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Ordinance with Object Geometry
Posted: Sun May 21, 2006 7:01 pm
by jangoisbaddest
Having seen the TIE fighter kamikazie squadron, I know this is possible, but don't know how exactly. Is there a specific ordinance class that needs to be utilized in order to be able to use a msh? Specifically one that will explode upon impact?
RE: Ordinance with Object Geometry
Posted: Sun May 21, 2006 8:08 pm
by Big_rich
impacteffect = (explosion name) is that what u mean?
Posted: Sun May 21, 2006 8:20 pm
by -_-
Okay, you know, when you shoot missles? There's a line in the ord specifying what geometry to use. Change the .msh called to the you want to use, and it'll work.
Posted: Sun May 21, 2006 9:42 pm
by jangoisbaddest
RIght. I just can't get anything to work with the orbital strikes. There's no ordinance, no explosion, ar anything. I'm using psychofred's binnocular version. I guess I just need to know how an orbital strike works.
Posted: Sun May 21, 2006 10:00 pm
by -_-
I think I made a missile strike with those files once. Let me check on it, then I can give you something to reference to.
Posted: Sun May 21, 2006 10:01 pm
by jangoisbaddest
Thanks a bunch

!
Posted: Sun May 21, 2006 10:10 pm
by -_-
Since you mentioned using Fred's files, this would be pretty straight forward. Assumig you havent done any renaming of the files, do the following to
imp_weap_inf_orbital_attack_salvo_ord.odf First, change the classlabel to
ClassLabel = "missile"
And add this line into ur odf
GeometryName = "call_msh_from_side_msh_folder"
And there ya have it

Posted: Sun May 21, 2006 10:25 pm
by jangoisbaddest
I kno i mentioned using fred's files, but those files aren't working for me. Perhaps there's a TIE kamikazie squadron ODF(s) I can look over that's already working in BFII - or even a plain orbital strike? Because nothing is happening when I test Fred's strike, even as - is; no lasers, no nothing - just my arm that moves like it's throwing something. The files I have from fred are for BFI.
Posted: Sun May 21, 2006 10:33 pm
by -_-
I'm suprised
Actually the files work, you just need to redo the actual starting point .odf. I've personally changed the the odf quite a bit so that it shoots like a rifle instead of a grenade toss throw. Okay, too much blabbering, more referenc for ya.
sky_weap_inf_ghost_rifle wrote:
[WeaponClass]
GeometryName = "your_weapon_choice.msh"
[Properties]
GeometryName = "your_weapon"
HighResGeometry = "your_weapon_hig_res"
OrdnanceName = "imp_weap_inf_orbital_attack_ord"
FirePointName = "hp_fire"
[WeaponClass]
ClassLabel = "cannon"
[Properties]
ScoreForMedalsType = 4
MedalsTypeToLock = 4
AnimationBank = "rifle/pistol"
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
MinRange = "8"
OptimalRange = "64"
MaxRange = "128"
AIUseBubbleCircle = "1"
AIBubbleSizeMultiplier = "0.6"
LockOnRange = "0.0"
LockTime = "0.0"
LockOnAngle = "1.0"
ReticuleInAimingOnly = 1
SniperScope = 1
ZoomFirstPerson = 1
ZoomMin = "2.0"
ZoomMax = "8.0"
ZoomRate = "0.0"
YawSpread = "0.0"
PitchSpread = "0.0"
KickStrength = "0.0" // "2.0"
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"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "?"
ReloadTime = "?"
ShotDelay = "?"
TriggerSingle = "1"
MaxPressedTime = "?"
HeatPerShot = "?"
HeatRecoverRate = "?"
HeatThreshold = "?"
I've took many of the parts out due to, well, secret projects

