Page 1 of 1

Rapid Fire rocket launcher?

Posted: Sat Feb 07, 2009 5:26 pm
by jedimaster745
how would i edit a rocket launcher's odf file to make it so there is little or no delay when reloading, thus making it rapidfire? heres my rocket launcher's odf:
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_rocket_launcher"

[Properties]
ScoreForMedalsType = -1
MedalsTypeToLock = -1

GeometryName = "gar_weap_inf_launcher"

OrdnanceName = "gar_weap_inf_torpedo_launcher_ord"

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


FireSound = "gar_weap_inf_rocket_launcher_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_reload_lg"
ChargeSound = ""
ChargeSoundPitch = "0.0"
ChangeModeSound = "com_weap_inf_equip_lg"
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"
if somebody could point out what has to be changed, it would help a lot :jab:

Re: Rapid Fire rocket launcher?

Posted: Sat Feb 07, 2009 5:46 pm
by MileHighGuy
if you look at other odfs(for reference), and edit the com_Weap_inf_launcher odf (or the classparent of the weap) the odfs are really self-explaining, and you could have easily found the answer with search or the everything you need thread (search odf guide or something like that)

Re: Rapid Fire rocket launcher?

Posted: Sat Feb 07, 2009 6:11 pm
by AQT
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "launcher"
GeometryName = "gar_weap_inf_launcher.msh"

[Properties]
GeometryName = "gar_weap_inf_launcher"
HighResGeometry = "gar_weap_inf_launcher"

OrdnanceName = "gar_weap_inf_torpedo_launcher_ord"
FirePointName = "hp_fire"

AnimationBank = "bazooka"

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

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

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

AITargetPerson = "0"
AITargetAnimal = "1"
AITargetDroid = "0"
AITargetVehicle = "1"
AITargetBuilding = "1"

MinRange = "15"
OptimalRange = "75"
MaxRange = "300"

LockOnRange = "250.0"
LockOnAngle = "6.0"
LockOffAngle = "10.0"
LockTime = "1.0"

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

PitchSpread = "0.0"
YawSpread = "0.0"

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

StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

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

RoundsPerClip = "1"
ReloadTime = "4.0"
ShotDelay = "0.0"
TriggerSingle = "1"
MaxPressedTime = "0.0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.25"
SalvoTime = "0.0"

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

ScopeTexture = "weapon_scope2"

MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 198 62"
FlashLength = "0.075"
FlashLightColor = "255 198 62 175"

FlashLightRadius = "5.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

ChargeRateLight = "0.0"
MaxChargeStrengthLight = "0.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "0.0"
MaxChargeStrengthHeavy = "0.0"
ChargeDelayHeavy = "0.0"

RecoilLengthHeavy = "1.5"
RecoilStrengthHeavy = "1"
RecoilDecayHeavy = "0.75"

ChargeSound = "com_weap_inf_rocket_launcher_tracking"

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

FireSound = "gar_weap_inf_rocket_launcher_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_reload_lg"
ChargeSound = ""
ChargeSoundPitch = "0.0"
ChangeModeSound = "com_weap_inf_equip_lg"
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"[/code]
Edit the lines under WEAPON PERFORMANCE VALUES.

Re: Rapid Fire rocket launcher?

Posted: Sat Feb 07, 2009 6:15 pm
by Taivyx
Since I was bored, I decided to type a rather large response :P

There are two fairly straightforward ways of doing this. Both pieces of code go under the "[Properties]" section of the odf.

The first involves your way of thinking about it, decreasing the reloading time.
The bad thing about this is that you'd also have a ridiculously fast reloading animation to go along with it. :P
In any case, this is the code to do that:

Code: Select all

ReloadTime          = "[insert the time in seconds you want the reload to be]"
An example of a ridiculously fast reloading time would be something like

Code: Select all

ReloadTime          = "0.15"
The second way involves decreasing the delay between shots, and then increasing the clip size.
This way, you'll still have to reload after x amount of shots, but it'll be a more normal looking reloading animation, unless you decide to have a ridiculously fast reloading time on top of that.
So the code to set the delay (in seconds) between shots is:

Code: Select all

ShotDelay           = "0.1"
To give you an impression of how fast that is, it's around the fire rate of many modern automatic weapons.
Then you'll also have to increase the clip size to see this rapid fire.
This means how many shots you can shoot before having to reload.
You can set this using this piece of code:

Code: Select all

RoundsPerClip       = "30"

Re: Rapid Fire rocket launcher?

Posted: Sat Feb 07, 2009 6:53 pm
by bhawkgoalie10
you could also make it like a pistol so it has unlimited clips/ammo, but with heat instead :D
check out the values on the common pistol ODF for that

Re: Rapid Fire rocket launcher?

Posted: Sun Feb 08, 2009 2:59 pm
by jedimaster745
thank you everybody. i have exactly what i need now, and my knowledge of how .odfs work has been expanded. admins, this topic may be locked.