An Interesting discovery..re-creating orbital blasts

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
MetalcoreRancor
Brigadier General
Brigadier General
Posts: 628
Joined: Thu Jun 07, 2007 11:13 am
Projects :: No Mod project currently.
Games I'm Playing :: swbf origin
xbox live or psn: No gamertag set

An Interesting discovery..re-creating orbital blasts

Post by MetalcoreRancor »

Upon discovering a guide to advanced techniques in the All yoou need to know FAQ, I saw something on cluster bombs, and using dispensible turrets to "explode" into more grenades. Being the inventor I am, I played around with this concept and came up with an idea to get this moving weapon to fire a high-yield laser downwards, essentially becoming an orbital blast..

I have done so! The drawback, is trying to get it so it will fire the weapon downwards, or at the very least aim at enemies. So far it just randomly shoots off.

The "turret" that fires the weapon:

(credit to Skyhammer_216 for the original coding and concept)
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "portableturret"
GeometryName = "com_weap_inf_seismic_mine.msh"

[Properties]

LifeTime = "1.1" //turret blows up 1.1 seconds after being thrown. Gives the illusion that an explosion launches bomblets.
Velocity = "10.0"
Gravity = "1.35"
Rebound = "0.1"
Friction = "3.0"

BUILDINGSECTION = "BODY"
GeometryName = "com_weap_inf_seismic_mine"
ExplosionName = "gar_weap_inf_thermaldetonator_exp" //custom effects used for this. This is what controls what the 'bombs' intial explosion is.
ExplosionExpire = "gar_weap_inf_thermaldetonator_exp"

BUILDINGSECTION = "TURRET1"

TurretNodeName = "aimer_y"

TURRETSECTION = "TURRET1"

PilotType = "self"
Controllable = "0" //<<IMPORTANT!!!
AutoFire = "1" //<<IMPORTANT!!!

WeaponName = "all_weap_inf_clusterblast1" //the weapon the turret uses. Launches the secondary bomblets.
WeaponAmmo = "1"

AimerNodeName = "aimer_x"
FirePointName = "hp_fire"
The weapon of the turret:
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_thermaldetonator"

GeometryName = "gar_weap_inf_thermaldetonator.msh"

ClassLabel = "cannon"

[Properties]

GeometryName = "gar_weap_inf_pistol"


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

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "0"
BarrageMin = "3"
BarrageMax = "8"
BarrageDelay = "1"
AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "1"
AITargetBuilding = "0"



OrdnanceName = "imp_weap_walk_atat_cannon_head_ord"
InitialSalvoDelay = "1.0" //used to control when the ordnance fires (in this case, cluster bomblets, 1 second after throwing the bomb)
RoundsPerClip = "1" //number of bomblets to be used.

SalvoCount = "1" // together with RPC, controls bomblet count.
Any ideas on how to get it to target enemies, or fire in a pre-determined direction?
User avatar
Sky_216
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2086
Joined: Mon Feb 13, 2006 3:28 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: An Interesting discovery..re-creating orbital blasts

Post by Sky_216 »

Remove the line 'Controllable' from the turret might help. Also I'm a bit hazy as to what exactly this does, could you post a video or at least a picture of it?
And please be aware that this kind of weapon will count kills to the turret, not to you, unless under certain circumstances. If you want a working cluster bomb gun (doesn't look quite so good but kills do still count) download the new weapons pack of filefront. May help you for this weapon too.
MetalcoreRancor
Brigadier General
Brigadier General
Posts: 628
Joined: Thu Jun 07, 2007 11:13 am
Projects :: No Mod project currently.
Games I'm Playing :: swbf origin
xbox live or psn: No gamertag set

Re: An Interesting discovery..re-creating orbital blasts

Post by MetalcoreRancor »

I'm more or less leaning now towards setting the thing up so it will actually cause a orbital strike to arrive on the destination that it explodes at. But I'll check out the pack nonetheless. =)
User avatar
Sky_216
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2086
Joined: Mon Feb 13, 2006 3:28 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: An Interesting discovery..re-creating orbital blasts

Post by Sky_216 »

Right...so it blows up and orbital strikes fall down from the sky onto where it blew up?
Or it blows up and fires orbital strike lasers itself?
MetalcoreRancor
Brigadier General
Brigadier General
Posts: 628
Joined: Thu Jun 07, 2007 11:13 am
Projects :: No Mod project currently.
Games I'm Playing :: swbf origin
xbox live or psn: No gamertag set

Re: An Interesting discovery..re-creating orbital blasts

Post by MetalcoreRancor »

Yeah, the blast will reign down on whereever you threw the thing at, and it explodes, the strike will come down on that spot.
User avatar
Sky_216
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2086
Joined: Mon Feb 13, 2006 3:28 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: An Interesting discovery..re-creating orbital blasts

Post by Sky_216 »

Then just ignore the whole autoturret thing. It's pretty easy to do it. Get the cluster bomb or orbital beacon (or the orbital strike binoculars from ARC_commander), give the beacon a short life (however long you want until it explodes), give it an explosion name and an ordnance to use for the orbital strike. It's basically the cluster bomb gun (actually uses orbital strikes) but with the orbital strike ordnance changed and the target distance changed. If you can't figure it out yourself I'll send you one that works (with a gun...can be changed to a beacon easily enough).
Post Reply