Jetpack flamethrower

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Dakota
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Jetpack flamethrower

Post by Dakota »

i want to make a flamethrower that is on the jetpack like in The Dark Times, setting up the flamethrower with a negative cone length makes it do nothing. i need to know how to set one up.
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Tears2Roses
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Re: jetpack flamethrower

Post by Tears2Roses »

Well, you would need to put HP_fire and HP_fire1 at the end of the jetpack where you want the flame to come out, then probably a modded fire effect to make a longer jet stream. You would then set it up as a flamethrower weapon that uses the 2 hard points. Hopefully you can edit just the jetpack, rather than having to re-envelope the entire jettrooper model and what not. THIS is how to hex edit one model chunk to another, might be usefull if you want the jetpack on a different unit. Or, if you cant edit the jetpack in XSI 7.5 (not sure if you use the pandemic tools/5.11 and below) you can at least edit it then export it, but the model wont work so you would hex-edit it to the new unit. Please note I havent tested this, this is my idea of how it might work. Sorry if i'm causing any problems.
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DarthD.U.C.K.
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Re: jetpack flamethrower

Post by DarthD.U.C.K. »

there are two issues with your approach: first, weapons are always attached to hp_weapons on the right hand.
and second, a weapon can only have one firepoint. i cant think of another way to do this though..
with weapons i mean all weapontypes except for meleeweapons. only melweeweapons can have multiple models/firepoints and be attached to any bone (according to the odfparameters.txt).
theoretically you could create a dummyweaponmodel with just the firepoint where the jetpack is. this model would however move with the right hand.
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Dakota
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Re: jetpack flamethrower

Post by Dakota »

DarthD.U.C.K. wrote:there are two issues with your approach: first, weapons are always attached to hp_weapons on the right hand.
and second, a weapon can only have one firepoint. i cant think of another way to do this though..
with weapons i mean all weapontypes except for meleeweapons. only melweeweapons can have multiple models/firepoints and be attached to any bone (according to the odfparameters.txt).
theoretically you could create a dummyweaponmodel with just the firepoint where the jetpack is. this model would however move with the right hand.

um, i actually already have the weapon set up and the effect set up and will probably just move the effect so that it looks like its coming from the jet pack instead of it actually coming from the jet pack (ingame i already saw that its a bit over to the hand) the weapon is a secondary weapon with the tool animation and all i really need to know is how would i get the weapon to actually damage things behind it instead of infront of it.

sorry i didn't post this earlier but i didn't have more than a minute of time when i typed up the original post.

i'll post my odfs. i don't really need anything for the visual stuff but the actual damage area.


these are from the common folder
weapon odf
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "cannon"

[Properties]
GeometryName = ""
HighResGeometry = ""

AnimationBank = "tool"

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

//RoundsPerClip = "32"
RoundsPerClip = "0"
ReloadTime = "1.5"
HeatRecoverRate = "0.2"
HeatThreshold = "0.0"

TriggerSingle = "0"
ShotDelay = "0.1"
HeatPerShot = "0.01"
//MaxPressedTime = "2.25"

DisplayRefire = "0"

LockOnRange = "8.0"
LockTime = "0.0"
AutoAimSize = "2.0"

MinRange = "0"
OptimalRange = "5"
MaxRange = "10"

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

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

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

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

RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"

FireSound = "flame_on"
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""
weapon ord
Hidden/Spoiler:
[OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]
ImpactEffectWater = "steam"

ConeLength = "-10"
ConeAngle = "-45"
FirstRadius = "2.0"
MaxTargets = "100" // 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

//OrdnanceSound = "com_weap_launcher_energy_dumbfire"

Damage = "50" // 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 = "100" // 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 = "1.0"
//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 = "1" // default is 1. should the ordnance affect friends.
AffectEnemies = "1" // default is 1. should the ordnance affect enemies.

PlayEffectOnOwnerAimer = "imp_sfx_jetpack_burn"
SmolderDamageRate = "150.0" // default is 0. the damage rate for smoldering targets

SmolderEffectTimer = "25.0"

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"

BonusAmplification = "0.5" //how much more damage will be done when team_bonus_blaster_amplication is on
weapon exp
Hidden/Spoiler:
[ExplosionClass]

ClassLabel = "explosion"

[Properties]
//WaterEffect = "com_sfx_watersplash_md"

//Effect = "com_sfx_inf_damage_fire"
//Effect = "com_sfx_inf_damage_smoke"

Push = "0.0"
PushRadius = "0.0"

Damage = "20.0"
DamageRadius = "0.5"

VehicleScale = "0.1"
ShieldScale = "0.1"
PersonScale = "1.0"
DroidScale = "1.0"
AnimalScale = "1.0"

SoundProperty = "com_amb_fire"
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