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Invincibility

Posted: Thu Aug 04, 2011 3:31 pm
by Noobasaurus
So I am trying to make a weapon that makes you invincible because I just made a really cool custom effect. I max out the values that I think are the right ones and test. Nothing. I have the effect around me but I'm not invincible. Here are the odfs:
all_weap_inf_invincibility
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_buff2"

[Properties]

OrdnanceName = "all_weap_inf_invincibility_ord"

FireSound = "all_buff_invuln_fire"
all_weap_inf_invincibility_ord
Hidden/Spoiler:
[OrdnanceClass]

ClassParent = "com_weap_inf_buff2_ord"

[Properties]

BuffDefenseTimer = "30"
BuffDefenseMult = "200000000999999999999999999999999999999999999999999999999"
BuffHealthTimer = "30"
BuffHealthRate = "20000000009999999999999999999999999999999999999999999999999999"

PlayEffectOnOwner = "buffyah"

AffectFriends = "1" // default is 1. should the ordnance affect friends.
AffectEnemies = "0" // default is 1. should the ordnance affect enemies.


//OrdnanceSound = "buff_health_powerup"
com_weap_inf_buff2
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "cannon"

[Properties]
RoundsPerClip = "1"
ReloadTime = "10"

HeatPerShot = "0.0"
HeatRecoverRate = "0.0"
HeatThreshold = "0.01"

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

MinRange = "0"
OptimalRange = "5"
MaxRange = "10"

//Use the offhand shoot_secondary2 anim: (grenade throw, overridden by buff anim)
OffhandWeapon = "1"
FireAnim = "1"
InstantPlayFireAnim = "1"
//AnimationBank = "tool"

RefillFromItem = 0

TriggerSingle = "1"
ShotDelay = "1"
MaxPressedTime = "0.0"

PitchSpread = "0.5"
YawSpread = "0.5"

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"

LockOnRange = "30.0"
LockTime = "0.0"
AutoAimSize = "2.0"

SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.4"
SalvoTime = "0.0"

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

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

Firesound = "com_buff_fire"
com_weap_inf_buff2_ord
Hidden/Spoiler:
[OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]
Radius = "10" // sphere used for finding the targets
ConeLength = "0" // cone not used for finding the targets

ConeAngle = "120"
FirstRadius = "0.0"
MaxTargets = "170" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "0" // No chaining - all bolts coming from the attacker
ApplyOnOwnerIfOnOthers = "0"

VehicleScale = "0.0"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"

//BuffDefenseTimer = "30"
//BuffDefenseMult = "9999999999999999999999999999999999999999999999999999999999999999999999999999999999"
//BuffHealthTimer = "30"
//BuffHealthRate = "99999999999999999999999999999999999999999999999999999999999999999999999999999999"
//DebuffDamageTimer = "30"
//DebuffDamageRate = "99999999999999999999999999999999999999999999999999999999999999999999999999999999"
//BuffOffenseTimer = "30"
//BuffOffenseMult = "999999999999999999999999999999999999999999999999999999999999999999999999999999"

//Damage = "0" // This is the min damage. Even if the initial damage is split between the number of targets, it will never go below this number for each target
//MaxDamage = "0" // This is the max damage
//JumpDeduction = "0" // No jump deduction. This is for chaining only
//DamageThreshold = "0" // Always do damage (no threshold)
//MaxJumpDistance = "0" // No max jump distance because the chaining is off
//Push = "7.0"

//LightningEffect = ""
//LightningEffectScale = "0.25"
//NoTargetLightningEffectCount = "5" // The number of ligthning effects to display when the ordinance has no targets to hit
//NoTargetLightningEffectRandomSpread = "0.4" // The random rotation spread the ligthning effects does when the ordinance has no targets to hit
I assume there is probably something obvious that is wrong with it. Also, when I use it the effect stays on for about five minutes before disappearing, but I only want it to stay on for 30 seconds. Help is greatly appreciated.

Re: Invincibility

Posted: Thu Aug 04, 2011 5:06 pm
by Dakota
wow i had just typed up a big explination but it got deleted just now because i accidently pressed the wrong button... retyping...

First off there are alot of things wrong, First, for the effect lasting 5 minutes you should go into particle editor and edit it to last 30 seconds or just set it to -1 for the spawning so you can make it last how long you want. Second, to make a defense buff actually defend you you need to set it to a decimal, you setting it to that high number just makes it do more damage to you. Third, you don't need the health regan if you set the defense multipler to 0 since anything times 0 is 0 which means you will take 0 damage.

i think thats it, its a bit shortened from the first time i typed it but it sums it up, any questions?

Re: Invincibility

Posted: Thu Aug 04, 2011 5:35 pm
by Noobasaurus
Dakota wrote:wow i had just typed up a big explination but it got deleted just now because i accidently pressed the wrong button... retyping...

First off there are alot of things wrong, First, for the effect lasting 5 minutes you should go into particle editor and edit it to last 30 seconds or just set it to -1 for the spawning so you can make it last how long you want. Second, to make a defense buff actually defend you you need to set it to a decimal, you setting it to that high number just makes it do more damage to you. Third, you don't need the health regan if you set the defense multipler to 0 since anything times 0 is 0 which means you will take 0 damage.

i think thats it, its a bit shortened from the first time i typed it but it sums it up, any questions?
Well, my question is how to shorten the length of it in PE. I can't seem to do it.

EDIT: It seems the damage multiplier isn't working. I set it to zero and stay the same.

Re: Invincibility

Posted: Thu Aug 04, 2011 7:54 pm
by Dakota
Noobasaurus wrote:
Dakota wrote:wow i had just typed up a big explination but it got deleted just now because i accidently pressed the wrong button... retyping...

