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Charge ord problem

Posted: Fri Sep 16, 2011 6:22 pm
by Dakota
ok i've been working on a flame blaster for my assets pack and mods.

i want it to have 3 charge levels. 1st one is a rocket it fires made of fire and is a missile type ordanence. the 2nd one is an emitter ord of a blast of fire and the 3rd is another emitter ord of an inceneration blast.

the thing will charge from level 1 to 2 but then not 3. i used a new weapon with only two charge levels and only used the fire blast and the charge one would be the inceneration but the problem is that it won't charge up to the next one either. maybe it could just be the play effect on owner line thing but i don't know for sure.

if someone could help me with this it would be nice.


EDIT: ok i tested the ordance the other way around putting the incenerator before the flame blast and now the incenerator one plays its effect but the fire one won't

is it just something with playeffectonowner?

EDIT2: i checked the error log and there were no errors in it about this weapon.

Re: charge ord problem

Posted: Fri Sep 16, 2011 6:54 pm
by Tears2Roses
can you post your weapon ordance(s)?

Re: charge ord problem

Posted: Sat Sep 17, 2011 8:06 am
by Dakota
i don't see at all how giving you the odfs of the ordanence file would help at all since the individual ordanences work perfectly fine. its just a problem with having two different emitters in the set of three different charges. i'll post the files anyway but please, if someone could comment by saying if having the two emitter ordances and having them both work right it would be very helpful.
common/ord1
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "missile"

[Properties]
ImpactEffectWater = ""

LifeSpan = "60.0"

MinSpeed = "20.0"
Acceleration = "80.0"
Velocity = "100.0"
Gravity = "0.0"
Rebound = "0.0"
TurnRate = "10.0"

WaverRate = "0.0"
WaverTurn = "0.0"



MaxDamage = "500.0"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.5" //How long in seconds the damage change lasts.
DamageFinalDamage = "500.0" //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"

BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
common/ord2
Hidden/Spoiler:
[OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"

ConeLength = "25"
ConeAngle = "40"
FirstRadius = "1.0"
MaxTargets = "100" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "1" // No chaining - all bolts coming from the attacker

//OrdnanceSound = "com_weap_launcher_energy_dumbfire"

Damage = "500" // This is the min damage. Even if the initial damage is split between the number of targets, it will never go below this number for each target
MaxDamage = "500" // This is the max damage
JumpDeduction = "0" // No jump deduction. This is for chaining only
DamageThreshold = "0" // Always do damage (no threshold)
MaxJumpDistance = "0" // No max jump distance because the chaining is off

VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"

Push = "10.0"
//LightningEffect = "com_sfx_lightning"
//LightningEffectScale = "0.25"
//NoTargetLightningEffectCount = "5" // The number of ligthning effects to display when the ordinance has no targets to hit
//NoTargetLightningEffectRandomSpread = "0.4" // The random rotation spread the ligthning effects does when the ordinance has no targets to hit

AffectFriends = "1" // default is 1. should the ordnance affect friends.
AffectEnemies = "1" // default is 1. should the ordnance affect enemies.

PlayEffectOnOwnerAimer = "blast1"
SmolderDamageRate = "50.0" // default is 0. the damage rate for smoldering targets

SmolderEffectTimer = "5000.0"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_head"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"

SmolderVanishDeath = "0"

BonusAmplification = "0.5" //how much more damage will be done when team_bonus_blaster_amplication is on
common/ord3
Hidden/Spoiler:
[OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"

ConeLength = "25"
ConeAngle = "80"
FirstRadius = "1.0"
MaxTargets = "100" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "1" // No chaining - all bolts coming from the attacker

//OrdnanceSound = "com_weap_launcher_energy_dumbfire"

Damage = "1000" // This is the min damage. Even if the initial damage is split between the number of targets, it will never go below this number for each target
MaxDamage = "2000" // This is the max damage
JumpDeduction = "0" // No jump deduction. This is for chaining only
DamageThreshold = "0" // Always do damage (no threshold)
MaxJumpDistance = "0" // No max jump distance because the chaining is off

VehicleScale = "0.5"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.5"

Push = "25.0"
//LightningEffect = "blast2"
//LightningEffectScale = "0.25"
//NoTargetLightningEffectCount = "5" // The number of ligthning effects to display when the ordinance has no targets to hit
//NoTargetLightningEffectRandomSpread = "0.4" // The random rotation spread the ligthning effects does when the ordinance has no targets to hit

AffectFriends = "1" // default is 1. should the ordnance affect friends.
AffectEnemies = "1" // default is 1. should the ordnance affect enemies.

PlayEffectOnOwnerAimer = "burst"
SmolderDamageRate = "500.0" // default is 0. the damage rate for smoldering targets

SmolderEffectTimer = "10.0"

SmolderEffect = "ab"
SmolderBone = "bone_r_foot"

SmolderEffect = "ab"
SmolderBone = "bone_r_toe"

SmolderEffect = "ab"
SmolderBone = "bone_l_thigh"

SmolderEffect = "ab"
SmolderBone = "bone_a_spine"

SmolderEffect = "ab"
SmolderBone = "bone_b_spine"

SmolderEffect = "ab"
SmolderBone = "bone_ribcage"

SmolderEffect = "ab"
SmolderBone = "bone_l_upperarm"

SmolderEffect = "ab"
SmolderBone = "bone_l_forearm"

SmolderEffect = "ab"
SmolderBone = "bone_l_hand"

SmolderEffect = "ab"
SmolderBone = "bone_r_upperarm"

