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.ord problems

Posted: Wed Nov 24, 2010 9:32 pm
by acryptozoo
trying to give my SBD the geonoisian beam weapon
set up all the odfs i needed but ingame it dosent fire at all
any idea on what i did wrong

trishot.odf
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_sonic_blaster"

[Properties]
GeometryName = "cis_Weap_inf_wrist_trishot"
AnimationBank = "rifle"

OrdnanceName = "geo_weap_inf_elite_beam_weapon_ord"

SecondaryOrdnanceName = "geo_weap_inf_elite_beam_weapon_beam"
SecondaryOrdnancePeriod = 4

FirePointName = "hp_fire"

MinRange = "0"
OptimalRange = "20"
MaxRange = "125"

RoundsPerClip = "0"
ShotDelay = "0.05"
ReloadTime = "0"
HeatRecoverRate = "0.2"
HeatThreshold = "0.2"
HeatPerShot = "0.020"

WarmUpTime = 0.5
CoolDownTime = 1.0

LockOnRange = "0.0"

TriggerSingle = "0"

MinRange = "0"
OptimalRange = "50"
MaxRange = "150"

RecoilLengthLight = "0.3"
RecoilStrengthLight = "1"

RecoilDelayHeavy = ".1"
RecoilLengthHeavy = "0.1"
RecoilStrengthHeavy = ".4"

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

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

AITargetPerson = "1"
AITargetAnimal = "0"
AITargetDroid = "0"
AITargetVehicle = "1"
AITargetBuilding = "1"

FireSound = "cis_weap_inf_sniper_rifle_fire"
//ReloadSound = "laserreload"
//ChangeModeSound = "com_weap_inf_blaster_rifle_modechange"
FireEmptySound = "com_weap_inf_weapon_empty"
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_squat"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"


WarmUpSound = ""
WarmUpSoundStartPitch = 0.5
WarmUpSoundFadeInTime = 0.2
WarmUpSoundFadeOutTime = 0.2
beam weapon.ord
Hidden/Spoiler:
[OrdnanceClass]

ClassLabel = "bullet"

[Properties]

ImpactEffect = "com_sfx_ord_exp"
ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"

LifeSpan = ".05"
Velocity = "20000"
Gravity = "0.1"
Rebound = "0"

MaxDamage = "25"

VehicleScale = "0.1"
ShieldScale = "0.25"
PersonScale = "1"
HealthScale = "1"
BuildingScale = "0.1"

CollisionSound = "imp_weap_ord_exp"

BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
second ord.
Hidden/Spoiler:
[OrdnanceClass]
ClassParent = "com_weap_veh_beam_ord"

[Properties]
MaxDamage = "0"

Range = "500.0"
Gravity = "1.0"
Rebound = "0.0"

LifeSpan = "0.4"

PassThrough = "1"

LaserTexture = "com_sfx_laser_yellow"
LaserWidth = "0.3"
LaserGlowColor = "224 224 160 100"
LightColor = "224 224 160 150"
LightRadius = "4.0"

OrdnanceSound = "cis_weap_inf_bulldog_ordnance"

Re: .ord problems

Posted: Wed Nov 24, 2010 9:48 pm
by AQT
What are the names of these ODF files? Do they match the ones referenced in your trishot.odf, if that's what it's actually called? Please double check that. The extension .ord isn't a valid one when it comes to SWBF2 modding by the way.

Re: .ord problems

Posted: Wed Nov 24, 2010 9:52 pm
by acryptozoo
AQT wrote:What are the names of these ODF files? Do they match the ones referenced in your trishot.odf, if that's what it's actually called? Please double check that. The extension .ord isn't a valid one when it comes to SWBF2 modding by the way.
there
cis_weap_inf_wrist_trishot.odf
geo_inf_elite_beam_weapon_beam.odf
geo_inf_elite_beam_weapon_ord.odf

and yes i know ords arent file types

Re: .ord problems

Posted: Thu Nov 25, 2010 1:29 am
by AQT
Okay, whatever you say. So did this weapon work before you gave it to your SBD? Try getting an error log and see if there are any errors related to this problem. Are you sure you aren't just holding down the fire button long enough since the ODF requires the weapon to warm up?