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Invisibility Glitch
Posted: Fri Jun 08, 2007 8:55 pm
by SBF_Dann_Boeing
I took the invisibility weapon from all and renamed it to imp_weap_inf_invisibility, put it in the imp side, and gave it to an imp sniper. For some reason its not working, while it does work for the rebel sniper. Does anyone have the solution to this problem?
Posted: Sat Jun 09, 2007 12:16 am
by Master Fionwë
I had the same issue for the longest time. I tried a ton of different things, and got some really funny results. I had given it to Yoda, and it was hilarious seeing him flash in and out of view, and this little green lightsaber float across the room. I finally got it to work correctly for the basic units, however.
I used it for the republic side, among others.
[WeaponClass]
ClassLabel = "invisibility"
[Properties]
Label = "Invisibility Field"
GeometryName = ""
HighResGeometry = ""
HUDTag = "hud_stealth"
AnimationBank = "tool"
//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 = "32"
ReloadTime = "0.0"
HeatPerShot = "5.0" // only allow player to fire every 5 seconds
HeatRecoverRate = "1.0"
HeatThreshold = "0.01"
InitialEnergyDrain = "0.0"
EnergyDrain = "0.0"
//EnergyDrainRate = "0.0"
InitialSalvoDelay = "0.3"
InvisibilityTrigger = "Toggle"
InvisibilityPersistTime = "1000.0"
InvisibilityMax = "1.0"
InvisibilityMin = "0.3"
SpeedForInvisibilityMax = "6.5" // normal run
SpeedForInvisibilityMin = "9.5" // full sprint
InvisibilityIncRate = "0.6"
InvisibilityDecRate = "0.9"
FlickerAmplitude = "0.6" // decrease invisibility by 0.5
FlickerTimeMin = "5.0" // randomly every 5 to 10 seconds
FlickerTimeMax = "10.0"
//ThrustFactor = "0.5" // when firing, move at half speed
TargetLock = "1" // when firing, activate target lock
//ZoomMin = "2.0"
//ZoomMax = "2.0"
//ZoomRate = "0.0"
//FirePointName = "hp_fire"
ModeTexture = "HUD_weap_semiauto"
//ModeTextureColor = "42 235 42 100"
ReticuleTexture = "reticule_rifle"
ScopeTexture = "weapon_scope2"
OffhandWeapon = 0
InstantPlayFireAnim = 1
TriggerSingle = "1"
LockOnRange = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
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 = "all_weap_invisibility_fire"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""
//NextCharge = 0.25
//HeatPerShot = "0.6"
//AmmoPerShot = 1
//NextCharge = 0.5
//HeatPerShot = "0.65"
//AmmoPerShot = 2
//NextCharge = 0.75
//HeatPerShot = "0.8"
//AmmoPerShot = 3
//NextCharge = 0.99
//HeatPerShot = "1.0"
//AmmoPerShot = 4
This is the republic odf of the cloaking device as I've called it. Just copy that into your odf, and it should work. If not, please let me know, because it works perfectly for me. If it does work ,but you don't like how it works, with this setup, you can keep the invisibility up indefinately, and it's complete, no flickering unless you start to move quickly, I can help you change the length and flicker statistics.
Boeing, have you downloaded the mod that I recently released, the Master Fionwe's Special Sides Mod? There are a few teams there that have the cloaking device. I'm not sure why, but as soon as I got it working for the rep, it worked for all the sides. If you have the mod, the gungans in particular, I gave them the cloaking device, so you can try it out on Naboo: Hunt. Also Coruscant Campaign, the Guards are equipped with the device. The +123 mod doesn't read them, however, except CW Assault in Mos Eisley.
Posted: Sat Jun 09, 2007 2:27 pm
by SBF_Dann_Boeing
It still doesn't work for anything but my bothan sniper. Also I didn't get ur mod.
Posted: Sat Jun 09, 2007 2:29 pm
by Xavious
I don't know if this will work, but try renaming the imp_weap_inf_invisibility back to all_weap_inf_invisibility.
Posted: Sat Jun 09, 2007 3:19 pm
by FOOLIS
Darth_Maul wrote:I don't know if this will work, but try renaming the imp_weap_inf_invisibility back to all_weap_inf_invisibility.
yep thats the problem.
oh and you mustnt rename odf´s^^
Posted: Sat Jun 09, 2007 3:21 pm
by MercuryNoodles
I did the exact same thing for a mod for someone I know, and it works fine. I think you have an error somewhere. If all you're doing is renaming the weapon, dropping it in the imp folder, and assigning it to the sniper, then I'd say you either have a munge problem, or the weapon section in the sniper odf has a syntax error.
Weapons aren't side or class specific, so it shouldn't matter who you assign it to, so long as it's present in the side you want it on, it's assigned properly, and everything is munging ok.
Btw, what you name the odf doesn't matter at all. So, don't let anyone fool you into thinking the naming scheme of the odfs is some technical thing. So long as you call for the new name, it doesn't matter what the name is, within reason. Of course, this renamed odf must have all of the required lines in it in order to work.
