Guided missile turret problem

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Executer94
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Guided missile turret problem

Post by Executer94 »

I made a turret for my new space map which fires a guided missile. The only problem is that it won't fire sometimes. I hear the firing sound but no missile comes out. Sometimes it works though...
Any ideas why could this happen?
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Re: Guided missile turret problem

Post by Marth8880 »

Please post your turret and weapon ODFs.
Executer94
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Re: Guided missile turret problem

Post by Executer94 »

turret odf
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "rep_bldg_bandturret.msh"

[Properties]

BUILDINGSECTION = "BODY"

MapTexture = "turret_icon"
IconTexture = "HUD_all_lascannon_icon"

MapScale = "0.0"
HealthTexture = "HUD_kam_turret_icon"

GeometryName = "rep_bldg_bandturret"
ExplosionName = "rep_bldg_bandturret_exp"
DestroyedGeometryName = "rep_bldg_bandturret_chunk1"

MaxHealth = "3000.0"
MaxShield = "10000.0"

BUILDINGSECTION = "TURRET1"

ForceMode = 1

TurretNodeName = "aimer_head"

PitchLimits = "-15 15"
YawLimits = "-180 180"

PitchTurnFactor = "0.0"

FirstPerson = "com\comhview;com_1st_cockpit_hothviewfinder"
ThirdPersonFOV = "65"
WeaponName = "all_weap_fly_gunship_guided_rocket_dc"
WeaponAmmo = "0"


MaxTurnSpeed = "5.0"
MaxPitchSpeed = "5.0"
PitchRate = "1.25"
TurnRate = "1.25"
PCMaxPitchSpeed = "5.0"
PCMaxTurnSpeed = "5.0"
EyePointOffset = "0.0 8.0 0.0"
TrackCenter = "0.0 15.0 -15.0"
TrackOffset = "0.0 0.0 -8.0"
TiltValue = "10"

TURRETSECTION = "TURRET1"

PilotType = "remote"

AimerNodeName = "aimer_barrels"
AimerPitchLimits = "-30 10"
AimerYawLimits = "-0 0"


BarrelNodeName = "barrel1"
BarrelRecoil = "0.5"
FirePointName = "hp_fire1"

NextBarrel = "-"

BarrelNodeName = "barrel2"
BarrelRecoil = "0.5"
FirePointName = "hp_fire2"


TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""


FoleyFXGroup = "metal_foley"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "hp_spark_1"

////// Chunks //////////


//CHUNKSECTION = "CHUNK1"
//ChunkGeometryName = "rep_bldg_bandturret_chunk1"
//ChunkNodeName = ""
//ChunkPhysics = "STATIC"


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_bldg_bandturret_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "6"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "1.4 1.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "16.0"
ChunkUpFactor = "14.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
weapon odf
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "remote"

[Properties]
FirePointExtraOffset = "0 15 25"


FireSound = "com_weap_turret_fire_torpedo"

HUDTag = "hud_vehicle_guided_rocket"
IconTexture = "HUD_com_probedroid_health_icon"

MuzzleFlash = "small_muzzle_flash"
Discharge = "small_smoke_effect"

GeometryName = "com_weap_inf_grenadethermal_ord"

TargetLockMaxDistance = "20000"
TargetLockMaxDistanceLose = "25000"

RoundsPerClip = "1"
ReloadTime = "0.0"
LockOnRange = "8000.0"
LockTime = "0.4"

ZoomMin = "0.0"
ZoomMax = "0.0"
ZoomRate = "0.0"

//AnimationBank = "grenade"
OffhandWeapon = 1

SwitchImmediately = "1"

FirstPerson = "com\comhview;com_1st_cockpit_hothviewfinder"

TrackingSound = ""

//OrdnanceName = "all_weap_inf_remotedroid_ord"
OrdnanceName = "tur_weap_veh_fly_guided_rocket_ord"

ShotDelay = "0.1"
MinSpread = "0.0"
MaxSpread = "0.0"
AutoAimSize = "1.0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.3"
weapon ord
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "missil.msh"
[Properties]
VehicleType = "fighter"
MapTexture = "x-wing_icon"
HealthTexture = "HUD_all_xwing_icon"
//VehiclePosition = "common.vehiclepositions.pilot"

MapScale = 1.5
MapViewMin = 300
MapViewMax = 300

PathFollowerClass = "Fighter"
GeometryName = "missil"
//AnimationName = "com_weap_missile"
ForceMode = "1"
CollisionScale = "1.5"
CollisionThreshold = "5"
MaxHealth = "100"
HealthType = "droid"
PathFollowerBranchPaths = "5"
PilotSkillRepairScale = "0.00"
TakeoffTime = "1"
TakeoffSpeed = "3"
LandingTime = "2"
LandingSpeed = "5"
TakeoffHeight = "2.5"
PathFollowerBranchMaxAngle = "60"

