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Combining Weapon Model and Weapon Effect
Posted: Wed Jun 13, 2007 5:54 pm
by Alpha
I want to do the following: make the force choke weapon have the same effect it does on units, but leave a lightsaber hilt in the blade of the user. Is th is possible? What I did was take the force choke ODF and give it the geometry of Yoda's lightsaber minus the blade. The game crashes when I attempt to use this weapon, however.
RE: Combining Weapon Model and Weapon Effect
Posted: Wed Jun 13, 2007 10:52 pm
by PvtParts
I can't explain or even try to figure it out (need sleep honors 10 exam tomorrow morning)...so ill just say if this is even possible, it would be a bit more complex than what you've done. They are two entirely different classes of weapons. Be a little clearer as to what you want done too..do you want the unit to choke when he is struck by the weapon, or do you want the saber model to simply remain in your units hand when he uses force choke?
RE: Combining Weapon Model and Weapon Effect
Posted: Thu Jun 14, 2007 4:27 am
by The_Emperor
Simply remain. You want to make it a device, right?
RE: Combining Weapon Model and Weapon Effect
Posted: Thu Jun 14, 2007 8:05 am
by Alpha
Yes. I want to make force choke a distance secondary weapon. The_Emperor is correct.
RE: Combining Weapon Model and Weapon Effect
Posted: Fri Jun 15, 2007 2:42 pm
by Master Fionwë
What I have to say kinda is the same as what Alpha is trying to get. Force Choke and the regen buff are somewhat the same class of weapons, could you make a weapon, say a gun, that fires off an ordnance, and the effect of it would be to heal/choke? Let's say I fire the gun, and it shoots a blue laser, and this blue laser hits a friendly unit, could one get it to work so that it would do almost the same thing as the regenbuff? If that would work, then there's no reason why the force choke idea wouldn't. Anyone know?
Maybe you could possibly make the lightsaber hilt the gun, base it off the pistol odf, and have it fire an invisible or hardly noticeable ordnance, which would then create the choke effect on the enemies that it hit. I'm working on something to that effect currently, except it does a heal instead of choke. I'll let you guys know if it works, and how I did it if it does.
Oh, and the lightsaber does stay in the hand when you use force choke/push/pull.
RE: Combining Weapon Model and Weapon Effect
Posted: Fri Jun 15, 2007 6:44 pm
by Alpha
If you get it, please post the ODF.
RE: Combining Weapon Model and Weapon Effect
Posted: Fri Jun 15, 2007 6:45 pm
by VF501
Force Choke is an area effect weapon. It has NO ordnance. Zip, nada zilch. So as a side affect it has no weapon geometry, just fire anims.
As for a healing beam, look at the fusion cutter, it can be set to heal people too. I think that a - damage laser would work too.
Posted: Fri Jun 15, 2007 7:22 pm
by MetalcoreRancor
Quite the challenge you have here. I'd say you could maybe take it in a different direction, and create a .combo with the lightsaber turned off, and tell it to choke? But it would not work too well as a secondary weapon =/
Posted: Fri Jun 15, 2007 7:39 pm
by PvtParts
okay heres what i have:
From my earlier work with fusion cutters and an attempt at a working bacta gun I can tell you this: Fusion Cutter is a very specific type of weapon, designated: "Repair" (if I remember correctly).
Yes you can heal people with it. I have done it in my maps (if you are on the droid army, you can use the fusion cutter to repair yourself, vehicles, fellow droids, anything)..and if your fighting the droid army (ie a clone trooper) you can use it to dismantle droids (along with the regular repair of vehicles etc).
Somewhere around here psych0fred posted the different heal-unit class commands. It was in a thread I posted asking for said commands. You can use these to designate the fusion cutters effect on almost every type of ingame dynamic entity.
Next topic: area of effect.
I had tried to get my radiation launcher to have to effects: 1 being a small, powerful (i.e. high damage) ordinance, and the second, being an a larger, slow health drain area of effect type ordinance. I was never able to get this to work. I mean, it was easy for a main ordinance, but something about the area of effect (AoE) screwed the odf and it just wouldn't work..leading me to believe that, much like the fusion cutter, AoE's are extremely specific, and as such you can't very well tie them in to general ordinances.
(For those of you who dont know, a weapon can in fact have to ordinances, and this can be done in a number of ways, the simplest being a quick reference; "SecondaryOrdinance =" in your odf.)
So, honestly, I dont know how the hell you can do this. But hopefully (I tied quickly so maybe read it over if you didnt understand everything) what I've said helps you understand better.
