Dispenser buffs

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skelltor
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Dispenser buffs

Post by skelltor »

I am trying to make a dispense that will increase my units damage 10 time so I put this line into the ord BuffOffenseMult = "10.0" however ingame I can clearly tell his primary weapons are not being effected. Secondary I am not so sure about as they natuarlly do large ammounts of damage and leave little health if any behind. I have searched and it appears that this should work. The dispenser has other attributes as well and I can clearly see them ingame just not the damage buff.
Is there a damage limit? Or does there need to be a decimal also as the stock buff uses 1.5?

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

[Properties]
IconTexture = "HUD_powerup_icon"

RoundsPerClip = "1"
ReloadTime = "5.0"
LockOnRange = "80.0"
LockTime = "0.4"

OffhandWeapon = 1

RefillFromItem = 0

TrackingSound = ""

WEAPONSECTION = 1
ModeTexture = "HUD_weap_health"
ReticuleTexture = "reticule_00"
OrdnanceName = "com_item_powerup_overcharge"


ShotDelay = "1.0"
MaxItems = "2.0"

AutoAimSize = "1.0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.5"

MinStrength = "0.01"
MaxStrength = "0.01"
MaxPressedTime = "0.0"

FireSound = "com_weap_inf_reload_med"
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"
com_item_powerup_overcharge
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "powerupitem"
GeometryName = "item_powerup_offense.msh"
GeometryScale = 0.15

[Properties]
GeometryName = "item_powerup_offense"
BuffDefenseTimer = "20"
BuffDefenseMult = "1.5"
SoldierHealth = 600
BuffOffenseTimer = "20"
BuffOffenseMult = "10.0"
Lifespan = 100

Powerupsound = "all_weap_inf_bowcaster_charge"

Velocity = "0.0"
Gravity = "6.0"
Rebound = "0.0"
Friction = "5.0"

//CollisionOtherSound = "com_weap_mine_land defer"
Bob
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Re: Dispenser buffs

Post by Bob »

skelltor wrote:I am trying to make a dispenser that will increase my units damage 10 time
Are you trying to make a regular buff or an autoturret that emitts a buff every few seconds?
If it's the first, copy the stock damage buff and change the BuffOffenseMult.
If it's the second, I can shoot you references.
If it's none of the above I'm sorry.
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skelltor
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Re: Dispenser buffs

Post by skelltor »

It's a powerup dispenser ie a bacta dispenser but it uses a modified ord from the basic damage buff item (the redish one some units drop on death.)
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Nedarb7
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Re: Dispenser buffs

Post by Nedarb7 »

Here's something sorta like what your trying to make (this one is offense and defense):
rep_weap_inf_super_dispenser:
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "dispenser"

[Properties]
HUDTag = "hud_health_regen"

RoundsPerClip = "1"
ReloadTime = "1.0"

//AnimationBank = "grenade"
OffhandWeapon = 1

RefillFromItem = 0

WEAPONSECTION = 1


ModeTexture = "HUD_weap_ammo"
//ModeTextureColor = "42 235 42 100"
ReticuleTexture = "reticule_00"
OrdnanceName = "com_item_super_offense"

ShotDelay = "1.0"
MaxItems = "4.0"

AutoAimSize = "1.0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.5"

MinStrength = "0.3"
MaxStrength = "0.4"

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"

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

[Properties]

GeometryName = "item_powerup_offenss"
BuffOffenseTimer = "60"
BuffOffenseMult = "2.0"
BuffDefenseTimer = "60"
BuffDefenseMult = "1.0"
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"
NOTE: I am using custom meshes!
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