SmolderEffect = "ab"
SmolderBone = "bone_r_forearm"

SmolderEffect = "ab"
SmolderBone = "bone_r_hand"

SmolderEffect = "ab"
SmolderBone = "bone_l_calf"

SmolderEffect = "ab"
SmolderBone = "bone_l_foot"

SmolderEffect = "ab"
SmolderBone = "bone_l_toe"

SmolderEffect = "ab"
SmolderBone = "bone_pelvis"

SmolderEffect = "ab"
SmolderBone = "bone_r_thigh"

SmolderEffect = "ab"
SmolderBone = "bone_r_calf"

SmolderEffect = "ab"
SmolderBone = "bone_head"

SmolderVanishDeath = "1"

BonusAmplification = "0.5" //how much more damage will be done when team_bonus_blaster_amplication is on
side/ord1
Hidden/Spoiler:
[OrdnanceClass]
ClassParent = "com_weap_inf_blast_ord"

[Properties]
GeometryName = "com_weap_inf_grenadethermal_ord"
ExplosionExpire = "cis_weap_inf_blast_exp"
ExplosionImpact = "cis_weap_inf_blast_exp"
TrailEffect = "firerocket"

OrdnanceSound = "flame_on"
side/ord2
Hidden/Spoiler:
[OrdnanceClass]
ClassParent = "com_weap_inf_blast_ord1"

[Properties]

OrdnanceSound = "flame_on"
side/ord3
Hidden/Spoiler:
[OrdnanceClass]
ClassParent = "com_weap_inf_blast_ord2"

[Properties]

OrdnanceSound = "flame_on"

Re: Charge ord problem

Posted: Sun Sep 18, 2011 10:34 pm
by DarthFannel
I think we need the Weapon ODF as well...

Re: Charge ord problem

Posted: Mon Sep 19, 2011 4:49 pm
by Dakota
common
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "cannon"

[Properties]
GeometryName = ""
HighResGeometry = ""

AnimationBank = "rifle"
ForceFireAnimation = "0"

MuzzleFlash = "flash"
FlashColor = "255 255 255 255"
FlashLength = 1.0
FlashLightColor = "255 220 255 175"
Discharge = "flash"


ChargeUpEffect = "chargeup2"

//RoundsPerClip = "32"
RoundsPerClip = "0"
ReloadTime = "1.5"
HeatRecoverRate = "0.15"
HeatThreshold = "0.0"
HideOnFire = "0"

ShotDelay = "0.1"
HeatPerShot = "0.3"
MaxPressedTime = "1.50"
TriggerSingle = "1"

DisplayRefire = "0"

LockOnRange = "100.0"
LockTime = "0.5"
AutoAimSize = "2.0"

MinRange = "0"
OptimalRange = "50"
MaxRange = "100"

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

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

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

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "0.75"
ChargeDelayLight = "0.7"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "1.5"
ChargeDelayHeavy = "1.4"

RecoilLengthHeavy = "1.0"
RecoilStrengthHeavy = "1"
RecoilDecayHeavy = ".75"
side
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_blast"
GeometryName = "com_weap_inf_torpedo.msh"

[Properties]
GeometryName = "com_weap_inf_torpedo"
HighResGeometry = "com_1st_weap_inf_torpedo"

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

FireSound = "rep_weap_inf_rocket_launcher_fire"
ReloadSound = "com_weap_inf_reload_lg"
ChangeModeSound = "com_weap_inf_equip_lg"
FireEmptySound = "com_weap_inf_ammo_empty"
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"


//***************************************************
//************** VARIABLE ORDANANCE *****************
//***************************************************

OrdnanceName = "cis_weap_inf_blast_ord"

NextCharge = 0.7
OrdnanceName = "cis_weap_inf_blast_ord1"

NextCharge = 1.4
OrdnanceName = "cis_weap_inf_blast_ord2"
i don't really know how seeing the odfs could help anyone tell me if there is a problem with using two types of emitterordanances in a charge weapon though.

Re: Charge ord problem

Posted: Tue Sep 20, 2011 3:01 pm
by RED51
Sky_216 has a weapons odf pack on files that has a gas thrower that can be charged to a mortar I believe. You could look at that to help make the weapon you're trying to setup. That pack is also a good reference when making more unusual weapon odfs.

Re: Charge ord problem

Posted: Tue Sep 20, 2011 3:36 pm
by Dakota
RED51 wrote:Sky_216 has a weapons odf pack on files that has a gas thrower that can be charged to a mortar I believe. You could look at that to help make the weapon you're trying to setup. That pack is also a good reference when making more unusual weapon odfs.
i have seen the gas thrower before. i looked over the odfs and it doesn't use emitters. the first is a rocket that has a clear/no tga and an effect and the second is a mortar. no emitters in it. i did see that one odf in its folder was an emitter but it looks like he had a problem like me and had to do a work around like i was thinking i would need to do also.

now to make a chargeable weapon with a secondary ordanence...

Re: Charge ord problem

Posted: Tue Sep 20, 2011 3:41 pm
by RED51
Odd. The odfs look like it works like what I said. Gimme a sec, I'll do a quick test of it.

Edit:
Yep, you are right; a well dressed up rocket. Sorry, don't know how else I can help you now. :(

Re: Charge ord problem

Posted: Tue Sep 20, 2011 4:09 pm
by Dakota
i'm about to test my workaround, i'll edit/post in any information from it.

EDIT: tested with the work around, neither effects worked as planned so now i am going to check for errors or find another work around. i'll be back later maybe.


EDIT: FINALLY GOT IT FIXED :D :D :mrgreen: