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All you can put in the odf thread

Posted: Sun Aug 15, 2010 8:29 am
by Lephenix
Hello , i started a topic about all the lines we can add in a odf .
Post the lines here , for all the odf and describe what it do , thanks ^^ .

Re: All you can put in the odf thread

Posted: Sun Aug 15, 2010 8:36 am
by lucasfart
Found THIS in the FAQ. Now all you need is someone to explain them all to you, which i think is pretty pointless as you can probably already find it scattered somewhere across this site.

Re: All you can put in the odf thread

Posted: Sun Aug 15, 2010 8:43 am
by Lephenix
Woa , never seen that , thanks you ^^ . But that don t explain what it do , and what we have to put after .

Re: All you can put in the odf thread

Posted: Sun Aug 15, 2010 8:47 am
by lucasfart
No problem. A little search before making a topic like this wouldn't hurt. :wink:

You should be able to understand most of the ones you need from their names, and if you have trouble, thats what this forums for.

Re: All you can put in the odf thread

Posted: Sun Aug 15, 2010 8:48 am
by Lephenix
Ok , thanks for your help , guys if you have other things , lets post them ^^ .

Re: All you can put in the odf thread

Posted: Sun Aug 15, 2010 9:37 am
by DarthD.U.C.K.
i think thats pretty much the complete list of odf-commands, what could be added?

Re: All you can put in the odf thread

Posted: Sun Aug 15, 2010 10:57 am
by Lephenix
For exemple this the odf for my cryoban grenade
[WeaponClass]
ClassLabel = "grenade"

[Properties]
GeometryName = "rep_weap_inf_cryobangrenade"
HighResGeometry = "com_1st_weap_inf_grenadethermal"

OffhandWeapon = 1

//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************

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

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

MinRange = "12"
OptimalRange = "18"
MaxRange = "24"

LockOnRange = "30.0"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "1"
ReloadTime = "0.0"
ShotDelay = "1.3"
ShotElevate = "0.21"
MaxPressedTime = "0.0"

InitialSalvoDelay = "0.51"

//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.25"
ChargeDelayHeavy = "1.45"

RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "0"
RecoilStrengthHeavy = "0"


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

FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
What are all the lines , i can add ? And what are the significations of the lines in my odf ?
Thanks in advance .

Re: All you can put in the odf thread

Posted: Sun Aug 15, 2010 11:24 am
by DarthD.U.C.K.
the odfs in the common folder contain all necessary odf-lines, so if you are looking for a command in a grenadeodf, open one in the commonfolder

what the lines mean is pretty selfexplaning for most of them, which lines exactly dont you understand?

Re: All you can put in the odf thread

Posted: Sun Aug 15, 2010 11:29 am
by Lephenix
These one :

MinRange = "12"
OptimalRange = "18"
MaxRange = "24"

LockOnRange = "30.0"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "1"
ReloadTime = "0.0"
ShotDelay = "1.3"
ShotElevate = "0.21"
MaxPressedTime = "0.0"

InitialSalvoDelay = "0.51"

//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.25"
ChargeDelayHeavy = "1.45"

RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "0"
RecoilStrengthHeavy = "0"

Re: All you can put in the odf thread

Posted: Sun Aug 15, 2010 12:28 pm
by skelltor
RoundsPerClip = "1"
ReloadTime = "0.0"
ShotDelay = "1.3"
ShotElevate = "0.21"
MaxPressedTime = "0.0"

InitialSalvoDelay = "0.51"

The first one referes to ammo so like it you set it to two and than in your unit odf gave him two he woulde get four. Relode time referes to how long after he depleates the rpc he can use another round up.Shot delay mean how long after fireing one shot he has to wait to fire another shot in the same clip.Shot elevate referes to i think right as you fire if it is set to zero it will go straight (how long it will go straight depends on the ords gravity so if the shot elevate is high the shot will go up high it is commonly used in morter or grenade launchers and grenades
maxpressedtime is used for charge up wepons it mean how long you must hold down fire to charge the ord. InitialSalvoDelay means how long after you click it takes for the gun or grenade to be thrown or shot.

