More special weapon ideas that I need help with

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More special weapon ideas that I need help with

Post by jangoisbaddest »

*Is it possible to dispense a soldier? I've seen it done with turrets. I mean, there has got to be some way to have a hero be able to "rienforce" himself with more units - that would be so great!

*Has anyone been able to get orbital strike to work in BFII yet and released source files? Cause I can't seem to get mine to work. Also, though, I would like to know how to control the radius/area of the striking (cause I want one with several small ordinaces hitting the ground in a larger area).
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RE: More special weapon ideas that I need help with

Post by Penguin »

1: not possible

2: possible and done by me, not released, you can control where they hit, when they hit, and how many hit.
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RE: More special weapon ideas that I need help with

Post by [RDH]Zerted »

1) It is only known how to spawn units at path nodes. You can have a hero spawn troops, but they would have to spawn on a path.

2)When are you going to release the source Penguin?
sawyerdk9

Post by sawyerdk9 »

I could give you my Orbital Strike. You'd have to mess with the ODF yourself though. PM me if your interested.
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Post by jangoisbaddest »

Never mind, I just got the strike to work. Oh, and I have a few ideas to get around the whole spawn path thing. Tell me if they are feasable:

1) Have a class label droid with a battle droid's msh, then set the pilottype to self.
2) Is there any way to spawn paths at a location?
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Post by xwingguy »

1) You forgot about animations

2) spawn paths are preset in ze
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Post by jangoisbaddest »

I know, I mean code a creation of a spawn path at a location (instead of placing it in the editor).

Also, my orbital strikes are working, but there's a delay between placing the beacon and the actual barrage that IMO is too long. How can I change the delay?
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Post by sawyerdk9 »

Look at the ATTE or ATAT odfs
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Post by Hebes24 »

Penguin wrote: 2: possible and done by me, not released, you can control where they hit, when they hit, and how many hit.
Aww, I was hoping you would release it, it was ALOT of fun in Tatooine Valley. (favorite weapon infact) I killed alot of rebel scum with it. :twisted:
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Post by jangoisbaddest »

Orbital Strikes are actually easy to set up - the only reason why I THOUGHT mine wasn't working was because there was a rediculous delay between placing the beacon and the salvo. If anyone knows how to edit that, please let me know.
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Post by Hebes24 »

How do you do it? :? I kind of want to make my own. :D did you just replace the ordinance of say, the timebomb with the orbital attack? or is there more to it?
Last edited by Hebes24 on Sun Sep 10, 2006 4:17 pm, edited 1 time in total.
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Post by Darth_Z13 »

Hebes24 wrote:How do you do it? :? I kind of want to make my own. :D
Same here :)
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Post by jangoisbaddest »

Well, first you need something to give the strike a target. The only two ways I know how to do this (there are undoubtedly more) are to a) place a beacon and b) have a remote object sit there and get blown away by it (a la BFI). Let's say you want to shoot a beacon from a gun. The gun would just be a gun, with a custom ordinance that you make. The ordinance must be ClassLabel = "beacon". No matter what geometry, speed, etc. you give it, it must have these lines in it:

AimAzimuth = "0.0"
AimElevation = "70.0"
AimDistance = "6000.0"

SalvoCount = "4"
SalvoDelay = "0.25"

ScatterDistance = "15.0"

OrdnanceName = "blahblahblah_ord"

The three aim lines are for designating where the strike ordinance will origionate. Salvo count = how many ordinances will be shot, and the SalvoDelay will be how quickly then next strike ordinance will fire after the last one. Scatter distance = how far away from the beacon you want ordinance to deviate (useful for having more than 1 ordiancne so that you can cover an area). Then the ordinance you refrence from this file is what will be shot as an orbital strike, which can be anything you want - bolts, missiles, cows, etc.

The only thing I'm trying to figure out is how to get the delay between placing the beacon and the salvo shorter. Haven't figured that out yet.

