Buffs *and* (the conjunction) Debuffs.

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Slime615
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Buffs *and* (the conjunction) Debuffs.

Post by Slime615 »

Ok. Here is My Project. I am createing 7 Kinds of Buffs/Debuffs. They are like So.


- Increase Own Defence - Testing
- Increase Own Attack - Testing
- Temperory Immunity - Testing
- Decrease Opponents Attack
- Lower Opponents Defence
- Slight Attack Buff, and Slight Defence Buff (25% Each)
- Lower Own Defence one Stage (by 50%) Upps Own Attack Two Stages (75%)

Now The Obviously the 1st Two are pretty Similar to the Rage and Rally Buffs, However, they are different in that I only want them to wrok for the User, not his allies. In addition I do not want the DeBuffs to affect My allies. Assuming that an Average boost/debuff would be eqivilant to a 50% change , a "Slight" boost/Buff to be 25% and a Large Bosst/buff to be 75%, what would the Ideal ODF and ORDs be?

I want each ODF and Each ORD to be in a single file, not useing Parent files.

Can anyone help me with these?
Last edited by Slime615 on Mon Dec 05, 2011 3:51 pm, edited 1 time in total.
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Re: Buffs An Debuffs.

Post by AceMastermind »

Is this a request or have you actually put any work into it?
Show me what you've done so far or else i'm merging this with the All-Purpose Request thread.
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Re: Buffs An Debuffs.

Post by Slime615 »

Ok... Umm:
On Closer inpection I dont think I need to worry about haveing it all in one file, It will save space to use Parent Files.

Here is My One for the "Decrease Opponents Attack"

ODF:
Hidden/Spoiler:
[WeaponClass]

ClassParent = "com_weap_inf_buff"

[Properties]

HUDTag = "hud_poison"
OrdnanceName = "sit_weap_inf_DecreaseATK_debuff_ord"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
The Ord:
Hidden/Spoiler:
[OrdnanceClass]
ClassParent = "com_weap_inf_buff_ord"

[Properties]
BuffOffenseTimer = "15"
BuffOffenseMult = "-0.5"

PlayEffectOnOwner = "com_sfx_buff_offense"

AffectFriends = "0"
AffectEnemies = "1"
ApplyOnOwnerIfOnOthers = "0"
Its Untested however.

Just to be clear, its not a request - I plan on makeing them myself, however, I need someone to help me make sure I am useing the right text, for the ORD, and ODF. Does this look ok?

Also, how would I CHange the "Rage" Buff so it only effected the person useing it?
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Re: Buffs An Debuffs.

Post by DarthD.U.C.K. »

for starters, this is one topic that searching for "buff affect" turns up.
this site is quite a few years old already and you will find answers to 80% of your questions if you use search well.
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Re: Buffs An Debuffs.

Post by Dakota »

- Increase Own Defence - you can do this just like rally but i don't know how to make it not effect friends or only work if you are alone, maybe a powerup dispenser would work better than setting it as a buff

- Increase Own Attack - this would be like the one above except with offense instead of defense

- Temperory Immunity - Leia in the stock sides has this, set the regan high and the defense part to something like 0.00001, if you want it to only effect you then make it a powerup dispenser to work.

- Decrease Opponents Attack - look at the poison debuff odf and replace the lines calling for poison with the ones in the rage buff for increasing attack and then just set the number to a decimal like 0.5 would be one half attack.

- Lower Opponents Defence - do the same thing as i said for the one above but with the defense buff lines

- Slight Attack Buff, and Slight Defence Buff (25% Each) - just put both the defense and offense lines into the one buff and set each one to 1.25 for a 25% increase, once again if you want it to only effect you then it would have to be a powerup dispenser.

- Lower Own Defence one Stage (by 50%) Upps Own Attack Two Stages (75%) - do what i said to do for the one that increases both things but just set the defense one to 1.5 to take 50% more damage and set the offense one to 1.75 to increase the attack by 75%

any questions?
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Re: Buffs An Debuffs.