Re: All you can put in the odf thread

Posted: Mon Aug 16, 2010 5:11 pm
by SAMofBIA
MinRange = "12" = the minimum range that the item can go (if you were shooting a blaster rifle with a min range of 200 then you would never hit anyone within that distance)

OptimalRange = "18" = the best range for shooting someone in the game and your best throwing distance for accuracy. (you dont want to shoot a blaster at someone from sniper range now do you?)

MaxRange = "24" = the maximum distance that the weapon cna be fired, with grenades it will take some serious angle calculation to get it exactly 24.

LockOnRange = "30.0" = the maximum range in which you are allowed to lockon to a target. if its furhter away, you cant lock on.

Re: All you can put in the odf thread

Posted: Mon Aug 16, 2010 6:03 pm
by Sky_216
SAMofBIA wrote:MinRange = "12" = the minimum range that the item can go (if you were shooting a blaster rifle with a min range of 200 then you would never hit anyone within that distance)

OptimalRange = "18" = the best range for shooting someone in the game and your best throwing distance for accuracy. (you dont want to shoot a blaster at someone from sniper range now do you?)

MaxRange = "24" = the maximum distance that the weapon cna be fired, with grenades it will take some serious angle calculation to get it exactly 24.

LockOnRange = "30.0" = the maximum range in which you are allowed to lockon to a target. if its furhter away, you cant lock on.
Completely wrong except the last one. Those are for the AI, they control at what range they use weapons at. How far ordnances can go is controlled by Velocity and Lifespan in the "blahblahblah_ord" odf.

Re: All you can put in the odf thread

Posted: Mon Aug 16, 2010 9:23 pm
by SAMofBIA
mmmmmmk, but before when ive changed max range ive been able to shoot further. i didnt change velocity or lifespan.

Re: All you can put in the odf thread

Posted: Mon Aug 16, 2010 10:04 pm
by The Nasal Abyss
SAMofBIA wrote:mmmmmmk, but before when ive changed max range ive been able to shoot further. i didnt change velocity or lifespan.
Impossible. As it was pointed out above, those functions aren't used like you described.

Also, this is a VERY redundant thread.

Re: All you can put in the odf thread

Posted: Tue Aug 17, 2010 11:38 am
by Lephenix
Thanks for your help guys , i have just found this written by dann boeing :
The Choke Anim Trick:

SBF_Dann_Boeing wrote:
Hee hee. I found something funny.

Ok, you know Force Choke?

Well, take a look at this line.

Code:
SoldierAnimation = "choking"


This is the line is what makes the victim ur using the weapon on perform the choking anim (hover in midair clutching their throat).

Now. Bare with me here.

You can change that to another anim from Soldier animation bank (which you can view inside assets/animations). "choking" is really just refering to human_choking.msh in human_4 of soldieranimationbank. Now if you were to take let's say human_rifle_stand_death_backward. You could make them perform one of the death anims. Again and again. Until they actually die. Just by putting "rifle_stand_death_backward" in the place of "choking."

There are lots of anims to choose from tho. You could actually put ANY anim in the choke anims spot, and it would make the victim perform the anim again and again on loop.

Now if were to pick an anim, like one of the saber slash anims, you could make the victim look like hes actually DANCING. Yes. A weapon that forces people to DANCE. And then DIE.

I just thought that some of you might want to experiment with this. I think its funny.
But the question is where in the odf , i put this line , and in what odf (ord/exp/odf) ?

Thanks in advance .

Re: All you can put in the odf thread

Posted: Tue Aug 17, 2010 11:52 am
by skelltor
force choke only has one odf i think

Re: All you can put in the odf thread

Posted: Tue Aug 17, 2010 11:55 am
by Lephenix
I don t ask , for the numbers of odf , that force choke have , i ask where in my weapon ' s odf , i have to put this line , under what ? And in what of my weapon ' s odf (odf/ord/exp) ?
thanks in advance .

Re: All you can put in the odf thread

Posted: Tue Aug 17, 2010 12:12 pm
by Marvel4
Umm, just look into the force choke odf and you will know.

Btw: I found a "Force Mindtrick" odf. What is this? I don't think it's in the game...

Re: All you can put in the odf thread

Posted: Tue Aug 17, 2010 12:14 pm
by Fiodis
It's basically invisibility. Not sure if it works or not, never bothered to test it. I just used the Bothan's invisibility whenever I needed to.