EDIT: Figured it out! It's the lifespan of your beacon. The longer it is, the longer the delay between placing the beacon and BOOMZ!
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Post by Darth_Z13 »

I totally don't understand, could you post the files you used for it?
Last edited by Darth_Z13 on Sun Sep 10, 2006 4:59 pm, edited 1 time in total.
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Post by Teancum »

Originally I was going to have the new Commander class have what you might call an "Ion Painter" a la UT 2004. Basically it sends a laser sight out (in our case a very thin, red beam) when fired, and once that ordnance hits something, it calls the Orbital Strike. I still might go there as everyone seems to have this curiosity about it.
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Post by Hebes24 »

Yeah, right now I'm trying to get it on a grenade launcher. (grenade as beacon). but It hasn't worked so far.

here's the odfs:

all_weap_inf_orbital_attack_launcher:
[WeaponClass]
ClassParent = "com_weap_inf_mortar_launcher"

[Properties]
GeometryName = "com_weap_inf_torpedo"
HighResGeometry = "com_1st_weap_inf_torpedo"

//***************************************************
//***************************************************
//******************** SOUND ************************
//***************************************************

FireSound = "imp_weap_inf_mortar_launcher_fire"
ReloadSound = "com_weap_inf_reload_lg"
ChangeModeSound = "com_weap_inf_equip_lg"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_lg"
JumpSound = "com_weap_inf_bazooka_mvt_jump"
LandSound = "com_weap_inf_bazooka_mvt_land"
RollSound = "com_weap_inf_bazooka_mvt_roll"
//ProneSound = "com_weap_inf_bazooka_mvt_lie"
SquatSound = "com_weap_inf_bazooka_mvt_squat"
//StandSound = "com_weap_inf_bazooka_mvt_getup"

//***************************************************
//************** VARIABLE ORDANANCE *****************
//***************************************************

OrdnanceName = "all_weap_inf_orbital_attack_launcher_ord"
all_weap_inf_orbital_attack_launcher_ord:
[OrdnanceClass]
ClassParent = "com_weap_inf_mortar_launcher_ord"
classLabel = "beacon"

[Properties]
GeometryName = "com_weap_inf_grenadethermal_ord"
TrailEffect = "com_sfx_weap_grenade_red"

LightColor = "253 43 43 150"
LightRadius = "4.0"
Lifespan = "1.0"

AimAzimuth = "0.0"
AimElevation = "70.0"
AimDistance = "6000.0"

SalvoCount = "4"
SalvoDelay = "0.25"

ScatterDistance = "15.0"

OrdnanceName = "all_weap_inf_orbital_attack_salvo_ord"
Did I do anything wrong?

P.S. Sorry if I'm Hijacking this thread. :?

@ Teancum - I think the Ion Painter would be cool. (weren't you planning it for the Bf1 pack 2.0? )
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Post by jangoisbaddest »

No problem, I've already got orbital strikes working now.

Right off, I see a big problem: your ordinance is drawing information from a common file that is NOT a beacon. Somply delete the ClassParent = "com_weap_inf_mortar_launcher_ord", and define things like gravity, speed, etc. yourself (in the same file). Beacons shouldn't have any explosions refrenced for it, either - only ordinance.
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Post by Hebes24 »

I see. But it is still not working. the weapon launches fine, but the orbital attack never happens. Is the lifespan in seconds? :?

updated ordinance odf:
[OrdnanceClass]
ClassLabel = "beacon"

[Properties]
GeometryName = "com_weap_inf_grenadethermal_ord"
TrailEffect = "com_sfx_weap_grenade_red"

Velocity = "40.0"
Gravity = "1.75"
Rebound = "0.35"
Friction = "1.0"
LifeSpan = "5.0"

LightColor = "253 43 43 150"
LightRadius = "4.0"

AimAzimuth = "0.0"
AimElevation = "70.0"
AimDistance = "6000.0"

SalvoCount = "4"
SalvoDelay = "0.25"

ScatterDistance = "15.0"

OrdnanceName = "all_weap_inf_orbital_attack_salvo_ord"
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Post by Darth_Z13 »

No I thinks that its in minutes, so 5.0 would be five minutes! Also you don't have an explosion file set up so even if it did happen then you wouldn't see it and nothing would happen.
Last edited by Darth_Z13 on Sun Sep 10, 2006 5:41 pm, edited 1 time in total.
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Post by PR-0927 »

Just for the record, I have Orbital Barrages in my maps...and for a while too...

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