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Portable turret weapon not damaging

Posted: Mon Aug 17, 2015 6:37 pm
by ZoomV
So I equipped a portable turret with a autofire weapon that fires a emitter ordnance. However the weapon only applies damage while the the portable turret is still in the air and has not settled on the ground. Once the turret is on the ground, it continues firing but the weapon does no damage and does not apply the emitter's effect.

Note this is not the same flamethrower weapon as in my other thread.

weapon ODF
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_flamethrower"

[Properties]

AnimationBank = "rifle"
OrdnanceName = "imp_weap_cipher_probe_flame_ord"


SalvoCount = "2"
ShotsPerSalvo = "1"
SalvoDelay = "0.05"
InitialSalvoDelay = "0.2"
SalvoTime = "0.0"


HeatPerShot = "0.0"
//MaxPressedTime = "2.25"

HUDTag = "hud_fireshot"

// to make it work - Mike Z
InitialSalvoDelay = "0.21" // 7 frames

ZoomMin = "1.5"
ZoomMax = "1.5"
ZoomRate = "0.0"


RoundsPerClip = "-1"
ReloadTime = "0"
ShotDelay = "0.12"
TriggerSingle = "1"

HeatRecoverRate = "0.0"
HeatThreshold = "0.00"

AutoAimSize = "30.0"

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

TargetPerson = "1"
TargetAnimal = "0"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"

//************************************************
//******************* SOUND *****************
//************************************************
FireSound = "flame_on"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
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"

[/code]
Weapon Ord
Hidden/Spoiler:
[code][OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"

ConeLength = "10"
ConeAngle = "135"
FirstRadius = "0.0"
MaxTargets = "25" // 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

//Explosion = "com_weap_inf_incinerator_exp"

//OrdnanceSound = "com_weap_launcher_energy_dumbfire"

Damage = "35" // 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 = "35" // 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 = "0.0"
//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 = "0" // default is 1. should the ordnance affect friends.
AffectEnemies = "1" // default is 1. should the ordnance affect enemies.

PlayEffectOnOwnerAimer = "com_sfx_weap_flamethrower_ord"
SmolderDamageRate = "35.0" // default is 0. the damage rate for smoldering targets

SmolderEffectTimer = 3.0

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_l_forearm"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_r_forearm"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"

SmolderVanishDeath = "0"

BonusAmplification = "0.1" //how much more damage will be done when team_bonus_blaster_amplication is on[/code]
turret ODF
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel ="portableturret"
GeometryName = "imp_weap_inf_dropturret.msh"

[Properties]
// NOBODY has override textures for this!
//OverrideTexture = "com_prop_dropturret_cis"
OverrideTexture = "com_prop_dropturret_imp"

CollisionSound = "com_sticky_stick"

BUILDINGSECTION = "BODY"

MapTexture = "turret_icon"
MapScale = "1.0"
HealthTexture = "HUD_kam_turret_icon"

MaxHealth = "100000.0"
LifeTime = "7"
HideHealthBar = "1"
AINoRepair = "1"
IsNotTargetableByPlayer = "1"
Gravity = "1.0"
Rebound = "0.0"
GeometryName = "imp_weap_inf_dropturret"
ExplosionName = "cis_bldg_inf_autoturret_exp"

BUILDINGSECTION = "TURRET1"
TurretNodeName = "aimer_y"
TURRETSECTION = "TURRET1"
PilotType = "self"
//Controllable = "0"
AutoFire = "1"
WeaponName = "imp_weap_cipher_probe_flame"
WeaponAmmo = "2"
AutoFire = "1"

AimerNodeName = "aimer_x"
FirePointName = "hp_fire"[/code]
dispenser ODF
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "dispenser"

[Properties]
HUDTag = "hud_autoturr"
RoundsPerClip = "-1"
ReloadTime = "2.0"
OrdnanceName = "imp_bldg_cipher_fireprobe"

TriggerAll = "1"

AnimationBank = "grenade"
OffhandWeapon = 1

ShotDelay = "1.0"
ShotElevate = "0.21"
MaxItems = "1.0"
InitialSalvoDelay = "0.5"

HeatRecoverRate = "0.1"
HeatThreshold = "0.1"
HeatPerShot = "5.0"

AutoAimSize = "1.0"
MaxPressedTime = "0.0"

MinStrength = "4.3"
MaxStrength = "4.4"

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

TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"

FireSound = "com_weap_inf_remotedroid_fire"
FireEmptySound = "com_weap_inf_ammo_empty"

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.25"
ChargeDelayHeavy = "1.45"

RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "0"
RecoilStrengthHeavy = "0"


[/code]

Re: protable turret weapon not damaging

Posted: Tue Aug 18, 2015 2:09 pm
by Marth8880
First off, since it's a building that doesn't make use of animation mshs, get rid of that AnimationBank line in the weapon ODF.

Also, what's that msh that the turret itself is using? Is it stock? I know that com_weap_inf_dropturret.msh exists, but I'm not sure about imp_weap_inf_dropturret.msh - Windows couldn't find it when I ran a search for it in the stock sides directory. What I think might be the problem is that if it's a custom msh whose aimer nodes aren't placed in the right positions, the turret could be simply firing into (or under) the ground or something strange like that.

Re: protable turret weapon not damaging

Posted: Tue Aug 18, 2015 2:38 pm
by ZoomV
imp_weap_inf_dropturret.msh is the stock dropturret but it's taking a different texture and is scaled slightly smaller. The texture change was done via hex, and the scaling was done via .msh.option so I doubt it's the aimer.

Re: protable turret weapon not damaging

Posted: Tue Aug 18, 2015 2:58 pm
by Marth8880
Marth8880 wrote:First off, since it's a building that doesn't make use of animation mshs, get rid of that AnimationBank line in the weapon ODF.
What about this? Did you try it, and if so, did anything change?
ZoomV wrote:imp_weap_inf_dropturret.msh is the stock dropturret but it's taking a different texture and is scaled slightly smaller. The texture change was done via hex, and the scaling was done via .msh.option so I doubt it's the aimer.
Have you at least tried removing the scale parameter?

Re: protable turret weapon not damaging

Posted: Sat Aug 22, 2015 11:09 pm
by ZoomV
Marth8880 wrote:
Marth8880 wrote:First off, since it's a building that doesn't make use of animation mshs, get rid of that AnimationBank line in the weapon ODF.
What about this? Did you try it, and if so, did anything change?
ZoomV wrote:imp_weap_inf_dropturret.msh is the stock dropturret but it's taking a different texture and is scaled slightly smaller. The texture change was done via hex, and the scaling was done via .msh.option so I doubt it's the aimer.
Have you at least tried removing the scale parameter?

I did it and it now works properly when it lands on a object. If it comes to rest on the terrain it does not damage. (although not for a lack of shooting)