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Orbital strike laser position?

Posted: Sun Nov 07, 2010 3:25 pm
by skelltor
Ok so I am modifing the orbital strike becon into a laser grenade.What I want it to do is I throw the grenade it explodes and shoots tons of pistol blaster bolts everywhere. But right now it does not shoot a spread of them it only shoots in one direction. Can somone please help me :)
here are the odfs

weapon odf
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "grenade"

[Properties]
GeometryName = "com_weap_inf_grenadethermal"
HighResGeometry = "com_1st_weap_inf_grenadethermal"
HUDTag = "hud_thermaldetonator"

OffhandWeapon = 1

OrdnanceName = "com_weap_inf_cluster_grenade_ord3"
SecondaryOrdnancePeriod = "1"
SecondaryOrdnanceName ="com_weap_inf_cluster_grenade_ord4"

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

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

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

MinRange = "12"
OptimalRange = "18"
MaxRange = "24"

LockOnRange = "30.0"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "1"
ReloadTime = "0.5"
ShotDelay = "0.0"
ShotElevate = "0.1"
MaxPressedTime = "2.0"

InitialSalvoDelay = "0.51"

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

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.25"
ChargeDelayHeavy = "1.45"

RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "0"
RecoilStrengthHeavy = "0"

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

FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
com_weap_inf_cluster_grenade_ord3
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "beacon"
GeometryName = "com_weap_inf_grenadethermal_ord.msh"

[Properties]
GeometryName = "com_weap_inf_grenadethermal_ord"
OrdnanceEffect = "thermal_detonator"
OrdnanceName = "com_weap_inf_pistol_ord"
ExplosionExpire = "rep_weap_inf_anti_armor_exp"
LifeSpan = "3.0"
Velocity = "25.0"
Gravity = "1.25"
Rebound = "0.4"
Friction = "2.0"

StartTimerOnContact = "0"

MaxDamage = "10.0"

SalvoCount = "30"
SalvoDelay = "0.0"

YawSpread = "360.0"
PitchSpread = "360.0"
AimElevation = "0.0"

ScatterDistance = "5.0"


OrdnanceSound = "com_weap_inf_ord_hum_lg"
CollisionSound = "imp_weap_ord_exp"
com_weap_inf_cluster_grenade_ord4
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "beacon"
GeometryName = ""

[Properties]
GeometryName = ""
OrdnanceEffect = ""
TrailEffect = ""
OrdnanceName = "com_weap_inf_pistol_ord"
LifeSpan = "3.0"
Velocity = "25.0"
Gravity = "1.25"
Rebound = "0.4"
Friction = "2.0"

StartTimerOnContact = "0"

MaxDamage = "10.0"

SalvoCount = "30"
SalvoDelay = "0.0"

YawSpread = "360.0"
PitchSpread = "360.0"


ScatterDistance = "5.0"
AimElevation = "180.0"


OrdnanceSound = "com_weap_inf_ord_hum_lg"
CollisionSound = "imp_weap_ord_exp"

Re: orbital strike laser positition?

Posted: Sun Nov 07, 2010 3:42 pm
by SAMofBIA
ummm im not entirely sure but i dont think
Hidden/Spoiler:
YawSpread = "360.0"
PitchSpread = "360.0"
AimElevation = "0.0"

ScatterDistance = "5.0"
is what you are looking for here. i believe its this part. (this is the normal pistol odf)
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "cannon"

[Properties]
ScoreForMedalsType = 0
MedalsTypeToLock = 0

AnimationBank = "pistol"

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

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

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

MinRange = "0"
OptimalRange = "16"
MaxRange = "24"

LockOnRange = "40.0"
LockTime = "0.4"
LockOnAngle = "1.0"

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

YawSpread = "0.4"
PitchSpread = "0.4"

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 = "0.175"
HeatRecoverRate = "0.3"
HeatThreshold = "0.25"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "0"
ReloadTime = "2.0"
ShotDelay = "0.2"
TriggerSingle = "1"
MaxPressedTime = "0.0"

DisplayRefire = "0"

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

FirePointName = "hp_fire"

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

MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashLightColor = "255 192 192 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

Re: orbital strike laser positition?

