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Trying to repeat a good bad bug =D
Posted: Fri Aug 27, 2010 12:51 am
by DarthFannel
Some time ago I tampered with Jango's wrist rockets and gave them TurnRate equal to the usual Rocket Launcher's, and if I am not mistaken I added a parameter (LockOnTarget) by mistake, what I got was some weird but fun rockets that would turn around and pursue their targets like in the following situation.
A Jet Trooper uses it's jet jump and attacks me, I lock onto him (by pressing Q, so the X shaped lock appears, it doesn't lock like rocket launchers on vehicles btw), then I shot the rocket but I don't hit him, what happens next, the rocket turned around and smashed him from above, after a few other tries I saw my rockets doing some long turns to the sides, upwards or downwards to hit their targets (success rate almost 50% on AI units).
Now, I am working on my current mod and I am trying to give that effect to SBD's rockets, so far they seem to turn a little to the sides and reach some targets, but I still can't duplicate the weird effect I gave to the past prototype (and I deleted all of that stuff), can someone help me with this? maybe I need to tamper with TurnRate a little more, but if someone else knows more about missile parameters it would be great.
Re: Trying to repeat a good bad bug =D
Posted: Fri Aug 27, 2010 1:50 am
by fasty
Sounds pretty fun.
Maybe you could look at the award rocket launcher as an example.
Re: Trying to repeat a good bad bug =D
Posted: Fri Aug 27, 2010 10:23 am
by mswf
Why don't you try starting out with the parameters from jango's wrist rocket launcher again? Maybe that'll help, but I can't help you with any parameters, sorry.
Re: Trying to repeat a good bad bug =D
Posted: Fri Aug 27, 2010 10:26 am
by FragMe!
Try adding these lines under the properties section of the weapon in questions odf.
TargetEnemy = "1"
TargetPerson = "1"
TargetDroid = "1"
AITargetPerson = "1"
AITargetDroid = "1"
In Naboo Sewers I made it so the rocket launchers can lock on to units in the Hunt mode and these lines were the only change that was made. It is lots of fun especially if you lock on and then fire up at an angle does a nice arc and comes down on thier head
Edit:
It needs a bit more than above, you need to make the weapon a launcher in weaponclass, as well as put in a turn rate or it won't turn obviously and it needs to be primary weapon or it did for me to get it to work, but to show it works here is a video with a SBD and guided wrist rockets. Sorry it is a bit long but I was having fun.

Re: Trying to repeat a good bad bug =D
Posted: Fri Aug 27, 2010 6:45 pm
by DarthFannel
@FragMe
Well, the effect is almost the same, except for one thing, in my case it was still a secondary weapon, and it never locked on like the usual LockOnTime stuff, it only went for the Q-locked target, that is, it behaved like yours without timed lock, although maybe there is something I am omiting, I'll keep researching, thanks for the info.
EDIT: Looks like I did it, these are the following lines added to the weapon's ODFs:
Wrist Rocket
Code: Select all
TargetEnemy = "1"
TargetPerson = "1"
TargetDroid = "1"
AITargetPerson = "1"
AITargetDroid = "1"
LockOnRange = "250.0"
LockOnAngle = "6.0"
LockOffAngle = "10.0"
//LockTime = "1.0"
Wrist Rocket Ordnance
Code: Select all
TurnRate = "4.0"
LifeSpan = "10.0"
MinSpeed = "20.0"
Acceleration = "80.0"
Velocity = "100.0"
Gravity = "0.0"
Rebound = "0.0"
TurnRate = "2.0"
WaverRate = "0.0"
WaverTurn = "0.0"
Still, the rocket doesn't always go for the Q-locked target, it almost has a mind of its own, but I am satisfied with the results, I need to see if it can turn around like the original weapon, but it makes my SBDs better than the shipped ones (since I am replacing Magna Guards with "walking tank" versions of SBDs).
Re: Trying to repeat a good bad bug =D
Posted: Fri Aug 27, 2010 8:16 pm
by FragMe!
that is pretty much what I did, except I kept the lockontime (that may be why mine needed to be primary) if you want to have fun try changing the minspeed, velocity, lifespan and turnrate.
For fun I made minspeed .5 velocity 5 (although I think it could be a bit higher) and turnrate of 5.
lifespan 30
The rocket will actually go past them. they can out run it if they really try but most of the time it comes in and gets them from behind.
Re: Trying to repeat a good bad bug =D
Posted: Fri Aug 27, 2010 8:36 pm
by lucasfart
Actually, Sky had a topic with how to setup weapons which could lock on and several other cool weapons in here somewhere.
Found it:
Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)
Re: Trying to repeat a good bad bug =D
Posted: Sat Aug 28, 2010 4:31 pm
by DarthFannel
@FragMe!
In my experience you can keep the LockTime (typo, is not LockOnTime) on secondary weapons and it will take its time to lock on target, the downside is that it will keep you from firing your primary weapon, I came across the weird rockets by accident, but they can provide some good random/skill factor to online multiplayer (since it requires some skill to dodge those rockets in the first place but it might still hit the target).
Re: Trying to repeat a good bad bug =D
Posted: Sat Aug 28, 2010 5:29 pm
by Fiodis
DarthFannel wrote:In my experience you can keep the LockTime (typo, is not LockOnTime) on secondary weapons and it will take its time to lock on target, the downside is that it will keep you from firing your primary weapon
And in my experience you can have a secondary weapon lock on to something and still be able to fire your primary.
Re: Trying to repeat a good bad bug =D
Posted: Sat Aug 28, 2010 8:59 pm
by DarthFannel
@Fiodis
Well, if the actual method for my crazy rockets is close to yours, then yes...
Re: Trying to repeat a good bad bug =D
Posted: Sat Aug 28, 2010 9:06 pm
by Fiodis
That is, you can keep the LockTime as well.
Re: Trying to repeat a good bad bug =D
Posted: Sat Sep 04, 2010 10:58 pm
by Minwu325
Fiodis wrote:DarthFannel wrote:In my experience you can keep the LockTime (typo, is not LockOnTime) on secondary weapons and it will take its time to lock on target, the downside is that it will keep you from firing your primary weapon
And in my experience you can have a secondary weapon lock on to something and still be able to fire your primary.
Don't torpedoes function similarly?