My List of ODF Values and Their Meanings Explained a Bit

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THEWULFMAN
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My List of ODF Values and Their Meanings Explained a Bit

Post by THEWULFMAN »

I've been figuring out what a few ODF parameters actually mean. I figured I'd share with you folks, and have a place to compile my thoughts. I'll edit this in the future if I find out more. A few values have been discussed before, but I thought I'd list them for convenience and my own notes on them. Hopefully this will be useful to both beginners and veterans.

Weapons:
  • Velocity: measured in meters per second (m/s). This, as far as I know, goes for all ordnance types. Bolt and shell tested.
  • Gravity*: measured in G forces. So 1.0 is advised here, for 1g. Shell tested, I'm assuming it's the same for the sticky, missile and beacon types.
  • LifeSpan: this should be painfully obvious, but I'll mention it anyway. Measured in seconds.
  • ShotDelay: you should also already know this. Measured in seconds.
  • SpreadLimit: the total possible spread amount measured in degrees of deviation from the firing angle.
  • SpreadPerShot: how much the spread value stacks each shot.
  • SpreadRecoverRate: how much of the total current spread is reduced each second.
  • SpreadThreshold: how much of the spread is ignored before it kicks in.
  • HeatPerShot: amount of the overheat bar filled per shot. Heat is a little bit confusing. It's a percentage that can go above 100%.
  • HeatRecoverRate: amount of the overheat bar reduced per second.
  • HeatThreshold: amount of the overheat bar required to be below in order to fire.
  • StandStillSpread: I won't list all of this type, but this series is a multiplier of the spread. I recommend keeping StandStillSpread as a base 1.0 and change the rest. You can remove the two prone ones, they're pointless in SWBF2 since no there is no prone.
  • ZoomTurnDivisorMin**: The rate at which you turn when at the ZoomMax level state. Degrees/second maybe? I haven't tested that to confirm it.
  • ZoomTurnDivisorMax**: The rate at which you turn when at the ZoomMin level state.

Units:
  • MaxSpeed: measured in m/s. Same goes for strafe speed.
  • JumpHeight: it's in the stock files as a notation, but listing it anyway. Measured in meters.
*This was a huge pain to test and figure out. Eventually, I had to record and count the frames in which the shell dropped and see if it coincided with the proper speed it would have if it was Earth gravity. 1.0 met this value (stock grenades use 1.25 for slightly more gravity it seems). I initially thought it would be a downward acceleration value, m/s^-2. This proved to be false, and G force came out to be the value much to my surprise. Side note, negative values work perfectly.

**This isn't a typo. Yes it's backwards, don't ask me why.

Image



Questions?
Last edited by THEWULFMAN on Mon Mar 09, 2015 2:03 am, edited 5 times in total.
ZoomV
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Re: My List of ODF Values and Their Meanings Explained a Bit

Post by ZoomV »

So if negative values work then you could make a shell fall up?

Interesting.
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Re: My List of ODF Values and Their Meanings Explained a Bit

Post by Marth8880 »

ZoomV wrote:So if negative values work then you could make a shell fall up?
Pretty sure negative values work, yeah. Not at all difficult to test.
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Re: My List of ODF Values and Their Meanings Explained a Bit

Post by ZoomV »

THEWULFMAN wrote:[*]HeatPerShot: amount of the overheat bar filled per shot. Heat is confusing. I thought this was a percentage but you can go above 100% so...?
I'm pretty sure it is a percentage. When I was designing the railshot on the Hired merc for Treefall I needed to have it overheat in one shot. I found that if you have the value set to "1" it completely fills the heat bar but does not overheat, however the slightest value over 1 causes a instant overheat.
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Re: My List of ODF Values and Their Meanings Explained a Bit

Post by THEWULFMAN »

ZoomV wrote:
THEWULFMAN wrote:[*]HeatPerShot: amount of the overheat bar filled per shot. Heat is confusing. I thought this was a percentage but you can go above 100% so...?
I'm pretty sure it is a percentage. When I was designing the railshot on the Hired merc for Treefall I needed to have it overheat in one shot. I found that if you have the value set to "1" it completely fills the heat bar but does not overheat, however the slightest value over 1 causes a instant overheat.

Well it is a percentage, it's just one you can fill over 100%. You can essentially overfill the overheat bar (and it won't fire again till it's below 100%). In MEU, we used this for our tech and biotic powers so we could use simple looking timers. As an example:

HeatPerShot = 8.0 // 800% the overheat bar
HeatRecoverRate = 1.0 // cools down 100% of the bar every second

Cools down in 8 seconds. We do this because secondary weapons that reload will (sometimes) prevent you from firing your primary. This overheat workaround fixed this.

Updated spread description since I realized I was wrong about this.
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Re: My List of ODF Values and Their Meanings Explained a Bit

Post by Anakin »

Do you know an fix in the other way too?? When i fire my shotgun, it has an delay, so you cannot fire so fast. But this stops the secondary attack (vibro) to fire, too. So lets say you have a delay for the shotgun from about 3 seconds you cannot use the vibro attack in this 3 seconds either.
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Re: My List of ODF Values and Their Meanings Explained a Bit

Post by THEWULFMAN »

Anakin wrote:Do you know an fix in the other way too?? When i fire my shotgun, it has an delay, so you cannot fire so fast. But this stops the secondary attack (vibro) to fire, too. So lets say you have a delay for the shotgun from about 3 seconds you cannot use the vibro attack in this 3 seconds either.

