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somen00b's modding questions topic (plz read)

Posted: Thu Oct 26, 2006 10:04 pm
by somen00b
Can a droideka (or vehicle) have 3+ weapons?

Yes I've searched,

My thought are eather you can, or you can make a workaround with multiple vehicle seats. I want a driodeka with the standard loadout + remote droid and turret dispenser (or just the remote droid)

RE: Can a droideka (or vehicle) have 3+ weapons

Posted: Sun Oct 29, 2006 7:24 pm
by somen00b
Did anyone notice that I changed the name of this thead so it has a new question?

RE: Can a droideka (or vehicle) have 3+ weapons

Posted: Sun Oct 29, 2006 9:28 pm
by trainmaster611
I know its not possible to give a position in a vehicle more than 2 weapons but if you switch postions in a vehicle, you can use different weapons. :P I'm not sure if you can somehow incorporate that into a droideka though :|

RE: Can a droideka (or vehicle) have 3+ weapons

Posted: Sun Oct 29, 2006 10:14 pm
by t551
Well, try to adda nother weapon to the SmallWalkerSection(or whateverit is). See if it crashes or not.

RE: Can a droideka (or vehicle) have 3+ weapons

Posted: Sun Oct 29, 2006 10:15 pm
by PvtParts
Try it out man. Give your droideka more than 2 weapons.

Some things to consider:

Jedi (or anything with a combo) cannont have more than 1 primary weapon. But, they can have mutliple secondary weapons. So, if your first try fails, make all the new weapons secondary.

and

Jedi (or anything with a combo) use a different weapon numbering system. Though its small, it definatly makes a difference, so if both first tries dont work, try it with this.

Posted: Tue Oct 31, 2006 8:04 pm
by somen00b
I will hold off trying it untill I know if there is a way to get around the problem stated in this thread hex edit every map to have memory maybe?

Edit: I found a workaround for default maps but I still have problems, see next question.

Next question:

Can a weapon shoot 2+ diferent ordinances at the same time? Wanted for a dispenser that dispenses 2-3 turrets at once. A possible workaround is havingthe dispenser dispense something that dispenses the turrets.

Another Question

Posted: Wed Nov 01, 2006 6:05 pm
by somen00b
I've searched "droideka fall" and "droideka collsion"

When I use my edited mission.lvl and all.lvl to play as a droideka on GCW maps, on maps with walkers (Endor, Felucia) The driodeka falls through the ground. Maps without walkers crash (polis massa, dagobah, tantive 4) How do I fix this?

RE: Another Question

Posted: Wed Nov 01, 2006 6:26 pm
by Teancum
You have to have all the droideka meshes for it to collide with terrain.

Posted: Wed Nov 01, 2006 6:46 pm
by somen00b
Droideka problem solved,

Next question: Is there a better way then setting the minrange ridiculously high (which failed to work on endor because it is so huge) to make the AI not use a weapon? If not what is a high enough number for non-space maps?

Posted: Sat Nov 04, 2006 2:46 pm
by somen00b
Another Question,

Can you have psudo side mod detection by checking a unit's properties, something like:

if
class:"all_inf_rocketeer" property "weaponname1"="all_weap_magicsword"
then
[script here]

Posted: Sat Nov 11, 2006 3:44 pm
by somen00b
Next question, whenever I have an explosion as part of a .combo, the explosion doesn't seem to work. The effect plays, but noone is killed when they should be.

here is an example:
[ExplosionClass]
//"ClassLabel" is a designation that sorts .odf's into appropriate groups.
//These groups include: (explosion, flyer, walker, weapon, bolt, laser, soldier)

ClassLabel = "explosion"

[Properties]
//"LifeSpan" determines how long the explosion is in the world
//"Effect" is the name of the special effects file, or simply, the explosion
HurtOwner = 0
LifeSpan = "0.2"
Effect = "com_sfx_weap_emp_exp_xl"

//"Damage" denotes the amount of damage the explosion will create.
//"DamageRadius" denotes the distance in meters from the point of impact that
//will cause damage for the duration of the explosion.

Damage = "1200.0"
DamageRadiusInner = "0.0"
DamageRadiusOuter = "95.0"

//"Scale" values determine if the weapons damage is reduced or increased as
//a result of the what kind of object is being hit. i.e. 3.0 is three times
//the damage where as 0.5 is half damage.
ShieldScale = "50.0"
BuildingScale = "7.0"
VehicleScale = "3.0"

//"Shake" sets the intensity of the camera shaking
//"Push" sets the amount of force a unit in the explosion will be hit with.
//This can cause them to be thrown outward or upward at varyying heights.
//"Length" this value sets how long the shake will last for.
//"Radius" values determine at what distance from the center of the explosion
//things will be affected by Push or Shake
Shake = "1.0"
ShakeLength = "1.0"

Push = "30.0"
PushRadiusInner = "95.5"//I should fix this to be 0.0
PushRadiusOuter = "100.5"
SoundProperty = "force_lightning_impact"


//ShakeRadiusInner = "95.0"
//ShakeRadiusOuter = "100.0"
This one sometimes works:
[ExplosionClass]
//"ClassLabel" is a designation that sorts .odf's into appropriate groups.
//These groups include: (explosion, flyer, walker, weapon, bolt, laser, soldier)

ClassLabel = "explosion"

[Properties]
//"LifeSpan" determines how long the explosion is in the world
//"Effect" is the name of the special effects file, or simply, the explosion
HurtOwner = 0
LifeSpan = "0.2"
Effect = "all_sfx_inf_lightshadowmastery_exp"

//"Damage" denotes the amount of damage the explosion will create.
//"DamageRadius" denotes the distance in meters from the point of impact that
//will cause damage for the duration of the explosion.

Damage = "1200.0"
DamageRadiusInner = "0.0"
DamageRadiusOuter = "95.0"

//"Scale" values determine if the weapons damage is reduced or increased as
//a result of the what kind of object is being hit. i.e. 3.0 is three times
//the damage where as 0.5 is half damage.
ShieldScale = "50.0"
BuildingScale = "7.0"
VehicleScale = "1.0"

PersonScale = "1.0"
DroidScale = "1.0"
AnimalScale = "1.0"

//"Shake" sets the intensity of the camera shaking
//"Push" sets the amount of force a unit in the explosion will be hit with.
//This can cause them to be thrown outward or upward at varyying heights.
//"Length" this value sets how long the shake will last for.
//"Radius" values determine at what distance from the center of the explosion
//things will be affected by Push or Shake
Shake = "1.0"
ShakeLength = "1.0"

Push = "30.0"
PushRadiusInner = "95.5"
PushRadiusOuter = "100.5"
SoundProperty = "com_weap_obj_med_exp"


ShakeRadiusInner = "95.0"
ShakeRadiusOuter = "100.0"
any ideas

Posted: Sun Nov 12, 2006 6:14 pm
by Qdin
maybe because you've got
PersonScale = "1.0"
DroidScale = "1.0"
AnimalScale = "1.0"

in the 'sometimes working'? :)

BTW, for the userfriendlyness of the reader, please post your codes in the font size 9 aka Small :) (did it for you) :wink:

Posted: Mon Nov 13, 2006 12:36 pm
by Kyross
I beleive you also need an odf for the explosion, as Mace and Sidious both have their explosions in files separate the combo.