Homing missles...wont stop homing. [Solved]

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PvtParts
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Homing missles...wont stop homing. [Solved]

Post by PvtParts »

First off, pardon me if this has already been resolved. I say this because adding homing missles seems like something that has been done a lot before, so I figured that someone might've encountered this problem. Now, I've seached the forums quite a bit, and have no luck. So if I'm overlooking something, feel free to point me in the right direction.

With that said, I am having an issue with getting my missles to..not home.

I gave my redone REP side's fightertank missle's the home in ability (as according to wookiepedia they are computer guided). I am perfectly happy with this, and do not with to remove it.

But, my CIS side's AAT's missles now home as well. I also assume that any vehicle weapon who's class parent is com_veh_missle will home as well, seeing as how thats the only corralation between the AAT missle and the Fightertank missle.

Now, I have thouroughly searched, multiple times, every related odf (both of the vehicle odfs, and each vehicles pertaining missle odfs, including the parent, com_, odfs.), and have seen no sign of the AutoAimSize (or whatever the command is to give your guns auto-target..I forget what it is, but thats beyond the point) line. Nor any other lines that would hint auto-aiming.

I at once believed that it may have to do with the launcher odfs, which seem to be associated with both the AAT and Fightertank, but though the fightertank one contains auto aim, the AAT does not, leaving me to believe that it is just mere coincidence, and they are, infact, unrelated to my problems.

Now, I did remove the TurnRate line from the AAT missle ordanance, but recently cleaned (I recalled this problem prior to munging, but after cleaning), so it will be a good time before I know if that fixed the issue. Even then, it would fix it by essentially hiding the autoaim, leaving my question unanswered.

If anyone has any idea how I would go about fixing this, I would be quite grateful.

Thanks in advance,

Parts

PS. please excuse any incoherency in my post, as Im way tired cause I was at the gym for a good few hours this morning, then I had a soccer game, and then I went surfing.
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Post by -_- »

make sure your AAT's missle odf file DOES NOT have a LockOffAngle.
PvtParts
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Post by PvtParts »

I just checked - it doesnt.

But, through my stupidity, I somehow managed to fix it.

The original cis_ missle odf had no turn rate, or really anyother defining lines in it, simply some damage and sound lines. I meant to put "TurnRate = 0" in the odf, but when I copied the command from the parent (I always copy out of laziness, and the fact that that way I know I dont have to worry about typos), I forgot to change 2.0 to 0. Somehow, this fixed it, even though it shouldn't be changing anything (I mean, I know it obviously did change something, but the command in the parent is identical to the one in the child, and they both have the same input - 2.0).

So, pardon this post being so abrupt, pointless, and just a matter with monkeying around with the odfs..but perhaps someone will have a similar problem..

Anyhow, thanks for the quick response -_-, and though I still dont know what in the hell cause this to occur, its fixed so im happy.

Hope this isnt a problem as far as useless threads, and if so you have my apologies

Parts
somen00b

Post by somen00b »

It sounds like you changed the common missle odf that all sides use instead of the fighter tank's missle odf. To fix it, restore the original com_weap_veh_missile.odf To add homing properties to the fightertank's and only the fighter tank's missles missles, find the file "rep_weap_hover_fightertank_missile" and follow the turtorial below. If you edit the common files, all sides will be effected.
To set up homing on any weapon with a "missle" class ordinance (like the fighter tank's missles) add the following lines:

TargetPerson = "0" //change to 1 if you want the weapon to lock on
//to this health type
TargetAnimal = "0"//change to 1 if you want the weapon to lock on
//to this health type
TargetDroid = "0"//change to 1 if you want the weapon to lock on
//to this health type
TargetVehicle = "0"//change to 1 if you want the weapon to lock on
//to this health type
TargetBuilding = "0"//change to 1 if you want the weapon to lock on
//to this health type

Next add the following lines and change them to suit your purposes

LockOnRange = "250.0" //from how far away you can lock on
LockOnAngle = "6.0" //from what angle of degrees from the reticule can you lock on
LockOffAngle = "10.0"// ??? set to a bit larger then your lockonangle
LockTime = "1.0" // howlong it takes to get a lock

Optional:
change classlabel to "cannon" if you don't want to see lock on graphics otherwise keep it at "launcher"

add the line: "ChargeSound = "com_weap_inf_rocket_launcher_tracking"
if you want to hear the rocket launcher lock on sound

If someone wants to add this to an FAQ go right ahead
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Post by crazytieguy »

Didn't you read the entire thread? If you did, then you would know that he has solved his problem. I would not think that he needs another solution when he already has implemented one that works exactly like he wants it to. I do not think that you would want a solution other than the ideal one. Also, I would expect that anyone with a decednt knowledge of modding (PvtParts included) would know that editing the "common" files will affect the global side. Next time, please read the entire thread before posting a solution, just in case the author already has one...
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Post by -_- »

*LOCKED*
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