Flamethrower hurts too much.

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ZoomV
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Flamethrower hurts too much.

Post by ZoomV »

So I'm trying to make a flamethrower for a unit that deals minor initial damage but applies a strong damage over time effect.

However my flamethrower keeps instakilling everything no matter how much I nerf it's damage.

weapon ODF:
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_flamethrower"

[Properties]

AnimationBank = "rifle"
OrdnanceName = "imp_weap_champion_flame_ord"

HeatRecoverRate = "0.15"
HeatThreshold = "0.01"

SalvoCount = "10"
ShotsPerSalvo = "1"
SalvoDelay = "0.1"
InitialSalvoDelay = "0.2"
SalvoTime = "0.0"

TriggerSingle = "1"
ShotDelay = "0.1"
HeatPerShot = "0.32"
//MaxPressedTime = "2.25"

HUDTag = "hud_fireshot"
OffhandWeapon = 1
NoFirstPersonFireAnim = 1

// to make it work - Mike Z
FireAnim = 1
InitialSalvoDelay = "0.21" // 7 frames
InstantPlayFireAnim = 1

ZoomMin = "1.5"
ZoomMax = "1.5"
ZoomRate = "0.0"


RoundsPerClip = "-1"
ReloadTime = "1.7"
ShotDelay = "0.41"
TriggerSingle = "1"

HeatRecoverRate = "0.32"
HeatThreshold = "0.20"
//HeatPerShot = "1.0"

//************************************************
//******************* SOUND *****************
//************************************************
FireSound = "flame_on"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"[/code]
ordnance ODF
Hidden/Spoiler:
[code][OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"

ConeLength = "15"
ConeAngle = "45"
FirstRadius = "2.0"
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

//Explosion = "com_weap_inf_incinerator_exp"

//OrdnanceSound = "com_weap_launcher_energy_dumbfire"

Damage = "5" // 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 = "5" // 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

VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"

//Push = "0.0"
//LightningEffect = "com_sfx_lightning"
//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

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

PlayEffectOnOwnerAimer = "com_sfx_weap_flamethrower_ord"
SmolderDamageRate = "5.0" // default is 0. the damage rate for smoldering targets

SmolderEffectTimer = 6.0

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_l_forearm"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_r_forearm"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_head"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"

SmolderEffect = "com_sfx_inf_damage_smoke"
SmolderBone = "bone_ribcage"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"

SmolderVanishDeath = "0"

BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on[/code]
Marth8880
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Re: Flamethrower hurts too much.

Post by Marth8880 »

What if you set the SmolderDamageRate to 0? :o
ZoomV
Rebel Warrant Officer
Rebel Warrant Officer
Posts: 308
Joined: Thu Aug 15, 2013 11:27 am
Projects :: Old Republic Map pack
Games I'm Playing :: BF2 SWTOR and GW2
xbox live or psn: No gamertag set
Location: Belsavis, Maximum Security Ward

Re: Flamethrower hurts too much.

Post by ZoomV »

Marth8880 wrote:What if you set the SmolderDamageRate to 0? :o
Actually I managed to fix it.
Here is it now.
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_flamethrower"

[Properties]

AnimationBank = "rifle"
OrdnanceName = "imp_weap_champion_flame_ord"


SalvoCount = "12"
ShotsPerSalvo = "1"
SalvoDelay = "0.1"
InitialSalvoDelay = "0.2"
SalvoTime = "0.0"

TriggerSingle = "1"
ShotDelay = "0.1"
HeatPerShot = "0.32"
//MaxPressedTime = "2.25"

HUDTag = "hud_fireshot"
OffhandWeapon = 1
NoFirstPersonFireAnim = 1

// to make it work - Mike Z
FireAnim = 1
InitialSalvoDelay = "0.21" // 7 frames
InstantPlayFireAnim = 1

ZoomMin = "1.5"
ZoomMax = "1.5"
ZoomRate = "0.0"


RoundsPerClip = "-1"
ReloadTime = "1.7"
ShotDelay = "0.41"
TriggerSingle = "1"

HeatRecoverRate = "0.32"
HeatThreshold = "0.01"[/code]
Hidden/Spoiler:
[code][OrdnanceClass]

ClassLabel = "emitterordnance"

[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"

ConeLength = "15"
ConeAngle = "35"
FirstRadius = "2.0"
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

//Explosion = "com_weap_inf_incinerator_exp"

//OrdnanceSound = "com_weap_launcher_energy_dumbfire"

Damage = "5" // 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 = "5" // 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

VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"

//Push = "0.0"
//LightningEffect = "com_sfx_lightning"
//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

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

PlayEffectOnOwnerAimer = "com_sfx_weap_flamethrower_ord"
SmolderDamageRate = "50.0" // default is 0. the damage rate for smoldering targets

SmolderEffectTimer = 5.5

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_l_forearm"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_r_forearm"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_head"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"

SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"

SmolderVanishDeath = "0"

BonusAmplification = "0.1" //how much more damage will be done when team_bonus_blaster_amplication is on[/code]
So basically what I did was I increase the shots per salvo by 2, and I increased the smolder damage rate from 10 to 50. So basically I buffed it substantially, and by buffing it, I therefore nerfed it.

I came up with a theory for why this happens
Hidden/Spoiler:
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