Posted: Sun Nov 07, 2010 3:53 pm
by DarthD.U.C.K.
the commands youve posted are only useable for the class "cannon" while he uses a beacon
according to the odf parameters doc these are the commands you can use with beacons:
psych0fred's ODF Parameters.txt wrote:AimAzimuth
AimElevation
AimDistance
SalvoCount
SalvoDelay
ScatterDistance
Ordnance
OrdnanceName

Re: orbital strike laser positition?

Posted: Sun Nov 07, 2010 3:55 pm
by skelltor
idk if that works in weapon types other than cannons

Re: orbital strike laser positition?

Posted: Sun Nov 07, 2010 3:58 pm
by SAMofBIA
ahhhhh...interesting. could you make the grenade that is launched into a "cannon" class though? kind of like an autoturret and make it die as soon as it fires off. or would this be more complicated than D.U.C.K's solution?

Re: orbital strike laser positition?

Posted: Sun Nov 07, 2010 4:01 pm
by DarthD.U.C.K.
im not shure about the effects of the parameters so i cant tell if my "solution" helps
but if its not possible to get an all-around firingrange you should probably use an autoturret like samofbia said

if remember right skyhawk released the assets for a clusterbomb some time ago, you could probably use that one if you dont want to figure it out on your own

Re: orbital strike laser positition?

Posted: Sun Nov 07, 2010 4:04 pm
by skelltor
Do you have a link? Cuz I don't know of him

Re: orbital strike laser positition?

Posted: Sun Nov 07, 2010 4:12 pm
by SAMofBIA
i thought his cluster bomb dropped more grenades, not fired bullets, but i could be thinking of the wrong one....

EDIT: also, heres a vid of an autotureet shooting 360 (36 salvo count too for full coverage XD)
it doesnt shoot often, but i didnt change the delays.
http://www.xfire.com/video/3a58c4/

Re: orbital strike laser positition?

Posted: Sun Nov 07, 2010 4:19 pm
by DarthD.U.C.K.
i think it can be found here, not shure though
SAMofBIA wrote:i thought his cluster bomb dropped more grenades, not fired bullets, but i could be thinking of the wrong one....
hmmm, thats an argument :o
then a turret couldnt be used i guess, i suppose he would shoot at one guy rather than in all directions. well you could probably give him an incredibly small delay between shots and an extreme huge recoil/inaccuracy

Re: Orbital strike laser position?

Posted: Sun Nov 07, 2010 4:22 pm
by skelltor
yes thats what i used the bomblet launcher as a basis for my grenade
and i can't get skys multiple auto turrets working so turrets are out

Re: Orbital strike laser position?

Posted: Sun Nov 07, 2010 4:24 pm
by SAMofBIA
hmm that would be a problem wouldnt it. are there any commands to make something automatically fire a few seconds after release? then have it die .5 seconds after that?

EDIT: what do you mean by Sky's multiple autoturrets? what do those do?

Re: Orbital strike laser position?

Posted: Sun Nov 07, 2010 4:27 pm
by skelltor
his method of useing multiple auto turrets by making them "units"

Re: Orbital strike laser position?

Posted: Sun Nov 07, 2010 4:29 pm
by SAMofBIA
so your saying that you want to put out multiple turrets, or that his way had something else to do with what your trying to do.

Re: Orbital strike laser position?

Posted: Sun Nov 07, 2010 5:56 pm
by skelltor
I saying that the suggestion of using an autoturret won't work because i can't get multiple autoturrets to work.

Re: orbital strike laser positition?

Posted: Sun Nov 07, 2010 6:06 pm
by Sky_216
skelltor wrote:Do you have a link? Cuz I don't know of him
he means me :roll: Skyhawk is -_- if i remember right

pistol shots from a grenade - the most you can realistically do is get them to fire in 2 directions (secondary ordnances trick) unless you want them flying from above. how to do that is controlled by

AimAzimuth
AimElevation
AimDistance

Azimuth is rotation around the y-axis, ie rotation looking from above. changing this will change the direction the bolts/grenades/whatever fly from.
Elevation is rotation around the z axis, ie rotation looking down the path of the grenade. Changing this will change whether the bolt goes up down flat etc.
Distance is how far from the ordnance you want the blot/grenade whatever to come from (y-axis I think).

