i have a problem with my fire grenade. I readed this tutorial and made my grenade. It does not work, but i don't really understand the odf weapon things that good. So you may want to have a look at it. There is a error log within this context. But there is also an other Message Severity: 3 i don't understand.
grenade flame.odf
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "dispenser"
[Properties]
HUDTag = "hud_rc_grenade_flame"
TriggerAll = "1"
OffhandWeapon = "1"
RoundsPerClip = "1"
ReloadTime = "0.0"
ShotDelay = "1.3"
ShotElevate = "0.21"
MaxPressedTime = "2.0"
InitialSalvoDelay = "0.51"
MaxItems = "10.0"
TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"
MinStrength = "1.5"
MaxStrength = "1.8"
OrdnanceName = "rep_weap_grenade_flame_ord"
FireSound = com_weap_throw"
NEXTCHARGE = 0.2
OrdnanceName = "rep_weap_grenade_flame_ord1"
FireSound = com_weap_throw"
NEXTCHARGE = 0.4
OrdnanceName = "rep_weap_grenade_flame_ord2"
FireSound = com_weap_throw"
NEXTCHARGE = 0.6
OrdnanceName = "rep_weap_grenade_flame_ord3"
FireSound = com_weap_throw"
//************************************************
//******************* SOUND *****************
//************************************************
FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_sm"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
[/code]
ClassLabel = "dispenser"
[Properties]
HUDTag = "hud_rc_grenade_flame"
TriggerAll = "1"
OffhandWeapon = "1"
RoundsPerClip = "1"
ReloadTime = "0.0"
ShotDelay = "1.3"
ShotElevate = "0.21"
MaxPressedTime = "2.0"
InitialSalvoDelay = "0.51"
MaxItems = "10.0"
TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"
MinStrength = "1.5"
MaxStrength = "1.8"
OrdnanceName = "rep_weap_grenade_flame_ord"
FireSound = com_weap_throw"
NEXTCHARGE = 0.2
OrdnanceName = "rep_weap_grenade_flame_ord1"
FireSound = com_weap_throw"
NEXTCHARGE = 0.4
OrdnanceName = "rep_weap_grenade_flame_ord2"
FireSound = com_weap_throw"
NEXTCHARGE = 0.6
OrdnanceName = "rep_weap_grenade_flame_ord3"
FireSound = com_weap_throw"
//************************************************
//******************* SOUND *****************
//************************************************
FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_sm"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
[/code]
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "portableturret"
GeometryName = "com_weap_thermaldetonator.msh"
[Properties]
LifeTime = "3.0"
Velocity = "20.0"
Gravity = "1.5"
Rebound = "0.2"
Friction = "2.0"
TrailEffect = "com_sfx_inf_damage_fire"
LightColor = "252 67 67 150"
LightRadius = "4.0"
StickPerson = 1
StickAnimal = 1
StickDroid = 1
StickVehicle = 1
StickBuilding = 1
StickBuildingDead = 1
StickBuildingUnbuilt= 1
StickTerrain = 1
StickProp = 1
ImpactEffectWater = "com_sfx_watersplash_sm"
ImpactEffect = "flame"
AimAzimuth = "0.0"
AimElevation = "90.0"
AimDistance = "1.0"
CollisionOtherSound = "com_weap_inf_grenade_bounce"
CollisionWaterSound = "imp_inf_trooper_land_water"
SoundProperty = "flame_on"
SoundFadeInTime = 0.001
SoundFadeOutTime = 0.02
BUILDINGSECTION = "BODY"
GeometryName = "com_weap_thermaldetonator"
ExplosionName = "rep_weap_grenade_flame_exp"
ExplosionExpire = "rep_weap_grenade_flame_exp"
BUILDINGSECTION = "TURRET1"
TurretNodeName = "aimer_y"
TURRETSECTION = "TURRET1"
PilotType = "self"
Controllable = "0"
AutoFire = "1"
WeaponName = "rep_weap_grenade_flame_fire"
WeaponAmmo = "1"
AimerNodeName = "aimer_x"
FirePointName = "hp_fire"
[/code]
ClassLabel = "portableturret"
GeometryName = "com_weap_thermaldetonator.msh"
[Properties]
LifeTime = "3.0"
Velocity = "20.0"
Gravity = "1.5"
Rebound = "0.2"
Friction = "2.0"
TrailEffect = "com_sfx_inf_damage_fire"
LightColor = "252 67 67 150"
LightRadius = "4.0"
StickPerson = 1
StickAnimal = 1
StickDroid = 1
StickVehicle = 1
StickBuilding = 1
StickBuildingDead = 1
StickBuildingUnbuilt= 1
StickTerrain = 1
StickProp = 1
ImpactEffectWater = "com_sfx_watersplash_sm"
ImpactEffect = "flame"
AimAzimuth = "0.0"
AimElevation = "90.0"
AimDistance = "1.0"
CollisionOtherSound = "com_weap_inf_grenade_bounce"
CollisionWaterSound = "imp_inf_trooper_land_water"
SoundProperty = "flame_on"
SoundFadeInTime = 0.001
SoundFadeOutTime = 0.02
BUILDINGSECTION = "BODY"
GeometryName = "com_weap_thermaldetonator"
ExplosionName = "rep_weap_grenade_flame_exp"
ExplosionExpire = "rep_weap_grenade_flame_exp"
BUILDINGSECTION = "TURRET1"
TurretNodeName = "aimer_y"
TURRETSECTION = "TURRET1"
PilotType = "self"
Controllable = "0"
AutoFire = "1"
WeaponName = "rep_weap_grenade_flame_fire"
WeaponAmmo = "1"
AimerNodeName = "aimer_x"
FirePointName = "hp_fire"
[/code]
Hidden/Spoiler:
[code][OrdnanceClass]
ClassLabel = "emitterordnance"
[Properties]
Effect = "cmm_sfx_explosion_lg"
InitialSalvoDelay = "1.0"
RoundsPerClip = "11"
SalvoCount = "11"
SalvoDelay = "1.0"
Radius = "10" // sphere used for finding the targets
ConeLength = "0" // cone not used for finding the targets