First off there are alot of things wrong, First, for the effect lasting 5 minutes you should go into particle editor and edit it to last 30 seconds or just set it to -1 for the spawning so you can make it last how long you want. Second, to make a defense buff actually defend you you need to set it to a decimal, you setting it to that high number just makes it do more damage to you. Third, you don't need the health regan if you set the defense multipler to 0 since anything times 0 is 0 which means you will take 0 damage.

i think thats it, its a bit shortened from the first time i typed it but it sums it up, any questions?
Well, my question is how to shorten the length of it in PE. I can't seem to do it.

EDIT: It seems the damage multiplier isn't working. I set it to zero and stay the same.
for particle editor you change the transformer and how many particles are spawned in the effect.


for the defense multiplier make sure to clean then munge and if that doesn't work set it to a tiny decimal like... 0.0000000000000000000000000000000000000000000000000000000001

Re: Invincibility

Posted: Mon Aug 08, 2011 12:57 pm
by Noobasaurus
The invincibility still doesn't work... :cpu:

Re: Invincibility

Posted: Mon Aug 08, 2011 1:55 pm
by Ninja
I remember someone accidentally finding invincibility, use this line in your odf:

Code: Select all

BuffDefenseMult     = "-1.0"
I tested it and it will stop you from taking damage at all.

Re: Invincibility

Posted: Mon Aug 08, 2011 4:09 pm
by Noobasaurus
Ninja wrote:I remember someone accidentally finding invincibility, use this line in your odf:

Code: Select all

BuffDefenseMult = "-1.0"
I tested it and it will stop you from taking damage at all.
It still doesn't work, doing a clean right now...

Re: Invincibility

Posted: Mon Aug 08, 2011 4:56 pm
by Dakota
Noobasaurus wrote:
Ninja wrote:I remember someone accidentally finding invincibility, use this line in your odf:

Code: Select all

BuffDefenseMult = "-1.0"
I tested it and it will stop you from taking damage at all.
It still doesn't work, doing a clean right now...
if it doesn't work next time can you repost your new weapon odfs so we can check them?

Re: Invincibility

Posted: Mon Aug 08, 2011 9:47 pm
by Noobasaurus
It didn't work, so here you go:

aaa
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_buff"

[Properties]

OrdnanceName = "aaa_ord"

FireSound = "all_buff_invuln_fire"
aaa_ord
Hidden/Spoiler:
[OrdnanceClass]

ClassParent = "com_weap_inf_buff_ord"

[Properties]

BuffDefenseTimer = "15"
BuffDefenseMult = "-1.0"



PlayEffectOnOwner = "buffyah"

AffectFriends = "1" // default is 1. should the ordnance affect friends.
AffectEnemies = "0" // default is 1. should the ordnance affect enemies.


//OrdnanceSound = "buff_health_powerup"
com_weap_inf_buff
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "cannon"

[Properties]
RoundsPerClip = "1"
ReloadTime = "10"

HeatPerShot = "0.0"
HeatRecoverRate = "0.0"
HeatThreshold = "0.01"

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

MinRange = "0"
OptimalRange = "5"
MaxRange = "10"

//Use the offhand shoot_secondary2 anim: (grenade throw, overridden by buff anim)
OffhandWeapon = "1"
FireAnim = "1"
InstantPlayFireAnim = "1"
//AnimationBank = "tool"

RefillFromItem = 0

TriggerSingle = "1"
ShotDelay = "1"
MaxPressedTime = "0.0"

PitchSpread = "0.5"
YawSpread = "0.5"

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"

LockOnRange = "30.0"
LockTime = "0.0"
AutoAimSize = "2.0"

SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.4"
SalvoTime = "0.0"

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

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

Firesound = "com_buff_fire"
com_weap_inf_buff_ord
Hidden/Spoiler:
[OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]
Radius = "10" // sphere used for finding the targets
ConeLength = "0" // cone not used for finding the targets

ConeAngle = "120"
FirstRadius = "0.0"
MaxTargets = "10" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "1" // No chaining - all bolts coming from the attacker
ApplyOnOwnerIfOnOthers = "1"

VehicleScale = "0.0"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.0"

//BuffDefenseTimer = "15"
//BuffDefenseMult = "-1.0"

//Damage = "0" // This is the min damage. Even if the initial damage is split between the number of targets, it will never go below this number for each target
//MaxDamage = "0" // This is the max damage
//JumpDeduction = "0" // No jump deduction. This is for chaining only
//DamageThreshold = "0" // Always do damage (no threshold)
//MaxJumpDistance = "0" // No max jump distance because the chaining is off
//Push = "7.0"

//LightningEffect = ""
//LightningEffectScale = "0.25"
//NoTargetLightningEffectCount = "5" // The number of ligthning effects to display when the ordinance has no targets to hit
//NoTargetLightningEffectRandomSpread = "0.4" // The random rotation spread the ligthning effects does when the ordinance has no targets to hit
Changed a few paths and names to see if it would work. It didn't. :(

Re: Invincibility

Posted: Tue Aug 09, 2011 11:10 am
by SAMofBIA
i dunno if it will help at all, but you have a lot of useless lines in there, Such as the spread factors. If its a buff it wont need those i wouldnt think.

Re: Invincibility

Posted: Tue Aug 09, 2011 12:44 pm
by Noobasaurus
SAMofBIA wrote:i dunno if it will help at all, but you have a lot of useless lines in there, Such as the spread factors. If its a buff it wont need those i wouldnt think.
I'll remove those and see what happens.