No promises about whether this would work. You could remove the shot delay altogether, and add this instead.

Code: Select all

HeatPerShot = 3.0
HeatRecoverRate = 1.0
This will cause it to overheat for 3 seconds after each shot, preventing you from firing it in the meantime. It will function pretty much the same as a ShotDelay, but might fix your problem.
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Re: My List of ODF Values and Their Meanings Explained a Bit

Post by nobody3 »

What about these:
AutoAimSize = "1.0"

AIBubbleScaleClamp = "3.0"

lockOnAngle = "1.0"

I tried them with different values but I dont know what they do exactly...
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Re: My List of ODF Values and Their Meanings Explained a Bit

Post by THEWULFMAN »

nobody3 wrote:What about these:
AutoAimSize = "1.0"

AIBubbleScaleClamp = "3.0"

lockOnAngle = "1.0"

I tried them with different values but I dont know what they do exactly...

AutoAimSize: probably a defunct irrelevant parameter referring to how much auto aim would help you. If you remember, SWBF1 had auto aim. They removed it in SWBF2.

AIBubbleScaleClamp: I have absolutely no idea, I didn't even know this was a parameter. But on a related note, I saw this when I checked the list if it was indeed a real parameter.

AIBubbleScaleDistDivider: this could be invaluable if it works, though its method is a mystery.

LockOnAngle: ooh! One I can answer maybe! I'm pretty sure this is, in degrees, how far away your reticle can be from the target before you can lock on. There's others too.

LockOnRange: maximum distance in meters of where you can lock on.
LockOffAngle: the (sorta) counterpart for LockOnAngle, it's degrees from the target where you lose the lock.
LockTime: measured in seconds, time it takes to gain a lock.

Here, I made a thing, this should help illustrate it.
Hidden/Spoiler:
Image
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Re: My List of ODF Values and Their Meanings Explained a Bit

Post by nobody3 »

Nice reply :D thanks for the explanations about lockon stuff

AutoAimSize definitely is not defunct, look in auto turret odf, it is set to 30.0 and if you decrease it to 0.0 or something really low then the auto turret aims much better. Its like it takes less time for the turret to lock it's aim onto you or something (I dont fully understand it)

I also used value 0.1 on weapons odf (like shotgun for example) to improve the AI's aiming thus increasing difficulty a little. Im not exactly sure what it does thats why I asked

I asked about it before and someone answered saying that autoaimsize is similar to lockonangle

Its interesting you mentioned swbf1 because I think the swbf1 modders might know more about this. Anyone?
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Re: My List of ODF Values and Their Meanings Explained a Bit

Post by THEWULFMAN »

AutoAimSize: might specifically refer to turrets being controlled by AI then. Could explain why the droppable turrets in TCW are so inaccurate in AI hands...

If you want to make AI more accurate with firearms, these are the parameters you want.

AIUseBubbleCircle: this is a bool, so 1 is yes, 0 is no.
AIBubbleSizeMultiplier: as it says, multiplies the aiming circle for the AI. Default is 1.0, values lower than that increase AI accuracy, higher values decrease it. Higher value and a bigger circle means the AI will point their gun farther away from the target.
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Re: My List of ODF Values and Their Meanings Explained a Bit

Post by nobody3 »

Yeah I knew about that but I noticed that you can even improve that with autoaimsize, its the first few shots that miss sometimes even with multiplier set to 0.01 and in the past, autoaimsize at 0.1 helped with that (on stock shotgun weapon)
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Re: My List of ODF Values and Their Meanings Explained a Bit

Post by AnthonyBF2 »

I have a question about detpacks.
Can the odf files be changed to allow placement of more than 1 without being forced to use the remote?
Player could lay as many detpacks as they wanted (or defined by max items) then switch to the remote willingly and set them off.

I tried different things with com_weap_inf_detpack.odf and didn't get anything.
I tried adding SwitchImmediately = "0" but this as well did not work.
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Re: My List of ODF Values and Their Meanings Explained a Bit

Post by nobody3 »

Did you try changing this to 0 ?
TriggerAll = "1"

and increasing this:
MaxItems = "1.0"
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Re: My List of ODF Values and Their Meanings Explained a Bit

Post by AnthonyBF2 »

Yes and was still forced to use the remote after placing just one.
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Re: My List of ODF Values and Their Meanings Explained a Bit

Post by nobody3 »

Then I suppose it's because the classlabel = detonator, try changing that to a "mine" and look at the landmine odf if it has anything different
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Re: My List of ODF Values and Their Meanings Explained a Bit

Post by THEWULFMAN »

Added some info for ZoomTurnDivisorMin and ZoomTurnDivisorMax.
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Re: My List of ODF Values and Their Meanings Explained a Bit

Post by jedimoose32 »

I love that the Zoom divisors are backwards. Good ol' Pandemic.
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