ConeAngle = "360"
FirstRadius = "0.0"
MaxTargets = "100" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "0" // No chaining - all bolts coming from the attacker
Damage = "30" // 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 = "60" // This is the max damage
JumpDeduction = "2" // No jump deduction. This is for chaining only
DamageThreshold = "400" // Always do damage (no threshold)
MaxJumpDistance = "2" // No max jump distance because the chaining is off
VehicleScale = "0.0"
ShieldScale = "0.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"
Push = "0.0"
AffectFriends = "1"
AffectEnemies = "1"
ApplyOnOwnerIfOnOthers = "0"
DebuffDamageTimer = "100"
DebuffDamageRate = "100"
PlayEffectOnOwnerAimer = "com_sfx_weap_flamethrower_ord"
SmolderDamageRate = "50.0" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = "60.0"
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"
[/code]
ClassLabel = "emitterordnance"
[Properties]
Effect = "cmm_sfx_explosion_lg"
InitialSalvoDelay = "1.0"
RoundsPerClip = "11"
SalvoCount = "11"
SalvoDelay = "1.0"
Radius = "10" // sphere used for finding the targets
ConeLength = "0" // cone not used for finding the targets
ConeAngle = "360"
FirstRadius = "0.0"
MaxTargets = "100" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "0" // No chaining - all bolts coming from the attacker
Damage = "30" // 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 = "60" // This is the max damage
JumpDeduction = "2" // No jump deduction. This is for chaining only
DamageThreshold = "400" // Always do damage (no threshold)
MaxJumpDistance = "2" // No max jump distance because the chaining is off
VehicleScale = "0.0"
ShieldScale = "0.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"
Push = "0.0"
AffectFriends = "1"
AffectEnemies = "1"
ApplyOnOwnerIfOnOthers = "0"
DebuffDamageTimer = "100"
DebuffDamageRate = "100"
PlayEffectOnOwnerAimer = "com_sfx_weap_flamethrower_ord"
SmolderDamageRate = "50.0" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = "60.0"
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"
[/code]
Hidden/Spoiler:
[code][ExplosionClass]
ClassLabel = "explosion"
[Properties]
Damage = "0.0"
DamageRadiusInner = "0.0"
DamageRadiusOuter = "0.0"
Effect = "flame"
WaterEffect = "com_sfx_watersplash_lg"
[/code]
ClassLabel = "explosion"
[Properties]
Damage = "0.0"
DamageRadiusInner = "0.0"
DamageRadiusOuter = "0.0"
Effect = "flame"
WaterEffect = "com_sfx_watersplash_lg"
[/code]
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "rep_weap_grenade_flame_ord" missing geometry "com_weap_thermaldetonator"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1555)
Mounted turret "rep_weap_grenade_flame_ord TURRET1" weapon 1 "rep_weap_grenade_flame_fire" not found
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "rep_weap_grenade_flame_ord1" missing geometry "com_weap_thermaldetonator"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1555)
Mounted turret "rep_weap_grenade_flame_ord1 TURRET1" weapon 1 "rep_weap_grenade_flame_fire" not found
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "rep_weap_grenade_flame_ord2" missing geometry "com_weap_thermaldetonator"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1555)
Mounted turret "rep_weap_grenade_flame_ord2 TURRET1" weapon 1 "rep_weap_grenade_flame_fire" not found
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "rep_weap_grenade_flame_ord3" missing geometry "com_weap_thermaldetonator"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1555)
Mounted turret "rep_weap_grenade_flame_ord3 TURRET1" weapon 1 "rep_weap_grenade_flame_fire" not found
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "rep_weap_grenade_flame_ord" missing geometry "com_weap_thermaldetonator"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1555)
Mounted turret "rep_weap_grenade_flame_ord TURRET1" weapon 1 "rep_weap_grenade_flame_fire" not found
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "rep_weap_grenade_flame_ord1" missing geometry "com_weap_thermaldetonator"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1555)
Mounted turret "rep_weap_grenade_flame_ord1 TURRET1" weapon 1 "rep_weap_grenade_flame_fire" not found
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "rep_weap_grenade_flame_ord2" missing geometry "com_weap_thermaldetonator"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1555)
Mounted turret "rep_weap_grenade_flame_ord2 TURRET1" weapon 1 "rep_weap_grenade_flame_fire" not found
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "rep_weap_grenade_flame_ord3" missing geometry "com_weap_thermaldetonator"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1555)
Mounted turret "rep_weap_grenade_flame_ord3 TURRET1" weapon 1 "rep_weap_grenade_flame_fire" not found
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 636
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 636
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)