Posted: Sun May 21, 2006 11:29 pm
by jangoisbaddest
That was a great idea! Okay, I'm getting explosions now, but still no falling ordinance. I did precisely what you said - replaced beam with missile, then put in my new msh, making sure it was in the side's msh folder (i also looked over the BFrontII log - there wasn't anything saying it couldn't find the texture). Oh, and the only reason why I finally got the explosions working at least was because he had these lines commented out:
AimAzimuth = "0.0"
AimElevation = "70.0"
AimDistance = "600.0"
But I still don't understand why the ordinance isn't working. Here's the ord file for the actual salvo:
[OrdnanceClass]
//This area defines the ordnances class and the effects associated with it.
ClassLabel = "missile"
[Properties]
ExplosionName = "imp_weap_inf_orbital_attack_salvo_exp"
GeometryName = "don't want anyone to see this, but it is a prop"
LaserTexture = "greenlaser_D"
//ImpactEffect = "med_cannon_impacts"
LaserLength = "15.0"
LaserWidth = "0.75"
LaserGlowColor = "61 252 56 100 100"
//*RANGE* (Velocity * Lifespan = range)
//"LifeSpan" is the amount of time in seconds the ordnance will be in play
//"Velocity" is the speed at which the ordance travels in the direction fired
LifeSpan = "3.0"
Velocity = "300.0"
Gravity = "0.0"
Rebound = "0.0"
//*DAMAGE* (Damage * Soak = DamageDealt)
//"MaxDamage" is the unmodified amount of damage the ordnance can inflict.
//"AreaOfEffect" is the blast radius in meters from the center.
//"Soak", all three kinds, indicates the ordnances effectiveness against it's target
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"
Mayby it has something to do with the laser command lines? I tried commenting them out, but that made no difference.
Posted: Sun May 21, 2006 11:44 pm
by -_-
Okay, since I'm too lazy to go through all the procedure of troubleshooting your progress, make a backup of your imp_weap_inf_orbital_attack_salvo_ord.odf, and replace that file's content with this. And munge.
[OrdnanceClass]
ClassLabel = "missile"
[Properties]
ImpactEffectWater = "watersplash_md"
LightColor = "18 85 239 150"
LightRadius = "4.0"
GeometryName = "com_weap_missile"
ExplosionName = "explosion_odf"
TrailEffect = "smoketrail_blue"
LifeSpan = "8.0"
TurnRate = "2.0"
Velocity = "55.0"
Gravity = "0.0"
Rebound = "0.0"
WaverRate = "0.0"
WaverTurn = "0.0"
Damage = "800"
VehicleScale = "1.1"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.25"
AnimalScale = "1.0"
OrdnanceSound = "com_weap_inf_ord_hum_rocket"
If this works, then ya, it works. Replace what the Geometry is calling. To specify how many of your objects comes down in one shot, these are the lines to look for in the base weapon odf.
SalvoCount = "4"
SalvoDelay = "0.75"
Posted: Mon May 22, 2006 12:35 am
by jangoisbaddest
wtf? it went back to doing nothing again! I don't understand! Half the time the beacon isn't even fired, and even when it is, nothing happens! The only thing I can figure is that the ODF is calling for something that is different/not there in BFII for the lasers, so I'm just not seeing them as they hit - but they must be hitting, because I'm seeing the explosions. That means it's not even recognizing missiles, because there are no explosions for them. Wierd.
Posted: Mon May 22, 2006 12:36 am
by -_-
Okay, why dont you just pm me whatever you are trying to do and I'll fix it up for ya.
1 question
Posted: Mon May 22, 2006 12:49 pm
by busterkinkade
So where do you ge these binoculars from?
RE: 1 question
Posted: Mon May 22, 2006 1:06 pm
by Teancum
Hey, since we're sort of on the subject of the Orbital Strike, what do you guys think of me giving the new Commander Units (from the BF1 Conversion Pack) an 'Ion Painter' (rocket launcher model) that when you fire, creates a place for the Orbital Strike to fire? I thought it much more fitting for the Commander. My plan for the final version of the Recon/Commander units goes as follows (so you know):
Recon Units:
-Remove remote droid (doesn't work anyways)
-Decrease duration of Invisibility -- Rename it to 'Active Camoflauge'
-Increase Sniper Range (first click)
Commander Units:
-Remove Rocket Luancher
-Replace R.L. with 'Ion Painter' -- Looks like a Rocket Launcher, but when you fire, a beam comes out. Wherever it hits, an Orbital Strike happens. Infinite Ammo, but weapon overheats with one shot and takes about 3-5 minutes to cool down (does that sound fair enough?)
-Decrease pistol power (2-shot minimum to kill --- was 1-shot kill)
What happens if you hit someone by accident?
Posted: Mon May 22, 2006 1:36 pm
by busterkinkade
What happens if you hit someone by accident?
RE: What happens if you hit someone by accident?
Posted: Mon May 22, 2006 1:51 pm
by Teancum
I'm not sure what you mean. The ordnance (painting laser) that comes out of the trooper's weapon won't have any damage. The Orbital Strike sends about 20 lasers down to a general area near where the painting laser hit. So anyone there with low health is toast.
RE: What happens if you hit someone by accident?
Posted: Mon May 22, 2006 1:56 pm
by busterkinkade
But surely, if it is still a projectile that when it hits something, it activates this ability, wouldn't it be the same for units, not just the ground or terrain.
RE: What happens if you hit someone by accident?
Posted: Mon May 22, 2006 2:28 pm
by Teancum
Yeah, but it doesn't track the units once you start the Orbital Strike itself. So if the unit moves from the position it was when you hit it with the Ion Painter it won't matter. It will go where he was, not following him.
Posted: Mon May 22, 2006 5:47 pm
by -_-
Hey Tean, I think I got something like that working. Not a beam, but more like a glowing marker on whatever it needs to hit.