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Weapon effects [Solved]
Posted: Fri Nov 07, 2008 4:51 pm
by ={Z32}=Kfm946
I have two weapon effect problems:
1. i made a custom effect for a grenade but ingame, half the time it uses the regular effect and the custom one the other half. how do i fix it?
2. this is more about explosions but watever. i want to attach an explosion to the sniper ordinance, but its not working out too well. (i made the odfs just for the special sniper rifle in the side's folder (all) and the common folder and worked out all the class parent and stuff already)
These are probably the last two things i need for my new map (Invasion of Sullust) so I really need help fast. i'm already past the original release date that i wanted (halloween).
Re: weapon effects
Posted: Fri Nov 07, 2008 5:00 pm
by DarthD.U.C.K.
1. post the grenade odfs
2.post the sniperrifle odfs (inclusiding the ords)
3. dont care about pasting a releasedate who cares?
and who prefers a quickly-thrown-toghether but punktual map a well done and balanced one but delayed?
Re: weapon effects
Posted: Fri Nov 07, 2008 5:04 pm
by bokkenblader56
I don't know about 1), but I've done 2) myself. Not sure if it's the easiest way, but it seemed to work. Just copy "com_weap_inf_rocket_launcher_exp" and rename it to, for example, "all_weap_inf_sniper_rifle_exp.odf." Actually, that's not entirely necessary, but it helped keep me organized. Then add...
Code: Select all
ExplosionName = "all_weap_inf_sniper_rifle_exp"
...to "all_weap_inf_sniper_rifle_ord". I think that's how I did it, anyway. Or if you want to do it with parent files, copy "all_weap_inf_rocket_launcher_exp" and rename it as necessary (or not) and reference it in your ordnance file. It
should work.
Re: weapon effects
Posted: Fri Nov 07, 2008 5:16 pm
by ={Z32}=Kfm946
rep_weap_inf_thermaldetonator_exp.odf
all_weap_hero_sniper_rifle.odf (its only for han)
_ord
_exp
com_weap_hero_sniper_rifle.odf
_ord
_exp
@duck: btw, i've been working on this since june er sumthin so u cant say its quickly put together 'n' stuff
@bokkenblader: I tried that and it didn't work
Re: weapon effects
Posted: Fri Nov 07, 2008 5:23 pm
by DarthD.U.C.K.
i didnt say your map is quickly-thrown-together, i just wanted to point that out that you dont have to care to much about map-release-delays
Re: weapon effects
Posted: Fri Nov 07, 2008 5:24 pm
by ={Z32}=Kfm946
ok np
Edit: so did you find anything wrong with the odfs?
Re: weapon effects
Posted: Fri Nov 07, 2008 6:20 pm
by bokkenblader56
I'm not sure if it would have any bearing on the grenade's effects, it probably doesn't, but do you have a separate effect set in "com_weap_inf_thermaldetonator_exp.odf"?
I've never really messed with Parent and Child ODF files. I always just copied the common files and renamed them, then copied the extra info in the corresponding child ODF into the renamed common file so that it was all in one place. So, that was my one card for the sniper explosion.
*EDIT* Dangit, I took to long to edit that.
Re: weapon effects
Posted: Fri Nov 07, 2008 6:26 pm
by Maveritchell
I'm fairly certain that explosion effects are able to be stacked (so that the .odf could call for more than one and have it randomly choose like you're seeing), which is why when you have a parent grenade using one effect and your grenade using another, both appear.
The solution is to make it not rely on the parent - copy everything from the parent .odf into the child .odf and set its classlabel up top equal to the grenade parent's classlabel (instead of the classparent line).
Re: weapon effects
Posted: Fri Nov 07, 2008 6:30 pm
by ={Z32}=Kfm946
yea i was just thinkin of that
Edit: wat about the sniper stuff?
Re: weapon effects
Posted: Fri Nov 07, 2008 6:50 pm
by Maveritchell
For starters, if your ordnance is going to be a missile, you should have a "launcher" classlabel for your weapon .odf.
That being said, it's just as easy to have a regular sniper rifle and add an explosion onto the bolt.
Re: weapon effects
Posted: Fri Nov 07, 2008 6:56 pm
by ={Z32}=Kfm946
ok how do i add the explosion to the bolt?
Edit: originally it wasn't a missile but i thought changing it might help...i guess not though...
Re: weapon effects
Posted: Fri Nov 07, 2008 10:31 pm
by Sky_216
Maveritchell wrote:I'm fairly certain that explosion effects are able to be stacked (so that the .odf could call for more than one and have it randomly choose like you're seeing), which is why when you have a parent grenade using one effect and your grenade using another, both appear.
Just to confirm: this is 100% true. Make sure when you fix it (either by making a new explosion or removing the effect from one of the files) you clean your sides. All of them. IE delete all the munged side files in the 'build' folder.
Re: weapon effects
Posted: Sat Nov 08, 2008 8:51 am
by ={Z32}=Kfm946
Maveritchell wrote:
The solution is to make it not rely on the parent - copy everything from the parent .odf into the child .odf and set its classlabel up top equal to the grenade parent's classlabel (instead of the classparent line).
I did this and now it works. now i need help with the sniper stuff
Edit: How do i attach the explosion to the bolt?!
Re: weapon effects
Posted: Sat Nov 08, 2008 12:55 pm
by Maveritchell
Explosion = "explosionname"
or you can break it down with
ExplosionExpire and ExplosionImpact. All ordnances support an explosion.
Re: weapon effects
Posted: Sat Nov 08, 2008 1:33 pm
by ={Z32}=Kfm946
i already did the Explosion = "name" and that doesn't work...Edit: what else do i need to do?
Re: weapon effects
Posted: Sat Nov 08, 2008 5:39 pm
by bokkenblader56
Isn't there a different one called "ExplosionName"?
Re: weapon effects
Posted: Sat Nov 08, 2008 6:25 pm
by Sky_216
For grenades use
ExplosionExpire = "x"
where x is the time in seconds you want it to explode after it stops moving.
Re: weapon effects
Posted: Sat Nov 08, 2008 10:21 pm
by ={Z32}=Kfm946
I think you're kinda getting off topic....all i need to know is how to attach the explosion to the bolt of the sniper. everything any1's suggested so far hasn't worked. does any1 know anything else about it?
Re: weapon effects
Posted: Sun Nov 09, 2008 6:14 pm
by bokkenblader56
In your Common hero sniper rifle's ordnance file, try deleting this line:
Code: Select all
Explosion = "com_weap_hero_sniper_rifle_exp"
. I couldn't really say, but it might be that you're referencing two explosion files. From what I've read, you really only need the ClassParent of all_weap_hero_sniper_rifle_exp to be com_weap_hero_sniper_rifle_exp rather than referencing both of them. Of course, it might have no effect whatsoever.
Re: weapon effects
Posted: Sun Nov 09, 2008 7:59 pm
by ={Z32}=Kfm946
nope that didn't do anything....i was thinkin maybe i could just copy the stuff from the com_ odfs and put it in the all_ ones so there wouldn't be any ClassParents involved. do you think that would do anything?