FirstPerson = "com\comhview;com_1st_cockpit_hothviewfinder"

WEAPONSECTION = 1
WeaponName = "cis_weap_guided_missile_missile"
WeaponAmmo = "1"

WEAPONSECTION = 2
WeaponName = "ani_weap_inf_remotedroid_destruct"
WeaponAmmo = "0"

TerrainCollision = "p_front_sphere"
ExplosionDestruct = "tur_weap_veh_guided_rocket_noncrit_exp"
ExplosionCritical = "tur_weap_veh_fly_guided_rocket_exp"
VehicleCollision = "p_front_sphere"
BuildingCollision = "p_front_sphere"



ThrustEffect = "com_sfx_exhaust_jedistarfighter_blue"
ThrustAttachPoint = "xwing_br_hatch3"
ThrustAttachOffset = "0.0 0.0 0.0"

ThrustEffectMinScale = "0.25"
ThrustEffectMaxScale = "0.75"
ThrustEffectScaleStart = "0"

ContrailEffect = "com_sfx_contrail"
//ContrailAttachPoint = "xwing_bl_hatch3"
ContrailAttachOffset = "0.0 0.0 0.0"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.2"


DamageEffectScale = "1"
DamageInheritVelocity = "0.75"


EnergyBar = "250"
EnergyBoostDrain = "20"
EnergyTrickDrainSingleTap = "10"
EnergyTrickDrainDoubleTap = "20"
EnergyAutoRestore = "-5.0"

FirstPersonFOV = "52"
CockpitTension = "22"
PitchRate = "1.2"
PitchFilter = "6"
PitchFilterDecel = "6"
PitchBuildupMultiplier = "1.5"
TurnRate = "1.2"
TurnFilter = "6"
TurnFilterDecel = "6"
TurnBuildupMultiplier = "1.25"
BankAngle = "0.1"
BankFilter = "3.5"
LevelFilter = "1.5"
LevelFilterLanding = "5"
RollRate = "3.15"
PCPitchRate = "15"
PCSpinRate = "15"
PCTurnRate = "25"
EyePointOffset = "0.0 3.0 2.0"
TrackCenter = "0.0 -0.5 10.0"
Cockpit3rdPersonSound = ""
TiltValue = "0"
AimTension = "20"
MoveTensionX = "15"
MoveTensionY = "30 13"
MoveTensionZ = "4.25"
BlurEffect = "0.9"
BlurStart = "50"
FOVEffect3rd = "90"
FOVEFFectMinCamOffset3rd = "0.0 -1.5 7"
FOVEFFectMaxCamOffset3rd = "0.0 -0.6 -30"
FOVEffect1st = "90"

Acceleraton = "200"
MinSpeed = "119.8"
MidSpeed = "120"
MaxSpeed = "140"
BoostAcceleration = "80"
BoostSpeed = "225"

TrickRollSpeed = "6"
TrickFlipSpeed = "12"
TrickSideRollStrafeSpeed = "40"
TrickFlipCameraDetach = "0.24"
TrickSideRollCameraDetach = "0.48"
TrackOffset = "0.0 0.0 5.0"

TargetableCollision = "CollisionMesh"

GuidedMissile = 1
GuidedMissileDamage = 1500.0
GuidedMissileDamageBoost = 5000.0
GuidedMissileDeathCamPause = 1.0
GuidedMissileDeathCamPullbackSpeed = 60.0
GuidedMissileDeathCamMinDistance = 20.0
GuidedMissileBoostExplosionSpeedThreshold = 0.8

EngineSound = "rep_inf_grocket_engine_parameterized"
TakeoffSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
ProximityMinDist = "300" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "1000" // Distance from target where proximity parameter of engine is 1.
FoleyFXGroup = "metal_foley"
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Fiodis
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Re: Guided missile turret problem

Post by Fiodis »

I've never tried dispensing guided missiles from a turret before, so I'm not sure if there's some fundamental problem with that, but since you say it fires some of the time I guess there isn't. I know that if your map is effect-heavy sometimes effects on ordance or vehicles don't show up - could it be that the missile fires, but you don't see the effect and miss the mesh shooting out?
Executer94
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Re: Guided missile turret problem

Post by Executer94 »

No, it is guided, like you can control and fly it. It is really weird and I have no clue why this could happen.
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