Is it possible to make a dispenser heat based rather than ammo/shot delay? I'm trying to put a limit on how my dispenser can release turrets, but I want to be able to have infinite ammo for it. Reload and Shot Delays won't work since it's a secondary, and long Shot Delay/reloads prevent use of the primary weapon.
I tried adding heat myself, but couldn't get it too work, but I want to verify here just to make sure I'm not making a mistake. If you can't add heat to a dispenser, is there a possible workaround?
Dispensers and Heat
Moderator: Moderators
-
ZoomV
- Rebel Warrant Officer

- Posts: 308
- Joined: Thu Aug 15, 2013 11:27 am
- Projects :: Old Republic Map pack
- xbox live or psn: No gamertag set
- Location: Belsavis, Maximum Security Ward
Dispensers and Heat
Last edited by ZoomV on Mon Aug 24, 2015 10:04 am, edited 2 times in total.
-
MileHighGuy
- Jedi

- Posts: 1194
- Joined: Fri Dec 19, 2008 7:58 pm
Re: Dispensers and Heat
I think I remember seeing an overheated dispenser that the Geth Juggernaught had in ME:U. You could also use shotdelay too instead of heat, it does basically the same thing.
-
ZoomV
- Rebel Warrant Officer

- Posts: 308
- Joined: Thu Aug 15, 2013 11:27 am
- Projects :: Old Republic Map pack
- xbox live or psn: No gamertag set
- Location: Belsavis, Maximum Security Ward
Re: Dispensers and Heat
Shot Delay doesn't work for my purposes, since shot delay on a secondary prevents use of the primary weapon.MileHighGuy wrote:I think I remember seeing an overheated dispenser that the Geth Juggernaught had in ME:U. You could also use shotdelay too instead of heat, it does basically the same thing.
If heat works can someone tell me why this ODF isn't doing that?
Hidden/Spoiler:
-
Marth8880
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Dispensers and Heat
Yeah, I've found that using that method (heat per shot = desired cooldown time in secs & heat recover rate = 1) doesn't seem to work properly with dispenser weapons for whatever strange, Pandemic-y reason. Here's an example section of what I did for the Geth Turret Dispenser:ZoomV wrote:so the dispenser is overheating now. But despite generating 10.0 heat @ 1.0 heat dissipation it somehow manages to be ready to fire in about 2 seconds.
Code: Select all
HeatPerShot = "1.01" // don't touch this, mofo!
HeatRecoverRate = "0.065" // equates to a 6.5 second cooldown time
HeatThreshold = "0.01" // don't touch this one either, mofo!-
ZoomV
- Rebel Warrant Officer

- Posts: 308
- Joined: Thu Aug 15, 2013 11:27 am
- Projects :: Old Republic Map pack
- xbox live or psn: No gamertag set
- Location: Belsavis, Maximum Security Ward
Re: Dispensers and Heat
Doesn't make any sense. If 0.065 recover rate equals 6.5 second CD, wouldn't increasing that to 0.075 reduce the cooldown time, rather than increasing it to 7.5 seconds?Marth8880 wrote:Yeah, I've found that using that method (heat per shot = desired cooldown time in secs & heat recover rate = 1) doesn't seem to work properly with dispenser weapons for whatever strange, Pandemic-y reason. Here's an example section of what I did for the Geth Turret Dispenser:ZoomV wrote:so the dispenser is overheating now. But despite generating 10.0 heat @ 1.0 heat dissipation it somehow manages to be ready to fire in about 2 seconds.
Basically, you set your HeatPerShot to 1.01 and your HeatRecoverRate to the quotient of desiredCooldownTime / 100.Code: Select all
HeatPerShot = "1.01" // don't touch this, mofo! HeatRecoverRate = "0.065" // equates to a 6.5 second cooldown time HeatThreshold = "0.01" // don't touch this one either, mofo!
