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Custom weapon problems [Solved]

Posted: Tue Jul 28, 2009 11:00 am
by 501st_commander
i made a custom weapon for an atte. It has no ord or common files just the main odf and exp.

just so i know i have the atte odf right here it is (YaNk's atte odf):
Hidden/Spoiler:
(..)
// PILOT CONTROLS

PitchRate = "0.75"
PitchFilter = "3.75"

SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place

Acceleraton = "2.5"

MaxSpeed = "4.5"
MaxStrafeSpeed = "6.5"
MaxTurnSpeed = "2.0"


PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

StoppedTurnSpeed = "0.13"
ForwardTurnSpeed = "0.13"
TurnThreshold = "0.35"

TrackCenter = "0.0 11.0 0.0"
TrackOffset = "0.0 -3.0 20.0"
TiltValue = "10"
AimValue = "0.8"
AutoAimYLimits = "-0.9 0.9"

WEAPONSECTION = "1"
WeaponName = "rep_weap_walk_atte_laser"
WeaponAmmo = "0"


YawLimits = "-20.0 20.0"
PitchLimits = "-20.0 20.0"

AimerYawLimits = "-32.0 32.0"
AimerPitchLimits = "-15.0 20.0"
AimerNodeName = "aimer_Fgun_1"
FirePointName = "hp_fire_fgun_1"

FireOutsideLimits = "1"

NextAimer = "-"

AimerYawLimits = "-32.0 32.0"
AimerPitchLimits = "-15.0 20.0"
AimerNodeName = "aimer_Fgun_2"
FirePointName = "hp_fire_fgun_2"

FireOutsideLimits = "1"

WEAPONSECTION = "2"

WeaponName = "rep_weap_nuck_missile"
WeaponAmmo = "1"

AimerYawLimits = "-32.0 32.0"
AimerPitchLimits = "-15.0 25.0"
AimerNodeName = "aimer_Fgun_1"
FirePointName = "hp_fire_fgun_1"

FireOutsideLimits = "1"

TEMP_AnimationSpeed = "1.5"
TEMP_Type = "0"

WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"

WALKERSECTION = "TURRET1"
(..)
then the rep_weap_nuck_missile:
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "weapon"

[Properties]
RoundsPerClip = "0"

FireSound = "imp_weap_hover_fightertank_missile_fire"

HUDTag = "hud_vehicle_missile"
MuzzleFlash = ""
Discharge = ""

InitialSalvoDelay = "0"
SalvoCount = "2"
ShotsPerSalvo = "1"
SalvoDelay = "0.05"

ShotDelay = "3.0"
ReloadTime = "4"

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

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

ScopeTexture = "weapon_scope4"

AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "1"
AITargetBuilding = "1"

MinRange = "15"
OptimalRange = "200"
MaxRange = "300"

LockOnRange = "300"
LockOnAngle = "0"
LockOffAngle = "0"
LockTime = "1"

RecoilLengthLight = "0.7"
RecoilStrengthLight = "1"
RecoilDelayHeavy = ".4"
RecoilLengthHeavy = "0.15"
RecoilStrengthHeavy = "1"

[OrdnanceClass]
ClassLabel = "missile"

[Properties]

GeometryName = "com_weap_missile"

ExplosionName = "rep_weap_nuck_missile_exp"

ImpactEffectWater = "com_sfx_watersplash_md"
TrailEffect = "com_sfx_weap_rockettrail"

LifeSpan = "7"
Velocity = "80"
Gravity = "1"
Rebound = "0"

MaxDamage = "1500"

VehicleScale = "1"
PersonScale = "1"
DroidScale = "1"
BuildingScale = "1"
AnimalScale = "1"

TurnRate = "0"


//*****SOUND*****//
OrdnanceSound = "com_weap_inf_ord_hum_rocket"
CollisionSound = "imp_weap_ord_exp_l
and the rep_weap_nuck_missile_exp:
Hidden/Spoiler:
[ExplosionClass]
ClassLabel = "explosion"

[Properties]
WaterEffect = "com_sfx_watersplash_md"

Damage = "800.0"
DamageRadiusInner = "60.5"
DamageRadiusOuter = "60.0"

Push = "20.0"
PushRadiusInner = "70.0"
PushRadiusOuter = "70.0"

Shake = "10.1"
ShakeLength = "1.25"
ShakeRadiusInner = "80.0"
ShakeRadiusOuter = "80.0"

VehicleScale = "0.0"
BuildingScale = "0.0"

Effect = "com_sfx_weap_flame_exp_md"

SoundProperty = "com_weap_rocket_small_exp"
is there anything wrong?

Re: custom weapon problems

Posted: Tue Jul 28, 2009 1:32 pm
by [RDH]Zerted
Are you having a certain problem?

Re: custom weapon problems

Posted: Tue Jul 28, 2009 1:36 pm
by Xavious
How do you expect a weapon with no ordnance to work?

Re: custom weapon problems

Posted: Tue Jul 28, 2009 1:43 pm
by 501st_commander
[RDH]Zerted wrote:Are you having a certain problem?
not showing up. (thats what i forgot to put in the first post)
Xavious wrote:How do you expect a weapon with no ordnance to work?
I thought AQT said if you have one, ill look for the award weapon. Which there is none.

Re: custom weapon problems

Posted: Tue Jul 28, 2009 1:47 pm
by Xavious
Xavious wrote:How do you expect a weapon with no ordnance to work?
I thought AQT said if you have one, ill look for the award weapon. Which there is none.
False. Also, vehicles don't have award weapons.

Re: custom weapon problems

Posted: Tue Jul 28, 2009 1:55 pm
by 501st_commander
:| ok... i dont know what i was thinking..
I added an ord and im munging now... and see if it works..


edit:
OK it works now.
this can be locked

Re: custom weapon problems [Solved]

Posted: Tue Jul 28, 2009 3:33 pm
by AQT
Just to clear things up, I never said anything along the lines of "if a weapon has an ordnance then the game will look for the award weapon that doesn't exist." What I was talking about is ClassParent vs ClassLabel for your standard rifle, pistol, etc. which can be related to the award weapon glitch. And as Xavious pointed out, vehicles don't have award weapons.