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Re: 2 Questions

Posted: Wed Nov 19, 2008 11:31 am
by Deviss
MercuryNoodles wrote:I think the odf you posted originally is correct. However, it may not be munging the changes. Is that the common side's (parent) odf, or the CIS side's (child) odf? If it's the parent, make sure you're munging the Common side (as opposed to the Common folder) when you munge sides. If it's the child, the munge may have messed up, so try cleaning and remunging the CIS side.
all that is checked is i change the classlabel of repair to cannon will work fine??

Re: 2 Questions

Posted: Wed Nov 19, 2008 1:36 pm
by MercuryNoodles
All that is checked? I get two meanings from that, and I hope you mean you made sure you'd done everything right. In that case, I'd say manually clean and remunge.

Changing the classlabel will change which parameters you can and can't use in the odf. In this case, I don't think it would really have any effect. Also, I can confirm "repair" is the right classlabel.

Re: 2 Questions

Posted: Wed Nov 19, 2008 1:59 pm
by Deviss
MercuryNoodles wrote:All that is checked? I get two meanings from that, and I hope you mean you made sure you'd done everything right. In that case, I'd say manually clean and remunge.

Changing the classlabel will change which parameters you can and can't use in the odf. In this case, I don't think it would really have any effect. Also, I can confirm "repair" is the right classlabel.
wow thanks to ARC_Commander this work :bowdown:
here the common fusion cutter odf
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "repair"

[Properties]
ScoreForMedalsType = 3

MuzzleFlashEffect = "com_sfx_repair"
Discharge = "small_smoke_effect"

RoundsPerClip = "-1"
ReloadTime = "0.0"
HeatRecoverRate = "0.16"
HeatThreshold = "0.7"

AnimationBank = "tool"
FirePointName = "hp_fire"

ShotDelay = 0.2
TriggerSingle = "0"
HeatPerShot = "0.060"

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

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

LockOnRange = 4.0
LockOnAngle = 90.0

VehicleHealth = 200
BuildingHealth = 100
BuildingBuild = 50
BuildingRebuild = 50
DroidHealth = 100
MineHealth = -1000

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

FireEmptySound = "com_weap_inf_weapon_empty"
FireLoopSound = "com_weap_inf_fusioncutter_fire"
ReloadSound = ""
ChargeSound = ""
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
ChangeModeSound = ""
WeaponChangeSound = ""
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
and the cis fusion cutter odf
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_fusioncutter"
GeometryName = "cis_weap_inf_fusioncutter.msh"

[Properties]
GeometryName = "cis_weap_inf_fusioncutter"
HighResGeometry = "cis_1st_weap_inf_fusioncutter"
DroidHealth = 100

ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
2° the discharge effect is solved i get confunse i wanted to change the impacteffect lol i used the scorchmarks effect

thanks to all for yours help :thumbs: problem solved