Post by Slime615 »

So for a Self Buff:

Say, Increase Own Defence:

ODF:
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "dispenser"

[Properties]
IconTexture = "HUD_powerup_icon"

OrdnanceName = "com_wep_SelfBuffDefence.ord"

RoundsPerClip = "1"
ReloadTime = "1.0"
LockOnRange = "80.0"
LockTime = "0.4"

OffhandWeapon = 1

RefillFromItem = 0

TrackingSound = ""

WEAPONSECTION = 1

ModeTexture = "HUD_weap_health"
ReticuleTexture = "reticule_00"

ShotDelay = "1.0"
MaxItems = "4.0"

AutoAimSize = "1.0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"

MinStrength = "0.3"
MaxStrength = "0.3"
MaxPressedTime = "0.0"

FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_med"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
The Ord Something Like:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "powerupitem"
GeometryName = "item_powerup_defense.msh"
GeometryScale = 0.15

[Properties]
GeometryName = "item_powerup_defense"
BuffDefenseTimer = "20"
BuffDefenseMult = "0.5"
Lifespan = 30

Powerupsound = "com_weap_powerup_pickup defer"

Velocity = "0.0"
Gravity = "1.0"
Rebound = "0.0"
Friction = "1.0"

//CollisionOtherSound = "com_weap_mine_land defer"
How could I make it so that it does not go anywhere? I mean SO it goes right to the user feeet, so He uses it immediantly whatever he does?
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Re: Buffs An Debuffs.

Post by Bob »

You should know that a buff only activates if at least one other person is in range, making a buff that only affects you is impossible (but therefore it is possible to make one that effects other people, but not you, herpdiderp). However, I heard about setting up a dispensable powerup that incrases (and decrases) stuff. If you want a "buff" that only affects you, try this.

And for your "Decrease Opponents Attack" thingy remove the

Code: Select all

-
from the

Code: Select all

BuffOffenseMult  = "-0.5"
in the ordenance. Negative values mean infinite, so this would actually boost your enemy's attack power. Since it is a multiplyer it's enough to give a number smaler than 1 (means: BuffOffenseMult = "-0.5" = attack power of affected units gets down to 50%)
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Re: Buffs An Debuffs.

Post by Slime615 »

The "Self Buff" ABove you is a dispenser type buff. I asked how I can make it drop directly "in" youso it activates imediently.
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Re: Buffs An Debuffs.

Post by Bob »

Slime615 wrote:I asked how I can make it drop directly "in" youso it activates imediently.
And I labeled this as impossible. We already had that question in some treads.
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Re: Buffs An Debuffs.

Post by Slime615 »

Perhaps you Missunderstand me. The Dispenser drops the device onto the ground. I want to reduce this "Throw" length, so it only drops a few milimeters onto the ground. ecause of its proximity to the device, the Device will trigger imediantly, simulating the apreaece of the Buff Only effecting the user.
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Re: Buffs An Debuffs.

Post by Bob »

Code: Select all

MinStrength     = "0.0"
MaxStrength     = "0.0"
Try putting this into the dispenser's ODF.
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Re: Buffs An Debuffs.

Post by Slime615 »

Works Like a Charm.


Now to make the Item thats dropped invisible, And Volia. I have created a SELF BUFF.
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Re: Buffs An Debuffs.

Post by Dakota »

Slime615 wrote:Works Like a Charm.


Now to make the Item thats dropped invisible, And Volia. I have created a SELF BUFF.
since i was unoffically ninja'd by bob...

to do this just remove the geometry like this:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "powerupitem"
GeometryName = ""
GeometryScale = 0.15

[Properties]
GeometryName = "item_powerup_defense"
BuffDefenseTimer = "20"
BuffDefenseMult = "0.5"
Lifespan = 30

Powerupsound = "com_weap_powerup_pickup defer"

Velocity = "0.0"
Gravity = "1.0"
Rebound = "0.0"
Friction = "1.0"

//CollisionOtherSound = "com_weap_mine_land defer"
that usually works for me but if it doesn't work for some odd reason then you will need to make it's tga tranparent in some way, i think theres a link to it on the everything you need to know thread.
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Re: Buffs An Debuffs.

Post by Slime615 »

Actualy, Basic Hexediting (Transparency, Texture renameing etc) is one of the few things Can I do... Mainly cause it realy Impresses my brother, cause I told him, that the whole of Battlefront odding is done by Hex Editing, without the Use of visual Munge...

:D

He thinks I am a CP Genius...
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Re: Buffs An Debuffs.

Post by Dakota »

wonderful, so is there anything else that you needed help on?


off-topic: the only reason i know things about buffs is probably because of that time that i made my realistic weapons mod and had to mod all of the odfs in the sides folders, all of them...

playing around with buffs can be pretty fun. maybe a buff that makes a unit to no damage but be invincible for a minute could be really good if you needed to get past a few units and run, like the flee buff or something. i get so many ideas when i think about modding that i never really know what to do first.
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Re: Buffs An Debuffs.

Post by Slime615 »

Ok, I finished the Seven Buffs.