Posted: Fri Jun 15, 2007 11:54 pm
by Alpha
Would it be possible to add the dismantling function you used with the republic vs droids to a lightsaber hilt and give it limited range but apply to organic units? The force choke reaction isn't necessary, but desirable.
Posted: Sat Jun 16, 2007 4:23 pm
by PvtParts
Dismantleing..ahh...well that was a fancy way of saying I gave the repair value for droids a negative number (the same tactic used for mines).
But I think perhaps you might. Again though, repair is a very specific weapon. You'd have to look in the fusion cutter odfs and see if there is any range/etc settings.
However, I dont know how the hell you would get a lightsaber (at least one with a combo) to do that. You could replace the fusion cutter with a lightsaber model, and set up the odfs to work appropriately. Then, you could set it up as a completely different weapon. So the players primary weapon would be his lightsaber (w/ combo) and one of his secondarys would be the "fusion cutter saber" that would have the desired health loss function.
I would just toy around with things, brainstorm some ideas, and see if you can translate them ingame. Just play with the files and see what you can get.
Posted: Sat Jun 16, 2007 9:22 pm
by Alpha
So could I:
1. Open the Fusion Cutter ODF
2. Change the geometry to that of a lightsaber hilt
3. Change the "repair value" to negative
Will this work on human units?
Posted: Sat Jun 16, 2007 10:16 pm
by PvtParts
should work. look up that thread where psycho posted the different unit references...
well nvm. i just searched the forums, found
the thread, but for some reason psycho's post is gone. If you read it my second post responded to the list that should be there. Weird...?
Anyhow, you should pm him and ask him for the list.
Its a bunch of stuff like:
Code: Select all
VehicleHealth = 400
BuildingHealth = 400
BuildingBuild = 400
BuildingRebuild = 400
DroidHealth = -100
MineHealth = -1000
That is an excerpt from my republic side fusion cutter odf. It adds health to vehicles, buildings, etc. And destroys mines and droids. Note that the rate of health drain isn't -100 per second, its actually much much slower. So depending on what your unit's health are (my droids are a lot weaker than anyone else's) you may want to bump that up to -200 or maybe more.
Posted: Sat Jun 16, 2007 11:59 pm
by Master Fionwë
I can't tonight, as I'm going to hit the sack soon, but I'll test the bacta gun out in the morning, and if it works I will post the odfs. I have two weapons each with a different idea on how to get this to work, so hopefully one will.
Edit:
It worked, both of them.
Here's the bacta gun odf:
[WeaponClass]
ClassLabel = "cannon"
GeometryName = "rep_weap_inf_medkit.msh"
[Properties]
GeometryName = "rep_weap_inf_medkit"
HighResGeometry = "rep_weap_inf_medkit"
HUDTag = "rep_weap_inf_medkit"
OrdnanceName = "rep_weap_inf_bacta_gun_ord"
AnimationBank = "rifle"
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "1"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"
MinRange = "0"
OptimalRange = "5"
MaxRange = "10"
LockOnRange = "40.0"
LockTime = "0.4"
LockOnAngle = "1.0"
ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"
YawSpread = "0.4"
PitchSpread = "0.4"
SpreadPerShot = "1.1"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"
StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"
HeatPerShot = "0.0"
HeatRecoverRate = "0.0"
HeatThreshold = "0.0"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "5"
ReloadTime = "2.75"
ShotDelay = "0.1"
TriggerSingle = "1"
MaxPressedTime = "0.0"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashLightColor = "255 192 192 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
//******************************************************
//*************** SOUND ****************
//******************************************************
MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
FireSound = "rep_weap_inf_commando_pistol_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = ""
ChargeSound = ""
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
The bacta gun ord odf:
[OrdnanceClass]
ClassLabel = "emitterordnance"
[Properties]
BuffHealthTimer = "20"
BuffHealthRate = "25"
AffectFriends = "1"
AffectEnemies = "0"
LaserTexture = "rep_laser_blue"
LaserGlowColor = "18 44 239 100"
LightColor = "18 44 239 100"
LaserLength = "5.0"
LaserWidth = "0.1"
GlowLength = "3.0"
BlurLength = "5.0"
LightRadius = "4.0"
GlowLength = "3"
BlurLength = "5"
ImpactEffectSoft = "rep_sfx_weap_healbubble_exp"
ImpactEffectRigid = "rep_sfx_weap_healbubble_exp"
ImpactEffectStatic = "rep_sfx_weap_healbubble_exp"
ImpactEffectTerrain = "rep_sfx_weap_healbubble_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "rep_sfx_weap_healbubble_exp"
ExpireEffect = "rep_sfx_weap_healbubble_exp"
LifeSpan = "0.8"
Velocity = "50.0"
MaxDamage = "0.0"
VehicleScale = "0.0"
ShieldScale = "0.0"
PersonScale = "1.0"
DroidScale = "0.0"
BuildingScale = "0.0"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.0" //How long in seconds the damage change lasts.
