Bolt's with trails? 2 unique ordanance? Is it possible?

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PvtParts
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Bolt's with trails? 2 unique ordanance? Is it possible?

Post by PvtParts »

Im being brief, so dont mistake that for me posting up some dumbass, unfounded question.

But, 1 is it possible to give any type of weapon an effect trail (or does it have to be rocket class, as opposed to bolt, bullet, or beam)? And if so, would I just make one, then call for it in the odf the same way you would with a rocket trail?

(for anyone whos wondering, I'm trying to give the flechette launcher bullets that fiery trail, that cant be accomplished with the preset odf stuff, like tracers or beam color).

2, how would I make it so when you charge up the flechette launcher, it fires two thermal detonators (i myself can handle turning those thermal detonators into proximity grenades, but, as for my asking, I dont know how to have the primary fire be an equivilent of the shotgun fire, and the charged up shoot a totally different concept, grenades).

Please pardon any unclear aspects of my quesiton, its 11:00, i have to get up at 5:30 for school. Im going fast. I will be able to clarify more tomorrow. But if anyone has any questions now, to sum this up i'll say i want to make the shotgun exactly like the flechette launcher. I can do this, for the most part. But I need help with setting up the charging, having the charged mode fire different ord than the uncharged, and replacing the odf handled trail with a particle editor trail.

So much for brief, and as I said I can clarify more later,

Parts
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RE: Bolt

Post by xwingguy »

I tried making a flechette gun like the one you speak of. I got it work all except that the stupid shotgun part which ends up being affected by gravity.
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RE: Bolt

Post by Bac-Talan »

I think that this (the second question, about unique ordinances) is definently possible.
Do you know how the mortar launcher, when charged, fires grenades that don't explode on contact?
Well, if you look at the ODF, you find that they explode-on-contact and explode-after-a-little-while grenades are different ordinances altogether.
Look more at any mortar launcher like weapon and you'll see what I mean.

Lol, nice job xwingguy. Sounds like Golan Arms needs to enhance the muzzle velocity on their flechette guns..
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Post by Syth »

As for lasers with trails, I never tried that. I gave a rocket a really small trail effect and it looked laser-like enough (you couldnt tell it fired a rocket).

As for the second question, look at the mortar launcher from one of the sides, there should be a line like this (the bowcaster also has this line)
//***************************************************
//************** VARIABLE ORDANANCE *****************
//***************************************************

OrdnanceName = "cis_weap_inf_mortar_launcher_ord"

NextCharge = 0.9
OrdnanceName = "cis_weap_inf_mortar_launcher_ord1"
You should be able to figure it out. All you really have to do is copy the Shotgun, add the charge stuff, change the 2nd ordanance to the mortar launcher's and finally make sure it fires 2 shot, not 7. To do that put
ShotsPerSalvo = "2"
under the mortar launcher ord
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Post by [RDH]Zerted »

1) Sniper bullets have a trail. I've never looked into them, but is sounds possible.
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Post by Penguin »

OrdnanceName = "<ord 1, shot gun bullets>"

NextCharge = 0.9 <- how much the weapon needs to be charged before it fires the second ord,

OrdnanceName = "<ord 2, grenades>"

PS: doesn't the shotgun fire 4 grenade things?
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Post by PvtParts »

Thanks for the quick response all. I wont apply this till the next time I get to work (maybe later tonight).


xwingguy - the flechette launchers primary fire is, in essense, shrapnel. Consult Wookiepedia, and the Jedi Outcast games. My point in telling you this is that the primary fire should be affected by gravity. I had thought that this would be impossible without a new model (I didnt want the primary fire to shoot two grenades, or two rockets. And I wasnt about to make a whole new section and rescale the grenades). My point is, your flechette is accurate.

I have looked at the odranances, the mortar launcher, and the bowcaster.

I just opened up my directory and realized something. I think I know how to do it.

I will post in about 15 minutes when I test and remunge. But my question of giving bolt/bullet class entities a trail still goes unanswered.

Sniper bullets are just extremely long lasers, the beam rifle is just a beam that disapears quickly (really bad idea on whoever designed it - if you shoot while running the laser ends up floating midair, apart from the muzzle of your rifle, for a brief period before it disapears).