- Increase Own Defence - Testing
ODF
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "dispenser"

[Properties]
HUDTag = "hud_ShiCho"

OrdnanceName = "sit_weap_ShiCho.ord"

RoundsPerClip = "1"
ReloadTime = "1.0"
LockOnRange = "0.0"
LockTime = "0.0"

OffhandWeapon = 1

RefillFromItem = 0

TrackingSound = ""

WEAPONSECTION = 1

ModeTexture = "HUD_weap_health"
ReticuleTexture = "reticule_00"

ShotDelay = "1.0"
MaxItems = "4.0"

AutoAimSize = "1.0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"

MinStrength = "0.0"
MaxStrength = "0.0"
MaxPressedTime = "0.0"

FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_med"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
ORD

Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "powerupitem"
GeometryName = "item_powerup_defense.msh"
GeometryScale = 0.15

[Properties]
GeometryName = "item_powerup_defense"
BuffDefenseTimer = "20"
BuffDefenseMult = "0.5"
Lifespan = 30

Powerupsound = "com_weap_powerup_pickup defer"

Velocity = "0.0"
Gravity = "1.0"
Rebound = "0.0"
Friction = "1.0"

//CollisionOtherSound = "com_weap_mine_land defer"
- Increase Own Attack - Testing
ODF
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "dispenser"

[Properties]

HUDTag = "hud_Makash"

IconTexture = "HUD_powerup_icon"

OrdnanceName = "sit_weap_sit_weap_Makashi.ord"

RoundsPerClip = "1"
ReloadTime = "1.0"
LockOnRange = "80.0"
LockTime = "0.4"

OffhandWeapon = 1

RefillFromItem = 0

TrackingSound = ""

WEAPONSECTION = 1

ModeTexture = "HUD_weap_health"
ReticuleTexture = "reticule_00"

ShotDelay = "1.0"
MaxItems = "4.0"

AutoAimSize = "1.0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"

MinStrength = "0.0"
MaxStrength = "0.0"
MaxPressedTime = "0.0"

FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_med"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
ORD

Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "powerupitem"
GeometryName = "item_powerup_defense.msh"
GeometryScale = 0.15

[Properties]
GeometryName = "item_powerup_defense"
BuffOffenseTimer = "20"
BuffOffenseMult = "1.5"
Lifespan = 30

Powerupsound = "com_weap_powerup_pickup defer"

Velocity = "0.0"
Gravity = "1.0"
Rebound = "0.0"
Friction = "1.0"

//CollisionOtherSound = "com_weap_mine_land defer"
- Temperory Immunity - Testing
ODF
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "dispenser"

[Properties]
HUDTag = "hud_Sorusa"
IconTexture = "HUD_powerup_icon"

OrdnanceName = "sit_weap_sit_weap_Soresu.ord"

RoundsPerClip = "1"
ReloadTime = "1.0"
LockOnRange = "80.0"
LockTime = "0.4"

OffhandWeapon = 1

RefillFromItem = 0

TrackingSound = ""

WEAPONSECTION = 1

ModeTexture = "HUD_weap_health"
ReticuleTexture = "reticule_00"

ShotDelay = "1.0"
MaxItems = "4.0"

AutoAimSize = "1.0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"

MinStrength = "0.0"
MaxStrength = "0.0"
MaxPressedTime = "0.0"

FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_med"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
ORD

Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "powerupitem"
GeometryName = "item_powerup_defense.msh"
GeometryScale = 0.15

[Properties]
GeometryName = "item_powerup_defense"
BuffDefenceTimer = "20"
BuffDefenceMult = "-0.1"
Lifespan = 30

Powerupsound = "com_weap_powerup_pickup defer"

Velocity = "0.0"
Gravity = "1.0"
Rebound = "0.0"
Friction = "1.0"

//CollisionOtherSound = "com_weap_mine_land defer"
- Lower Opponents Attack
ODF
Hidden/Spoiler:
[WeaponClass]

ClassParent = "com_weap_inf_buff"

[Properties]

HUDTag = "hud_Ataru1"
OrdnanceName = "sit_weap_Ataru.ord"

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

Hidden/Spoiler:
[OrdnanceClass]
ClassParent = "com_weap_inf_buff_ord"

[Properties]
BuffOffenseTimer = "20"
BuffOffenseMult = "0.5"

PlayEffectOnOwner = "com_sfx_buff_defence"

AffectFriends = "0"
AffectEnemies = "1"
ApplyOnOwnerIfOnOthers = "0"
- Lower Opponents Defence:
ODF
Hidden/Spoiler:
[WeaponClass]

