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Alternate weapon for Jettrooper
Posted: Sun Jun 17, 2007 12:30 am
by Master Fionwë
Really sucks, but my emp launcher is bad, and crashes the game now. So I won't be using it in the first version of my republic side which I will release on Wednesday(if nothing happens). So what I'm asking here is what you guys think the emp launcher should be replaced by. A special kind of grenade launcher, missiles, what? I really need some ideas for a replacement weapon that won't make someone wish for the emp back, since I've just about blown all my ideas or used them. And something besides the vibrosword, didn't work to well, made my guy go all jedi on me.
I hope to hear some ideas soon, as there really isn't a lot of time before I am releasing it.
Posted: Sun Jun 17, 2007 11:02 am
by MercuryNoodles
Why not give us some info on the defective EMP launcher? After all, this would be the place to get help.

What was the last change you made before it began to cause crashes?
Posted: Sun Jun 17, 2007 6:27 pm
by [RDH]Zerted
I would say explosive fuel bomb/launcher/oil slick/or flame that shoots from the jet pack and hits people behind the player.
Posted: Sun Jun 17, 2007 7:09 pm
by Master Fionwë
@[RDH]Zerted I'm not that good at editting sides!!;)
I had changed the water effect to an emp explosion. That is the only change that I can think of doing to it. I found out just this morning that it was from a clean that I had done, and then stopped a munge right after that. It left some issues that bugged the heck out of me. So this morning I got the emp to work, I had to replace it with the older version, still one of my own, but not as powerful as the defective one. I'm still looking for ideas however for an extra weapon, one really sweet. I currently have a few weapons underway, a grenade launcher is one of them. But it doesn't work quite right. I know this isn't what I started out the topic for, but it would finish the weapon if you could help.
[WeaponClass]
ClassParent = "com_weap_inf_mortar_launcher"
GeometryName = "arc_weap_gun.msh"
[Properties]
GeometryName = "arc_weap_gun"
HighResGeometry = "arc_weap_gun"
//***************************************************
//******************** SOUND ************************
//***************************************************
FireSound = "cis_weap_inf_mortar_launcher_fire"
ReloadSound = "com_weap_inf_reload_lg"
ChangeModeSound = "com_weap_inf_equip_lg"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_lg"
JumpSound = "com_weap_inf_bazooka_mvt_jump"
LandSound = "com_weap_inf_bazooka_mvt_land"
RollSound = "com_weap_inf_bazooka_mvt_roll"
//ProneSound = "com_weap_inf_bazooka_mvt_lie"
SquatSound = "com_weap_inf_bazooka_mvt_squat"
//StandSound = "com_weap_inf_bazooka_mvt_getup"
//***************************************************
//************** VARIABLE ORDANANCE *****************
//***************************************************
OrdnanceName = "rep_weap_inf_mortar_launcher_ord"
NextCharge = 1.5
OrdnanceName = "rep_weap_inf_mortar_launcher_ord1"
That is the grenade launcher odf, and I have the files it calls for in the side, but while it can charge up, the charged shot is exactly the same as the uncharged one.
Another thing that would finish a weapon idea that hit me last night looking at a pic, what makes the shotgun have it's random scatter shot effect? I intend to do that with a missile launcher that fires off wrist rocket strength missiles, but it shoots 8 at a time like the shotguns.
Posted: Mon Jun 18, 2007 1:58 pm
by phazon_elite
This is what gives the shotgun its "random-scatteryness":
Code: Select all
PitchSpread = "[to lazy to post the value]"
YawSpread = "4.0"
And as for the mortar launcher, check the ord1. If it has the same properties as the ordnance, then that's your problem.
- EP-782
Posted: Mon Jun 18, 2007 2:10 pm
by Master Fionwë
Ah, so then what is the AIBubble thingy and bubble multiplier in the shotgun odf? And the mortar launcher ord1 has different properties than the ord, very different. I would prefer to find out what's wrong without having to post the ord1 odf, because I want to leave that as a surprise, but I am pretty sure that it hasn't been done yet.
Thanks!
Posted: Mon Jun 18, 2007 2:29 pm
by phazon_elite
Oh, I see your problem.
The NextCharge value is invalid. 1.5 would be one half past the meter! Try 0.9 or something.
And about the Bubble code in the shotgun odf: that's for AI aiming AFAIK. Not really necessary, but just leave it there.
- EP-782
Posted: Mon Jun 18, 2007 4:22 pm
by Master Fionwë
Okay, thanks. I'll test it out. If this works, I'm done for a very temporary period with the republic. Though that doesn't mean that I wouldn't like to hear more ideas from people.
