Page 1 of 1

Orbitalmine

Posted: Fri Oct 26, 2007 7:16 pm
by Aman/Pinguin
Here's my idea:
I want to create a mine which starts an orbital attack when somebody steps on it.
Here's my problem:
I tried it but whatever I do, nothing happens when somebody steps on it.
Here's one of my try's:

com_weap_inf_landmine
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "mine"

[Properties]
GeometryName = "com_weap_inf_landmine_placed"

TrailEffect = "com_sfx_weap_grenade_red"
LightColor = "247 56 65 150"
LightRadius = "3.0"

ExplosionTrigger = "gam_weap_inf_remotedroid_destruct"
ExplosionDeath = "com_weap_inf_landmine_destroyed_exp"
ExplosionExpire = "com_weap_inf_landmine_destroyed_exp"

TriggerContact = "1"
TriggerRadius = "1.0"

HealthType = "Mine"

LifeSpan = "60.0"
NoLifeSpanDisplay = "1"

MaxHealth = "200"
Velocity = "0.0"
Gravity = "1.0"
Rebound = "0.0"
Friction = "1.0"

CollisionOtherSound = "com_weap_mine_land"

gam_weap_inf_remotedroid_destruct
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "destruct"

[Properties]
HUDTag = "hud_detpack_plunger"

RoundsPerClip = "1"

MaxPressedTime = "3.0"

InitialSalvoDelay = "0.0"

AimAzimuth = "0.0"
AimElevation = "70.0"
AimDistance = "600.0"

SalvoCount = "4"
SalvoDelay = "0.75"

ScatterDistance = "2.5"

StrikeOrdnanceName = "gam_weap_inf_orbital_attack_salvo_ord"

ChargeSound = "timer_countdown"
SelfDestructSoundPitch = "0.3"

gam_weap_inf_orbital_attack_salvo_exp
Hidden/Spoiler:
[ExplosionClass]
ClassLabel = "explosion"

[Properties]
WaterEffect = "watersplash_lg"

Damage = "500.0"
DamageRadiusInner = "10.5"
DamageRadiusOuter = "10.5"

Push = "10.0"
PushRadiusInner = "10.5"
PushRadiusOuter = "10.5"

Shake = "2.0"
ShakeLength = "1.0"
ShakeRadiusInner = "10.0"
ShakeRadiusOuter = "30.0"
Effect = "atat_explosion"

LightColor = "92 136 250 100"
LightRadius = "10.0"
LightDuration = "1.0"

SoundProperty = "com_weap_obj_med_exp"

VehicleScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.5"
AnimalScale = "1.0"

gam_weap_inf_orbital_attack_salvo_ord
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "bolt"



[Properties]
ExplosionName = "gam_weap_inf_orbital_attack_salvo_exp"
LaserTexture = "bluelaser_D"
LaserLength = "15.0"
LaserWidth = "0.75"
LaserGlowColor = "92 136 250 100"
LightColor = "92 136 250 100"
LightRadius = 7

LifeSpan = "3.0"
Velocity = "300.0"
Gravity = "0.0"
Rebound = "0.0"

MaxDamage = "1000.0"

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

OrdnanceSound = "com_weap_inf_ord_hum_lg"
CollisionSound = "imp_weap_ord_exp_lg"

I really hope somebody here can help me... maybe someone already created something like this?

- Pinguin/Aman

Re: Orbitalmine

Posted: Fri Oct 26, 2007 8:07 pm
by Frisbeetarian
I haven't taken the time yet to analyze this yet, but I did notice that the first odf wasn't related to the other two at all.

Re: Orbitalmine

Posted: Fri Oct 26, 2007 8:11 pm
by Aman/Pinguin
Oh, my fault... forgot to post one file...updated it ^^

Re: Orbitalmine

Posted: Fri Oct 26, 2007 9:38 pm
by Frisbeetarian
So the weapon you give the soldier is the first odf, a com_?

Re: Orbitalmine

Posted: Sat Oct 27, 2007 6:24 am
by Aman/Pinguin
No i give the soldier the mine dispenser file, i didnt posted it because it's the default one

Re: Orbitalmine

Posted: Thu Nov 01, 2007 12:24 pm
by Frisbeetarian
In case you're still working on this, I finally found time to look at it.
The problem you may be having is that I'm not sure that you can use the command "explosiontrigger" and have it relate to something with a "[weaponclass]." The original weapon had an "[explosionclass]," and for that matter its "classlabel" was "explosion" where as you have one with "destruct."