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Weapon Damage Higher (x) - Can't Target Friendly

Posted: Tue Sep 08, 2009 6:09 pm
by [RDH]Zerted
I've taken the arc caster and messed with it a bit. I want its damage to be between 0.01 and 1.0 (basically just a weapon triggering some Lua code). However when I fully charged it up, it deals out 1.5 in damage. I'm guessing it might have something to do with the ChargeStrength-like properties, since I don't know what those do yet (any recommended ODF property explanation readings?).

The weapon also isn't targeting friendlies, but that isn't a main issue at the moment.

Weapon
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "cannon"
GeometryName = "imp_weap_inf_rifle.msh"

[Properties]
GeometryName = "imp_weap_inf_rifle"
HighResGeometry = "imp_1st_weap_inf_rifle"

OrdnanceName = "rts_hit_ord"

ChargeUpEffect = "com_sfx_chargeup"
MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"

RoundsPerClip = "1"
AmmoPerShot = "1"
ReloadTime = "1.0"
HeatRecoverRate = "0.0"
HeatThreshold = "0.0"

ZoomMin = "2.0"
ZoomMax = "2.0"
ZoomRate = "0.0"

AnimationBank = "rifle"
FirePointName = "hp_fire"

TriggerSingle = "1"
ShotDelay = "0.0"
HeatPerShot = "0.0"
MaxPressedTime = "5.0"

PitchSpread = "0.0"
YawSpread = "0.0"

SpreadPerShot = "0.0"//1.2
SpreadRecoverRate = "0.0"//0.08
SpreadThreshold = "0.0"//0.03
SpreadLimit = "0.0"

StandStillSpread = "0.0"//0.4
StandMoveSpread = "0.0"//0.9
CrouchStillSpread = "0.0"//0.1
CrouchMoveSpread = "0.0"//0.6
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

LockOnRange = "32.0"
LockTime = "0.0"
AutoAimSize = "1.5"

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

TargetAll = "1"

//TargetEnemy = "1"
//TargetNeutral = "1"
//TargetFriendly = "1"

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

TargetMine

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.2"

RecoilLengthHeavy = "0.0"
RecoilStrengthHeavy = "0.0"
RecoilDecayHeavy = "0.0"

//SOUND
FireSound = "force_lightning_fire"
ReloadSound = ""
WeaponChangeSound = "com_weap_inf_equip_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_weapon_empty"
ChargeSound = "imp_weap_inf_arccaster_charge"
ChargeSoundPitch = "0.05"
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
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_squat"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
Weapon's Ordnance
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "emitterordnance"

[Properties]
//Explosion = "imp_weap_inf_arccaster_exp"
OrdnanceSound = "force_lightning_impact"

ConeLength = "25"
ConeAngle = "40"
FirstRadius = "1.2"
MaxTargets = "1"

Damage = "0.01"
MaxDamage = "1"

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

LightningEffect = "com_sfx_lightning"

SmolderEffectTimer = 2.0
SmolderEffect = "com_sfx_inf_damage_electricity"
SmolderBone = "bone_ribcage"

SmolderEffect = "com_sfx_inf_damage_electricity"
SmolderBone = "bone_r_thigh"

SmolderEffect = "com_sfx_inf_damage_electricity"
SmolderBone = "bone_l_calf"

Re: Weapon Damage Higher Than Expected

Posted: Tue Sep 08, 2009 6:17 pm
by Maveritchell
I would change MaxChargeStrengthHeavy = "0.5" to MaxChargeStrengthHeavy = "0.0". That's no more than an educated guess, though. I'd honestly recommend simply modifying force push for your basic trigger weapons, since it is a very simple emitter (and emitters seem to be the simplest weapons). I'd also make sure your TargetMine isn't just sitting there with no equality.

Re: Weapon Damage Higher Than Expected

Posted: Tue Sep 08, 2009 9:16 pm
by [RDH]Zerted
I fixed TargetMine, but that didn't change anything. I'll have to change the Charge properties tomorrow. I'm using the amount of damage as a way for the player to input a value, so I can't use force push. 1 to 100 are the numbers I want, but can't do that much damage to a unit (am just multiplying the tiny damage by 100 for the script). This is for that RTS map I've randomly mentioned.

