480 or whatever you have it set to, not even sure if thats even a real line, might check up on it later.

Re: Full Auto

Posted: Thu Jan 07, 2010 8:20 pm
by ArkAngel
The objective is carpet bombing lol