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Jedi in swbf1 help

Posted: Fri Jan 23, 2009 10:14 pm
by MileHighGuy
ok so ive made a jedi he has:
1.a lightsaber which is perfect
2.fine force push(cant localize)
saber and push came withe the tools but ive made an odf for
3.lightsaber throw, which needs to be able to lock on and needs a lightsaber blade rocket trail effect (and the model needs to be facing forwards now it is upright when thrown)

screens
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
and i cant localize throw either

So heres what im asking

could someone tell me what to add the my saberthrow odf for auto lock on like the rocket launcher does to vehicles?

and would someone be willing to make a lightsaber blade rocket trail effect for saber throw?

ill upload my test level/assets if anybody needs it

here is my saberthrow odf
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "cannon"

[Properties]
AnimationBank = "lightsabre"
//Use the lightsabre force-push animation
FireAnim = "2"
//FirePointName = "hp_fire"
GeometryName = ""
HighResGeometry = ""


//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************

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

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

MinRange = "0"
OptimalRange = "16"
MaxRange = "48"

LockOnRange = "64.0"
LockTime = "0.4"
lockOnAngle = "1.0"

ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"

YawSpread = "0.25"
PitchSpread = "0.25"

SpreadPerShot = "1.1"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"

StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

HeatPerShot = "0.7"
HeatRecoverRate = "0.1"
HeatThreshold = "0.7"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "0"
ReloadTime = "2.0"
ShotDelay = "0.2"
TriggerSingle = "1"

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

OrdnanceName = "rep_weap_inf_saberthrow_ord"

//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************

IconTexture = "IMP_blasterrifle_icon"
ModeTexture = "HUD_weap_fullauto"
ReticuleTexture = "reticule_rifle"
ScopeTexture = "weapon_scope2"

MuzzleFlash = ""
FlashColor = ""
FlashLength = "
FlashLightColor = ""
FlashLightRadius = "
FlashLightDuration = ""
Discharge = ""

RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "1.0"
RecoilStrengthHeavy = "0.2"
RecoilDecayLight = "0.0"
RecoilDecayHeavy = "0.0"

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

FireSound = ""
ReloadSound = ""
ChangeModeSound = ""
FireEmptySound = ""
WeaponChangeSound = ""
ClankLeftWalkSound = ""
ClankRightWalkSound = ""
ClankLeftRunSound = ""
ClankRightRunSound = ""
JumpSound = "rep_weap_inf_rifle_mvt_jump"
LandSound = "rep_weap_inf_rifle_mvt_land"
RollSound = "rep_weap_inf_rifle_mvt_roll"
ProneSound = "rep_weap_inf_rifle_mvt_squat"
SquatSound = "rep_weap_inf_rifle_mvt_lie"
StandSound = "rep_weap_inf_rifle_mvt_getup"[/code]

Re: Jedi in swbf1 help

Posted: Sat Jan 24, 2009 12:10 am
by Laserblast
Just out of curiousity, what do you mean by can't localize? How are the scopes and keys set up?

As far as lock ons go, it's probably a property of "launcher" instead of "cannon."

Re: Jedi in swbf1 help

Posted: Sat Jan 24, 2009 4:44 pm
by giftheck
There is no way to localize it in the main game as of yet. It would require a new core.lvl, which would also require all game scripts and system images, which were not shipped with the assets.

Re: Jedi in swbf1 help

Posted: Sat Jan 24, 2009 5:06 pm
by MileHighGuy
By saying i cant localize i mean when i localize it the name doesent change like it usually does it stays at ox

and ill try the launcher property right now..

EDIT:when i looked at the rocket launcher odf it was cannon as well so i dont think the launcher thing would work

Re: Jedi in swbf1 help

Posted: Sat Jan 24, 2009 6:15 pm
by Laserblast
Which one is the unit using? There are two launchers in many of the faction odf folders: A rocketlauncher and a torpedo launcher.

By definition, rockets are unguided, so every assault/vanguard/whatever trooper uses the torpedo.

Edit: Oh, and as he ggctuk said, the localization only affects your own map. Is throw under weapons.rep.weap.inf_saberthrow or whatever?

Re: Jedi in swbf1 help

Posted: Sat Jan 24, 2009 6:45 pm
by giftheck
The shipped localization has everything, even cut stuff, but I don't understand the 'Ox' thing with the units weaponry.

Re: Jedi in swbf1 help

Posted: Sat Jan 24, 2009 7:44 pm
by MileHighGuy
Laserblast wrote:Which one is the unit using? There are two launchers in many of the faction odf folders: A rocketlauncher and a torpedo launcher.

By definition, rockets are unguided, so every assault/vanguard/whatever trooper uses the torpedo.

Edit: Oh, and as he ggctuk said, the localization only affects your own map. Is throw under weapons.rep.weap.inf_saberthrow or whatever?
yes thats what its under and i will look at more odfs

Edit: i have fixed lightsaber throw it is now localized but ill look more on how to make it lock on



EDIT2
Yes! thanks guys now it locks on, now only 2 questions remain (for now):

would anybody be willing to makethe lightsaber blade rocket trail effect?

would anybody be willing to make a tilted lightsaber model so it faces forwards?(rename mode like lightsaber_f or something)

Re: Jedi in swbf1 help

Posted: Sun Jan 25, 2009 3:31 pm
by ANDEWEGET
i could do a lightsaber which faces forward...but im a bit lazy, so it could need its time. rockettrail lightsaber effect ...hmm i could add the blade itself to the model, but i cant make it glow, because glow doesnt work for SWBF1

Re: Jedi in swbf1 help

Posted: Sun Jan 25, 2009 6:03 pm
by MileHighGuy
thanks that will work :D

Re: Jedi in swbf1 help

Posted: Mon Jan 26, 2009 10:45 am
by ANDEWEGET
or maybe i could glow it too...with the lightsaber glow.fx...*head smoking* :D ill do it tommorrow, k?

Re: Jedi in swbf1 help

Posted: Mon Jan 26, 2009 6:49 pm
by MileHighGuy
ok, thanks for the help :)

Re: Jedi in swbf1 help

Posted: Tue Jan 27, 2009 8:46 am
by ANDEWEGET
ill use the obi ep 4 one from broken_hope



EDIT:
if i model the blade it doesnt look very good...you tried to add the lightsaber effect to your throwing thing?