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Multiple Detpacks?
Posted: Sat Feb 07, 2009 1:25 am
by Tygr
Is there any way to place multiple detpacks and detonate them all at once? SalvoCount possibly?
Re: Multiple Detpacks?
Posted: Sat Feb 07, 2009 1:26 am
by MileHighGuy
should be possible, ive seeen this in bf1 so it should be possible in bf2, but i dont know how to do it. LUA coding perhaps?
Re: Multiple Detpacks?
Posted: Sat Feb 07, 2009 6:29 am
by VF501
MaxItems = "4.0"
Add that to the Dispenser ODF, it sets the maximum amount that can be placed at a time. Goin over the limit auto-kills the oldest placed item.
Used for Detonators, Auto-Turrets, Health/Ammo, Mine and any other Dispenser Class weapon.
Re: Multiple Detpacks?
Posted: Sat Feb 07, 2009 9:46 am
by Fluffy_the_ic
somewhat Off-topic: So do you mean that you can place a certain number, then when it's reached, it can be detonated, or you can place however many you want that can be detonated after however many? Cuz if it's the latter, I had that thought a few minutes ago XD
Re: Multiple Detpacks?
Posted: Sat Feb 07, 2009 3:30 pm
by Sky_216
Don't think first one's possible (tried it before, maybe I screwed up thugh). As for second one I'm 90% sure it's possible as a pair of very simple lua weapons (but AI Won't use it and it must be given to heroes/characters in RPGs rather than normal units)
Re: Multiple Detpacks?
Posted: Sat Feb 07, 2009 5:01 pm
by VF501
MaxItems = "1.0" - Only 1 maximum detpack on the the field, if you put a second one down, it auto kills the first one without detonating it.
TriggerAll = "1" - Boolean Operation (0/1 value) use 1 to detonate all placed charges at once, or use 0 to detonate 1 after the other.
Re: Multiple Detpacks?
Posted: Sat Feb 07, 2009 9:48 pm
by Tygr
VF501 wrote:MaxItems = "1.0" - Only 1 maximum detpack on the the field, if you put a second one down, it auto kills the first one without detonating it.
TriggerAll = "1" - Boolean Operation (0/1 value) use 1 to detonate all placed charges at once, or use 0 to detonate 1 after the other.
Sweet! So how would I make it lay multiple, other than to do SalvoCount? I want to be able to lay several separately, and then detonate them.
Re: Multiple Detpacks?
Posted: Sat Feb 07, 2009 10:12 pm
by Frisbeetarian
VF501 wrote:MaxItems = "4.0"
Add that to the Dispenser ODF, it sets the maximum amount that can be placed at a time.
For example,
VF501 wrote:MaxItems = "1.0" - Only 1 maximum detpack on the the field, if you put a second one down, it auto kills the first one without detonating it.
Re: Multiple Detpacks?
Posted: Sat Feb 07, 2009 10:34 pm
by Tygr
Frisbeetarian wrote:VF501 wrote:MaxItems = "4.0"
Add that to the Dispenser ODF, it sets the maximum amount that can be placed at a time.
For example,
VF501 wrote:MaxItems = "1.0" - Only 1 maximum detpack on the the field, if you put a second one down, it auto kills the first one without detonating it.
Tried that, it automatically switches to the "detonate" made after the first one.
Re: Multiple Detpacks?
Posted: Sun Feb 08, 2009 12:32 pm
by MercuryNoodles
WeaponNotes.txt wrote:SwitchImmediately: 0 = require L1 press to enter remote, 1 = enter remote immediately on launch
Perhaps this will be useful.
Re: Multiple Detpacks?
Posted: Tue Mar 17, 2009 9:26 pm
by Commander_Keller
so i just have to add the lines
SwitchImmediately = "0"
MaxItems ="2"
TriggerAll = "1"
if i want to have two detpacks placed and detonated at the same time, right?
which odf do i have to add it?
i added those lines to the com_weap_inf_detpack file and nothing changed.
btw, what is that RefillFromItem = "0" line anyways?
Re: Multiple Detpacks?
Posted: Tue Mar 17, 2009 9:49 pm
by VF501
RefillFromItem = "0" Boolean Operation (1/0) 1 to allow Refill (default setting if this line is removed or commented out), 0 to disallow refill and enable Ammo Droid refill only.
As a side note, the MaxItems and Trigger all commands have always worked for me.
If have
MaxItems = "5.0" I'm allowed to place a maximum of 5 detapacks/mines etc.
TriggerAll = "1" Only works for Detonator Class weapons, sets all placed Detpacks to trigger at once.
Re: Multiple Detpacks?
Posted: Tue Mar 17, 2009 9:55 pm
by Commander_Keller
i definitely do add those lines to the com_weap_inf_detpack.odf file, don't i?
Re: Multiple Detpacks?
Posted: Wed Mar 18, 2009 12:29 am
by vampire_lord
This is relevant to my interests, I want to make multiple detpacks as well, tried those lines already, either in dispenser and ordnance, nothing changes, it switches to detonator mode after the first pack.
I wonder if there is any other way, or at least making the remote detonator as a separate weapon so you can trigger from 1 to 4 detpacks.
Re: Multiple Detpacks?
Posted: Wed Mar 18, 2009 10:27 am
by MercuryNoodles
WeaponNotes.txt wrote:WeaponRemote ("remote"), based on WeaponDispenser:
OrdnanceName: object type to create
Velocity: ejection speed
ShotDelay: delay between shots
MaxPressedTime: charge-up time
MinStrength: velocity scale at minimum charge
MaxStrength: velocity scale at maximum charge
SwitchImmediately: 0 = require L1 press to enter remote, 1 = enter remote immediately on launch
That's the less isolated version, straight out of Psych0fred's docs. I believe, going by how this part of the doc was formatted, that the classlabel has to be "remote" rather than "detonator".
Re: Multiple Detpacks?
Posted: Thu Mar 19, 2009 12:40 pm
by hunting shadow
I tried it with:
classLabel= remote
SwitchImmediately = 0
MaxItems = "3.0"
The effect was that I'm able to place a detpack without swapping to trigger mode after placing it, but i'm neither able to place a second one nor to switch to the triggermode by hitting any key. What does "push L1" mean? It also doesn't work with classlabel=detonator.
Re: Multiple Detpacks?
Posted: Thu Mar 19, 2009 1:20 pm
by Commander_Keller
hunting shadow wrote:I tried it with:
classLabel= remote
SwitchImmediately = 0
MaxItems = "3.0"
The effect was that I'm able to place a detpack without swapping to trigger mode after placing it, but i'm neither able to place a second one nor to switch to the triggermode by hitting any key. What does "push L1" mean? It also doesn't work with classlabel=detonator.
dito
btw there is no com_..._dispenser.odf and even when i create one and add the respective lines to it there are no changes ingame.
i hope i didn't just miss a "=" or something...