ScatterDistance is a distance varier - how far fom the standard distance they can be.

Re: Orbital strike laser position?

Posted: Sun Nov 07, 2010 6:08 pm
by SAMofBIA
lol thats so easy though
just go into com_weap_inf_autoturret_dispenser
and change this
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "dispenser"

[Properties]
RoundsPerClip = "1"
ReloadTime = "2.0"

TriggerAll = "1"

//AnimationBank = "grenade"
OffhandWeapon = 1

ShotDelay = "1.5"
MaxItems = "1.0"
InitialSalvoDelay = "0.5"

AutoAimSize = "1.0"
MaxPressedTime = "0.0"

MinStrength = "0.3"
MaxStrength = "0.4"

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

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

FireSound = "com_weap_inf_remotedroid_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
to this
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "dispenser"

[Properties]
RoundsPerClip = "1"
ReloadTime = "2.0"

TriggerAll = "1"

//AnimationBank = "grenade"
OffhandWeapon = 1

ShotDelay = "1.5"
MaxItems = "10.0"InitialSalvoDelay = "0.5"

AutoAimSize = "1.0"
MaxPressedTime = "0.0"

MinStrength = "0.3"
MaxStrength = "0.4"

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

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

FireSound = "com_weap_inf_remotedroid_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
(this is about multiple autoturrets)

Re: Orbital strike laser position?

Posted: Sun Nov 07, 2010 6:09 pm
by Sky_216
SAMofBIA wrote:lol thats so easy though
just go into com_weap_inf_autoturret_dispenser
and change this
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "dispenser"

[Properties]
RoundsPerClip = "1"
ReloadTime = "2.0"

TriggerAll = "1"

//AnimationBank = "grenade"
OffhandWeapon = 1

ShotDelay = "1.5"
MaxItems = "1.0"
InitialSalvoDelay = "0.5"

AutoAimSize = "1.0"
MaxPressedTime = "0.0"

MinStrength = "0.3"
MaxStrength = "0.4"

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

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

FireSound = "com_weap_inf_remotedroid_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
to this
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "dispenser"

[Properties]
RoundsPerClip = "1"
ReloadTime = "2.0"

TriggerAll = "1"

//AnimationBank = "grenade"
OffhandWeapon = 1

ShotDelay = "1.5"
MaxItems = "10.0"InitialSalvoDelay = "0.5"

AutoAimSize = "1.0"
MaxPressedTime = "0.0"

MinStrength = "0.3"
MaxStrength = "0.4"

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

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

FireSound = "com_weap_inf_remotedroid_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
Multiple TYPES of autoturrets. Not more than one individual autoturret.



@Skelltor - um they're not units. If you don't mind waiting a few days send me all the files for the turrets you want and i'll set them up for you to use ingame/as a future reference.

Re: Orbital strike laser position?

Posted: Sun Nov 07, 2010 6:23 pm
by skelltor
I am sorry i was not clear about what i wanted was multiple types of auto turrets.
@ Sky just to clairifie you saying for me to send you the types of auto turrets i want (like send their weapons) and you will set them up for me. Or are you saying somthing really different than that?

Re: Orbital strike laser position?

Posted: Sun Nov 07, 2010 6:35 pm
by Sky_216
skelltor wrote:I am sorry i was not clear about what i wanted was multiple types of auto turrets.
@ Sky just to clairifie you saying for me to send you the types of auto turrets i want (like send their weapons) and you will set them up for me. Or are you saying somthing really different than that?
Nope, that's what i'm saying. If they use different models and stuff send me those too.

Re: Orbital strike laser position?

Posted: Sun Nov 07, 2010 6:37 pm
by skelltor
thx a ton Sky :D I am really greatful for all of your odf mastery. Give me a little while to collect everything ok.
edit effects and basic auto turret odfs too?