DamageFinalDamage = "0.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "0" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "0 0 0 0" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "0 0 0 0" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.
OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"
BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
The medic gun odf:
[WeaponClass]
ClassLabel = "cannon"
GeometryName = "rep_weap_inf_medkit.msh"
[Properties]
GeometryName = "rep_weap_inf_medkit"
HighResGeometry = "rep_weap_inf_medkit"
HUDTag = "rep_weap_inf_medkit"
OrdnanceName = "rep_weap_inf_medicgun_ord"
AnimationBank = "rifle"
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "1"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"
MinRange = "0"
OptimalRange = "5"
MaxRange = "10"
LockOnRange = "40.0"
LockTime = "0.4"
LockOnAngle = "1.0"
ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"
YawSpread = "0.4"
PitchSpread = "0.4"
SpreadPerShot = "1.1"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"
StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"
HeatPerShot = "0.0"
HeatRecoverRate = "0.0"
HeatThreshold = "0.0"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "5"
ReloadTime = "2.75"
ShotDelay = "0.1"
TriggerSingle = "1"
MaxPressedTime = "0.0"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashLightColor = "255 192 192 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
//******************************************************
//*************** SOUND ****************
//******************************************************
MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
FireSound = "rep_weap_inf_commando_pistol_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = ""
ChargeSound = ""
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
And it's ord:
[OrdnanceClass]
ClassLabel = "emitterordnance"
[Properties]
ConeLength = "2"
ConeAngle = "3"
FirstRadius = "0.0"
MaxTargets = "5" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "1" // No chaining - all bolts coming from the attacker
//OrdnanceSound = "com_weap_launcher_energy_dumbfire"
Damage = "0" // This is the min damage. Even if the initial damage is split between the number of targets, it will never go below this number for each target
MaxDamage = "0" // This is the max damage
JumpDeduction = "0" // No jump deduction. This is for chaining only
DamageThreshold = "0" // Always do damage (no threshold)
MaxJumpDistance = "0" // No max jump distance because the chaining is off
VehicleScale = "0.0"
ShieldScale = "0.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "0.0"
BuildingScale = "0.0"
//BuffDefenseTimer = "20"
//BuffDefenseMult = "0.3"
BuffHealthTimer = "5"
BuffHealthRate = "15"
//DebuffDamageTimer = "40"
//DebuffDamageRate = "500"
//BuffOffenseTimer = "20"
//BuffOffenseMult = "1.5"
Push = "0.0"
AffectFriends = "1"
//LightningEffect = ""
//LightningEffectScale = "0.25"
//NoTargetLightningEffectCount = "5" // The number of ligthning effects to display when the ordinance has no targets to hit
//NoTargetLightningEffectRandomSpread = "0.4" // The random rotation spread the ligthning effects does when the ordinance has no targets to hit
And that's not all. I'm working on making an effect for it to fire, kinda like the flame thrower. You'll see it in my Republic side in a few days, but any allies touched by it will get a temporary regen. I'm also working on another idea, a bacta grenade launcher. It fires off a small bacta tank which, upon hitting something bursts apart creating a healing mist. None of these work on droids, because droids didn't use bacta, but that can be changed. My original intention was for it to be a fusion cutter like weapon, but I couldn't figure that out, so this is what I've come up with.
Please tell me that no one else has done something like this before in a mod/map.
Enjoy!
P.S. If anyone wants to use this in a mod of theirs, with the effects and the model, just pm me or contact me in the forums, and I'll give them a link to the download page with it, and the other two ideas if they work as well, along with the force heal that I'm going to make.
A quick question however, in the conversion pack, a cut content selection was added to the campaign menu screen ingame. In that section are a bunch of pictures, some of weapons. Now, I've found the rifle, rocket launcher and fusion cutter models that are in some of those pics, but I haven't been able to find the bacta gun model that is in a pic. I found something else that works really well, but this particular model that I'm asking about would work better for something else that I have in mind. Does anyone know where it is located in the mod tools, and if it's not there, where could I get it? Thanks!