Grenade Launcher problem

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
RogueKnight
Space Ranger
Posts: 2512
Joined: Sat Nov 22, 2008 1:50 pm
Projects :: Life. Work.
Games I'm Playing :: League of Legends
xbox live or psn: No gamertag set
Location: Washington, US

Grenade Launcher problem

Post by RogueKnight »

I'm trying to make a grenade launcher that functions sort of like a hallway clearer, when you shoot it, it arcs, not as short as the grenade launcher, but about the length of a tantive hallway, and on impact, it creates a blast radius of about the width of a tantive hallway, and everything in that radius is pushed over and given 300 points of damage.

I put together my ODF, basically a combination of the grenade launcher and rocket launcher, but it still only functions as a rocket launcher, having a very small radius, and only effecting the target area if you hit it dead on or very close to it. It shoots like a regular rocket launcher, no arc, but everything else works. Here's my three odf's, any help you can offer would be useful.

Weapon ODF;
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "launcher"
GeometryName = "arcrifle.msh"

[Properties]
GeometryName = "arcrifle"
HighResGeometry = "arcrifle"

OrdnanceName = "rep_weap_inf_grenade_launcher_ord"

AnimationBank = "rifle"

//***********************************************
//************* 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 = "2.8"
SpreadThreshold = "1.6"
SpreadLimit = "3.0"

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 = "rep_weap_inf_rocket_launcher_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_reload_lg"
ChargeSound = "rep_weap_inf_rocket_launcher_tracking"
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"
Weapon ord;
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "missile"

[Properties]
GeometryName = "weap_inf_detonator_arranged"

ExplosionName = "rep_weap_inf_grenade_launcher_exp"

ImpactEffectWater = "com_sfx_watersplash_sm"


Velocity = "40.0"
Gravity = "1.75"
Rebound = "0.35"
Friction = "1.0"
LifeSpan = "8.0"
TurnRate = "2.0"

WaverRate = "0.0"
WaverTurn = "0.0"



MaxDamage = "300.0"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.5" //How long in seconds the damage change lasts.
DamageFinalDamage = "1500.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.

VehicleScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
AnimalScale = "1.0"
BuildingScale = "1.0"

OrdnanceSound = "com_weap_inf_ord_hum_rocket"

BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
Weapon exp;
Hidden/Spoiler:
[ExplosionClass]
ClassLabel = "explosion"

[Properties]
Damage = "300.0"

DamageRadiusInner = "1.0"
DamageRadiusOuter = "3.0"

Push = "50.0"
PushRadiusInner = "20.0"
PushRadiusOuter = "20.0"

Shake = "0.5"
ShakeLength = "0.60"
ShakeRadiusInner = "8.0"
ShakeRadiusOuter = "12.0"

Effect = "com_sfx_weap_flame_exp_md"
WaterEffect = "com_sfx_watersplash_lg"

LightColor = "255 220 100 255"
LightRadius = "7.0"
LightDuration = "1.0"

VehicleScale = "0.0"
PersonScale = "1.0"
DroidScale = "1.0"
AnimalScale = "1.0"
BuildingScale = "0.25"

SoundProperty = "com_weap_rocket_small_exp"
EDIT: If my explination was unclear, think of what i'm trying to create as a rocket propelled push grenade.
mswf
Master Bounty Hunter
Master Bounty Hunter
Posts: 1674
Joined: Tue Mar 31, 2009 3:40 pm
Location: Twello, The Netherlands
Contact:

Re: Grenade Launcher problem

Post by mswf »

Wouldn't it work to make it a high-velocity grenade launcher instead of a low-velocity rocket?
FragMe!
Gametoast Staff
Gametoast Staff
Posts: 2244
Joined: Sat May 13, 2006 12:34 am
Projects :: Not sure keep changing my mind.
Games I'm Playing :: F1 and SWBF
xbox live or psn: No gamertag set
Location: Origin name GT_FragMe
Contact:

Re: Grenade Launcher problem

Post by FragMe! »

Try making the push radius
PushRadiusInner = "20.0"
smaller than the outer one currently they are the same size

as mentioned using the grenade laucher is a better idea than rocket launcher, either increase the velocity or lower the gavity numbers and it should travel further.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Grenade Launcher problem

Post by Maveritchell »

The missile ordnance doesn't use gravity. You need to either use a grenade ordnance or a shell ordnance.
RogueKnight
Space Ranger
Posts: 2512
Joined: Sat Nov 22, 2008 1:50 pm
Projects :: Life. Work.
Games I'm Playing :: League of Legends
xbox live or psn: No gamertag set
Location: Washington, US

Re: Grenade Launcher problem

Post by RogueKnight »

Maveritchell wrote:The missile ordnance doesn't use gravity. You need to either use a grenade ordnance or a shell ordnance.
What is the difference between a grenade and shell ordinance?
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Grenade Launcher problem

Post by Maveritchell »

DarthRogueKnight wrote:
Maveritchell wrote:The missile ordnance doesn't use gravity. You need to either use a grenade ordnance or a shell ordnance.
What is the difference between a grenade and shell ordinance?
How and when they explode - shells always explode on impact.
Post Reply