Orbitalmine

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Aman/Pinguin
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Orbitalmine

Post by Aman/Pinguin »

Here's my idea:
I want to create a mine which starts an orbital attack when somebody steps on it.
Here's my problem:
I tried it but whatever I do, nothing happens when somebody steps on it.
Here's one of my try's:

com_weap_inf_landmine
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "mine"

[Properties]
GeometryName = "com_weap_inf_landmine_placed"

TrailEffect = "com_sfx_weap_grenade_red"
LightColor = "247 56 65 150"
LightRadius = "3.0"

ExplosionTrigger = "gam_weap_inf_remotedroid_destruct"
ExplosionDeath = "com_weap_inf_landmine_destroyed_exp"
ExplosionExpire = "com_weap_inf_landmine_destroyed_exp"

TriggerContact = "1"
TriggerRadius = "1.0"

HealthType = "Mine"

LifeSpan = "60.0"
NoLifeSpanDisplay = "1"

MaxHealth = "200"
Velocity = "0.0"
Gravity = "1.0"
Rebound = "0.0"
Friction = "1.0"

CollisionOtherSound = "com_weap_mine_land"

gam_weap_inf_remotedroid_destruct
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "destruct"

[Properties]
HUDTag = "hud_detpack_plunger"

RoundsPerClip = "1"

MaxPressedTime = "3.0"

InitialSalvoDelay = "0.0"

AimAzimuth = "0.0"
AimElevation = "70.0"
AimDistance = "600.0"

SalvoCount = "4"
SalvoDelay = "0.75"

ScatterDistance = "2.5"

StrikeOrdnanceName = "gam_weap_inf_orbital_attack_salvo_ord"

ChargeSound = "timer_countdown"
SelfDestructSoundPitch = "0.3"

gam_weap_inf_orbital_attack_salvo_exp
Hidden/Spoiler:
[ExplosionClass]
ClassLabel = "explosion"

[Properties]
WaterEffect = "watersplash_lg"

Damage = "500.0"
DamageRadiusInner = "10.5"
DamageRadiusOuter = "10.5"

Push = "10.0"
PushRadiusInner = "10.5"
PushRadiusOuter = "10.5"

Shake = "2.0"
ShakeLength = "1.0"
ShakeRadiusInner = "10.0"
ShakeRadiusOuter = "30.0"
Effect = "atat_explosion"

LightColor = "92 136 250 100"
LightRadius = "10.0"
LightDuration = "1.0"

SoundProperty = "com_weap_obj_med_exp"

VehicleScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.5"
AnimalScale = "1.0"

gam_weap_inf_orbital_attack_salvo_ord
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "bolt"



[Properties]
ExplosionName = "gam_weap_inf_orbital_attack_salvo_exp"
LaserTexture = "bluelaser_D"
LaserLength = "15.0"
LaserWidth = "0.75"
LaserGlowColor = "92 136 250 100"
LightColor = "92 136 250 100"
LightRadius = 7

LifeSpan = "3.0"
Velocity = "300.0"
Gravity = "0.0"
Rebound = "0.0"

MaxDamage = "1000.0"

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

OrdnanceSound = "com_weap_inf_ord_hum_lg"
CollisionSound = "imp_weap_ord_exp_lg"

I really hope somebody here can help me... maybe someone already created something like this?

- Pinguin/Aman
Last edited by Aman/Pinguin on Fri Oct 26, 2007 8:12 pm, edited 1 time in total.
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Frisbeetarian
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Re: Orbitalmine

Post by Frisbeetarian »

I haven't taken the time yet to analyze this yet, but I did notice that the first odf wasn't related to the other two at all.
Aman/Pinguin
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Location: Germany

Re: Orbitalmine

Post by Aman/Pinguin »

Oh, my fault... forgot to post one file...updated it ^^
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Frisbeetarian
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Re: Orbitalmine

Post by Frisbeetarian »

So the weapon you give the soldier is the first odf, a com_?
Aman/Pinguin
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Posts: 1104
Joined: Tue Jan 30, 2007 6:04 am
Projects :: Inactive
Location: Germany

Re: Orbitalmine

Post by Aman/Pinguin »

No i give the soldier the mine dispenser file, i didnt posted it because it's the default one
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Frisbeetarian
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Re: Orbitalmine

Post by Frisbeetarian »

In case you're still working on this, I finally found time to look at it.
The problem you may be having is that I'm not sure that you can use the command "explosiontrigger" and have it relate to something with a "[weaponclass]." The original weapon had an "[explosionclass]," and for that matter its "classlabel" was "explosion" where as you have one with "destruct."
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