Posted: Sat Jun 09, 2007 3:49 pm
by SBF_Dann_Boeing
yea but i think ill try what they're saying because invisibility is glitchy. i have the weapon there it just doesnt make u invisible, and it doesnt show any errors up. I rename odfs all the time so i know thats not an issue, i'm not a n00b to designing weapons if u people have seen my maps

Posted: Sat Jun 09, 2007 4:06 pm
by SBF_Dann_Boeing
still only works for the bothan.
Posted: Sun Jun 10, 2007 12:12 am
by crazytieguy
Just to make sure, did you name it all_inf_weap_invisibility in the sniper's ODF or did you forget that?
Also, posting your ODF files might help...just so we can make sure nothing's wrong with them...
Posted: Sun Jun 10, 2007 9:08 am
by MercuryNoodles
What do you mean by glitchy? Give me something to work with here! How is it not making you invisible? Does anything happen at all when you use it, or what?
Just as an aside, you should probably paste this into your sniper odf:
Code: Select all
EnergyRestore = 12.0 // energy regained per second if moving
The Bothan has better stamina to deal with the drain. The sniper will drain his stamina very quickly without it, unless you alter the weapon instead.
No, I don't think you're a noob at all, but I decided to post it anyway for everyone's sake so nobody reads over this later and gets misinformed.
Posted: Sun Jun 10, 2007 2:04 pm
by SBF_Dann_Boeing
that might be the case but i've already released the map that i was going to have it in.
Posted: Mon Jun 11, 2007 8:44 am
by Master Fionwë
I'm not quite sure what the problem could be. I mean, I placed the all_weap_inf_invisibility in the rep side, renamed it to rep_weap_inf_cloaking_device, and gave it to the republic sniper. It didn't work either, but as the grappling hook didn't work, I was determined to get this to work. So I just started tampering with the values and tried giving it to some jedi. Somehow, I got it working, the gungans, the guards, and the republic all have it, and I haven't had any more issues with it, except for the jedi.
I could upload my cloaking device, and give the link here, so that you guys could try it yourselves.
Btw, what you name the odf doesn't matter at all. So, don't let anyone fool you into thinking the naming scheme of the odfs is some technical thing.
Um, I can prove you wrong there, no offense. In my side mod, for the cis, I made the engineer a geonosian, and copying over the blunderbuss(geo sonic blaster), I renamed it to cis_weap_inf_sonic_blaster, and renamed all the other sonic blaster odfs that applied to it. I did everything necessary when giving a new weapon to a side, but I didn't change any values at all, and the sonic blaster is wicked sweet!!! I had before hand looked in the editlocalize.bat, and had found that cis_weap_inf_sonic_blaster was already localized, as well as cis_weap_inf_torpedo_launcher. So I took the pilot, made him a geonosian as well, and taking the bulldog, copied and renamed it to the torpedo launcher, without changing any values except the geometry name. It is extremely powerful, far more powerful than the magnguard's bulldog, it's almost a deathwish to land in the cis hangar now. The sonic blaster is also extremely powerful, I've been pushed to the opposite end of the map by it.
Now, I figured out that it must be what I named it, because I checked and cross-checked all the odfs that were involved, with the originals in the cis and geonosian sides, and, except for the geometry of the torpedo launcher, and the ordnance name in both, there wasn't a single difference. If anyone can prove me wrong, and tell me why it might be doing this, (not that I want to fix it

) I'll stand corrected.
(I know this was mostly irrelevant to the topic, but since it had been brought up, I was just replying)
Posted: Mon Jun 11, 2007 9:00 am
by MercuryNoodles
Well, I do know of two or three areas where it does matter that I failed to mention, but what you're saying puzzles me. The only odfs that should never be a different name in a side mod are the unit class, vehicle, and turret odfs, which are called for by the missions' luas. Anything not called for directly by a lua shouldn't matter, so long as it is added properly and works.
Secondly, what do these weapons have to do with proving new or renamed odfs will not work, given the above? From the way you posted, it seems these weapons were successfully added. So, what exactly are you trying to say?
Posted: Mon Jun 11, 2007 11:19 pm
by Master Fionwë
I was just stating that what you said, that what you name the odf doesn't matter. I understood it that you were trying to say a weapon's odf name will have no effect on how the weapon behaves ingame, and I was simply stating that I've encountered two cases where that is not true.
Anyways, sorry for breaking up the conversation.
Posted: Mon Jun 11, 2007 11:35 pm
by Vinegarmoon
Wow now that would be nice to Invisibal, maby on the engineer so you can sneek and plant explosives.
Posted: Tue Jun 12, 2007 3:57 am
by MercuryNoodles
Master Fionwë wrote:I was just stating that what you said, that what you name the odf doesn't matter. I understood it that you were trying to say a weapon's odf name will have no effect on how the weapon behaves ingame, and I was simply stating that I've encountered two cases where that is not true.
Anyways, sorry for breaking up the conversation.
Ah. I was probably exhausted when I posted it, and didn't articulate properly.