Edit: I'm dropping the charge damage in order to use lock-on missiles. Its a pain to try to hit units running around the map while your unit is off flying far away.

Re: Weapon Damage Higher (x) - Now Can't Target Friendly

Posted: Sun Sep 13, 2009 7:57 pm
by [RDH]Zerted
So does anyone have some ideas on why this weapon can't target friendlies? It is basically the CIS' bulldog weapon:
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "launcher"
GeometryName = "cis_weap_inf_rifle.msh"

[Properties]

GeometryName = "cis_weap_inf_rifle"
HighResGeometry = "cis_1st_weap_inf_rifle"

AnimationBank = "pistol"

//**********************************************
//*************** WeaponLauncher ***************
//**********************************************
OrdnanceName = "cis_weap_inf_bulldog_ord"// "rts_hit_ord"
//TrackingSound =
//ClearLockOnFire =

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "6"
ReloadTime = "3.0"
ShotDelay = "0.33"
TriggerSingle = "1"
MaxPressedTime = "0.0"

AIBubbleSizeMultiplier = "0.85"

DisplayRefire = "0"

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

FirePointName = "hp_fire"

//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************

TargetAll = "1"
TargetEnemy = "1"
TargetNeutral = "1"
TargetFriendly = "1"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"
TargetBuildingDead = "1"
TargetBuildingUnbuilt = "1"
TargetMine = "1"

AITargetAll = "1"
AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "1"
AITargetBuilding = "1"
AITargetBuildingDead = "1"
AITargetBuildingUnbuilt = "1"
AITargetMine = "1"

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

LockOnRange = "5000.0"
LockOnAngle = "26.0"
LockOffAngle = "40.0"
LockTime = "0.1"
TargetLockMaxDistance = 20000
TargetLockMaxDistanceLose = 25000

ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"

PitchSpread = "0.2"
YawSpread = "0.2"

StandStillSpread = "0.0"
StandMoveSpread = "0.0"
StandAimSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
CrouchAimSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"
ProneAimSpread = "0.0"
KickSpread = "0.0"

SpreadPerShot = "0.0"
SpreadRecoverRate = "0.0"
SpreadThreshold = "0.0"
SpreadLimit = "0.0"

HeatPerShot = "0.0"
HeatRecoverRate = "0.0"
HeatThreshold = "0.0"

//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
ScopeTexture = "weapon_scope2"
MuzzleFlash = "small_muzzle_flash"


FlashLength = "0.075"
FlashColor = "255 80 80 255"
FlashLightColor = "255 192 192 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"

Discharge = "small_smoke_effect"

MaxChargeStrengthHeavy = "0.0"
MaxChargeStrengthLight = "0.0"
ChargeRateHeavy = "0.0"
ChargeRateLight = "0.0"
ChargeDelayLight = "0.0"
ChargeDelayHeavy = "0.0"

RecoilStrengthHeavy = "1"
RecoilLengthHeavy = "1.5"
RecoilDecayHeavy = "0.75"

//***************************************
// *************** Sounds ***************
//***************************************
FireSound = "cis_weap_inf_bulldog_fire"
ReloadSound = "com_weap_inf_reload_lg"
FireLoopSound = ""
FireEmptySound = "com_weap_inf_ammo_empty"
ChargeSound = "cis_weap_inf_rocket_launcher_tracking"
ChangeModeSound = "com_weap_inf_equip_lg"
ChargeSoundPitch = "0.5"
WeaponChangeSound = "com_weap_inf_equip_lg"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
SquatSound = "com_weap_inf_rifle_mvt_squat"

Re: Weapon Damage Higher (x) - Can't Target Friendly

Posted: Sun Sep 13, 2009 8:04 pm
by Maveritchell
I don't know that I've ever been able to "target" a friendly. When you asked before I thought you were referring to dealing damage (why, I do not know).

Re: Weapon Damage Higher (x) - Can't Target Friendly

Posted: Sun Sep 13, 2009 8:11 pm
by [RDH]Zerted
So that feature doesn't work in swbf2? The RTS map may turn out to be a pain to play if its too hard to hit your own units.