And the shotgun simply uses a tracer.

Now yes, I could change the shotgun bullet class to something else, such as missle. But that doesn't solve anything. I want to know if its possible to attach a trail (such as a rocket trail) to a bullet. Now this trail isn't a tracer, or a elongation of the bullet. It is a custom effect made in the ParticleEditor.

I myself havent looked into this much, I will try to simply attach a default game rocket trail to a bullet. If it works, then we're in buisness.

Thanks again, and check back later,

Parts
xwingguy

Post by xwingguy »

if you're not successful use this...it does work, just not how I wanted it so I gave up.

You need both odfs to work it.

com_weap_inf_flechette_gun

Code: Select all

[WeaponClass]
ClassLabel          	= "grenade"

[Properties]
Discharge           	= "small_smoke_effect"
MuzzleFlash         	= "med_muzzle_flash"

FlashColor          	= "255 198 62 255"
FlashLength         	= "0.075"
FlashLightColor     	= "255 198 62 175"
FlashLightRadius    = "2.0"
FlashLightDuration  = "0.25"
Discharge           = "small_smoke_effect"

ChargeUpEffect          = "com_sfx_chargeup"

RoundsPerClip       	= "5"
ReloadTime          	= "2.25"
HeatRecoverRate     	= "0.15"
HeatThreshold       	= "0.3"
HideOnFire          	= "0"
SecondaryOrdnanceName 	= "com_weap_inf_shotgun_tracer"
SecondaryOrdnancePeriod = 1

ZoomMin             	= "2.0"
ZoomMax             	= "2.0"
ZoomRate            	= "0.0"

AnimationBank       	= "rifle"
ForceFireAnimation  	= "0"

ScopeTexture        	= "weapon_scope2"

MaxPressedTime      	= "0.75"
TriggerSingle       	= "1"
ShotDelay           	= "1.5"

ShotElevate         	= "0.1"
PitchSpread         = "3.0"
YawSpread           = "4.5"

SpreadPerShot       = "1.1"
SpreadRecoverRate   = "4.8"
SpreadThreshold     = "1.6"
SpreadLimit         = "6.0"

LockOnRange         	= "0.0"
LockTime            	= "0.0"
AutoAimSize         	= "1.0"

SalvoCount          	= "1"
ShotsPerSalvo       	= "1"
SalvoDelay          	= "0.0"
InitialSalvoDelay   	= "0.0"
SalvoTime           	= "0.0"

MinRange            	= "32"
OptimalRange        	= "64"
MaxRange            	= "80"
ExtremeRange        	= "96.0"

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

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

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

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


flechette_gun

Code: Select all

[WeaponClass]
ClassParent      = "com_weap_inf_flechette_gun"
GeometryName        = "imp_weap_inf_rifle.msh"

[Properties]
GeometryName        = "imp_weap_inf_rifle"
HighResGeometry     = "imp_1st_weap_inf_rifle"

//***************************************************
//******************** 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        = "imp_weap_inf_shotgun_ord"

NextCharge      = 0.9
OrdnanceName        = "imp_weap_inf_mortar_launcher_ord"
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Post by PvtParts »

Well, ive got it working so that primary fire is fully semi automatic shotgun (I say fully because most bf2 semi auto guns have a large delay, making them, well, not semi automatic), and if you charge it at least half way it shoots two nades. I also threw together a nice little effect for it.

I would like to make the primary fire more along the lines of a missle class, so I can give it trails and such. But I cant do this unless I have a model. Now, if someone could throw together a 4 sided triangle sort shrapnel model, we'd officially have a accurate flechette. And it wouldnt even be that hard to make (i think). If only I had XSI/had any idea how to even make a polygon.

EDIT - Pardon double post, but I figured I'd post my odf's up.

I wont bother posting them in the thread, so here is a link:

http://files.filefront.com/Flechette_La ... einfo.html

PS: Penguin: Not that I know of. Im using Jedi Outcast/Academy for reference, and the flechette only fired 2 grenades.
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