ClassParent = "com_weap_inf_buff"

[Properties]

HUDTag = "hud_DjemSo"
OrdnanceName = "sit_weap_DjemSo.ord"

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

Hidden/Spoiler:
[OrdnanceClass]
ClassParent = "com_weap_inf_buff_ord"

[Properties]
BuffDefenceTimer = "20"
BuffDefenceMult = "1.5"

PlayEffectOnOwner = "com_sfx_buff_defence"

AffectFriends = "0"
AffectEnemies = "1"
ApplyOnOwnerIfOnOthers = "0"
- Slight Attack Buff, and Slight Defence Buff (25% Each)
ODF
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "dispenser"

[Properties]
HUDTag = "hud_Niman1"
IconTexture = "HUD_powerup_icon"

OrdnanceName = "sit_weap_sit_weap_Niman.ord"

RoundsPerClip = "1"
ReloadTime = "1.0"
LockOnRange = "80.0"
LockTime = "0.4"

OffhandWeapon = 1

RefillFromItem = 0

TrackingSound = ""

WEAPONSECTION = 1

ModeTexture = "HUD_weap_health"
ReticuleTexture = "reticule_00"

ShotDelay = "1.0"
MaxItems = "4.0"

AutoAimSize = "1.0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"

MinStrength = "0.0"
MaxStrength = "0.0"
MaxPressedTime = "0.0"

FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_med"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
ORD

Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "powerupitem"
GeometryName = "item_powerup_defense.msh"
GeometryScale = 0.15

[Properties]
GeometryName = "item_powerup_defense"
BuffOffenseTimer = "20"
BuffOffenseMult = "1.25"
BuffDefenceTimer = "20"
BuffDefenceMult = "0.75"
Lifespan = 30

Powerupsound = "com_weap_powerup_pickup defer"

Velocity = "0.0"
Gravity = "1.0"
Rebound = "0.0"
Friction = "1.0"

//CollisionOtherSound = "com_weap_mine_land defer"
- Lower Own Defence one Stage (by 50%) Upps Own Attack Two Stages (75%)

ODF
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "dispenser"

[Properties]
HUDTag = "hud_Juyo01"
IconTexture = "HUD_powerup_icon"

OrdnanceName = "sit_weap_sit_weap_Juyo.ord"

RoundsPerClip = "1"
ReloadTime = "1.0"
LockOnRange = "80.0"
LockTime = "0.4"

OffhandWeapon = 1

RefillFromItem = 0

TrackingSound = ""

WEAPONSECTION = 1

ModeTexture = "HUD_weap_health"
ReticuleTexture = "reticule_00"

ShotDelay = "1.0"
MaxItems = "4.0"

AutoAimSize = "1.0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"

MinStrength = "0.0"
MaxStrength = "0.0"
MaxPressedTime = "0.0"

FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_med"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
ORD

Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "powerupitem"
GeometryName = "item_powerup_defense.msh"
GeometryScale = 0.15

[Properties]
GeometryName = "item_powerup_defense"
BuffOffenseTimer = "20"
BuffOffenseMult = "2"
BuffDefenceTimer = "20"
BuffDefenceMult = "1.50"
Lifespan = 30

Powerupsound = "com_weap_powerup_pickup defer"

Velocity = "0.0"
Gravity = "1.0"
Rebound = "0.0"
Friction = "1.0"

//CollisionOtherSound = "com_weap_mine_land defer"
Those are the 7 ODFs. I shall test them soon. can anyone see any problems with them?
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Re: Buffs An Debuffs.

Post by Bob »

For the last buff's ORD change

Code: Select all

BuffOffenseMult = "2"
to

Code: Select all

BuffOffenseMult = "1.75"
or you will boost your attack power by 100%.
Rest looks fine to me.
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Re: Buffs An Debuffs.

Post by Slime615 »

My Thanks.

Anyone else see Any Problems?
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Posts: 991
Joined: Mon Dec 06, 2010 8:21 pm
Projects :: making random weapon assets
Games I'm Playing :: SWBF2 and more
xbox live or psn: PS3 beats xbox
Location: at a computer desk floating around in space

Re: Buffs An Debuffs.

Post by Dakota »

Slime615 wrote:My Thanks.

Anyone else see Any Problems?
i don't see anything wrong, i think munging and testing would be the best next step.
Slime615
Lieutenant General
Lieutenant General
Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: Buffs An Debuffs.

Post by Slime615 »

I shall Begin testing Now.
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