Posted: Tue Dec 19, 2006 11:01 pm
depends, what did u have in mind?Dohnutt wrote:Sorry if it's already been asked, but could I request force powers (Actually, super powers)?
depends, what did u have in mind?Dohnutt wrote:Sorry if it's already been asked, but could I request force powers (Actually, super powers)?
Sweet thanksSBF_Dann_Boeing wrote:the first one is very easytrainmaster611 wrote:1)Ok you know the standard rep rifle? Can you beef up the bullets so they do like 1.5x the damage?
I know its the rife that Majin has in his RotE maps. Does anyone know what I'm talking about?SBF_Dann_Boeing wrote:, and i dont have a model of the rifle u speak of.trainmaster611 wrote:
2)And also you know that rifle the Commander Cody and the 212 hold on Utapau? Could you use those rifles and have them shoot out the standard bullets that the regular rifle would shoot out? I don't know if you have access to that model. If not I will look elsewhere.
3)Using the same rifle mentioned in #2, could you have it shoot out the same kind of laser thing that Princess Leia's gun shoots out?
hmm... ill try it out but i'm not sure if it's possible to have it completely black.GuitarMan wrote:The Blaster Rifle that the CIS Marines use taht shoots black bullets. 1 shot per round. 5 rounds. And upon impact the bullet will light your opponent on fire. It also has the sniper scope. If you can do this then thank you! :twisted:
same that you would for all?? You mean the com file not the cis file?SBF_Dann_Boeing wrote:same that u would for allElmo wrote:If i want to do this for the CIS what file would i modify>?
i think it could be possible but it would only work with tk on.authraw wrote:I would love a self-destruct weapon--when used, there is a huge explosion (the bigger the better) and the user is killed. Is that at all possible?
the first one is very easy, and i dont have a model of the rifle u speak of.trainmaster611 wrote:1)Ok you know the standard rep rifle? Can you beef up the bullets so they do like 1.5x the damage?
2)And also you know that rifle the Commander Cody and the 212 hold on Utapau? Could you use those rifles and have them shoot out the standard bullets that the regular rifle would shoot out? I don't know if you have access to that model. If not I will look elsewhere.
3)Using the same rifle mentioned in #2, could you have it shoot out the same kind of laser thing that Princess Leia's gun shoots out?
i dont exactly understand what you mean, but u would edit something_weap_inf_rocket_launcher_exp.odf depending on which side u want to edit.Elmo wrote:same that you would for all?? You mean the com file not the cis file?SBF_Dann_Boeing wrote:same that u would for allElmo wrote:If i want to do this for the CIS what file would i modify>?
i think it could be possible but it would only work with tk on.authraw wrote:I would love a self-destruct weapon--when used, there is a huge explosion (the bigger the better) and the user is killed. Is that at all possible?
the first one is very easy, and i dont have a model of the rifle u speak of.trainmaster611 wrote:1)Ok you know the standard rep rifle? Can you beef up the bullets so they do like 1.5x the damage?
2)And also you know that rifle the Commander Cody and the 212 hold on Utapau? Could you use those rifles and have them shoot out the standard bullets that the regular rifle would shoot out? I don't know if you have access to that model. If not I will look elsewhere.
3)Using the same rifle mentioned in #2, could you have it shoot out the same kind of laser thing that Princess Leia's gun shoots out?
[/sarcasm]Talibanman wrote:How about a Desert eagle that shoots nukes in full auto mode (60shots/sec)? the nukes would then burst and rain shrapnel on the whole map not even talking 'bout the explosion that would range over 20km and kill everyone inside the area. The shrapnel pieces would all turn into ninjarobots that shoot lazers from their eyes and slash everything with their katanas!
ive tried the grenade thing but i cant get it to workwazmol69 wrote:how about a more do-able one (lol talibanman).
could you make a thermal detonator that explodes on impact (dont have to weight for it to roll around then explode)....
....and also how it so if you fire a bullet out of a gun it sets someone on fire? that seems awesome lol
i dont know what you mean by triple modeplasmoidmonkey wrote:Triple mode rifle (not for any side, CIS rifle model)
Machine gun: just chaingun bolt and effect
Rapid-fire tri-shot: fires trishots at ridiculously high speeds
PEMP launcher: EMP launcher that's purple
The nuke grenade
A grenade that blows up like a normal grenade but three-hundred times bigger
I will be very appreciative if you do these.
i dont have the time to research how these weapons exactly are, but you'll find that there have been several types Machine guns made for people if u look closelydarthgunray wrote:halo weapons like the energy sword, machine gun, firearm ect.
Machine Gun[WeaponClass]
ClassLabel = "cannon"
[Properties]
AnimationBank = "rifle"
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
MinRange = "0"
OptimalRange = "0"
MaxRange = "0"
LockOnRange = "24.0"
LockTime = "0.4"
LockOnAngle = "1.0"
ZoomMin = "2.0"
ZoomMax = "2.0"
ZoomRate = "0.0"
YawSpread = "0.0"
PitchSpread = "0.0"
KickSpread = "0.25"
SpreadRecover = "5.0"
KickStrength = "0.25"
KickBuildup = "100.0"
SpreadPerShot = "0.1"
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 = "0.20"
HeatRecoverRate = "0.4"
HeatThreshold = "0.25"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "-1"
ReloadTime = "0.75"
ShotDelay = "0.06"
TriggerSingle = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
SalvoCount = "1"
ShotsPerSalvo = "3"
ShotPatternCount = "3"
ShotPatternPitchYaw = "-0.1 -0.8"
ShotPatternPitchYaw = "0.8 0.0"
ShotPatternPitchYaw = "-0.1 0.8"
OrdnanceName = "cis_weap_inf_wrist_blaster_ord"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashLightColor = "255 220 220 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
RecoilLengthLight = "0.3"
RecoilLengthHeavy = "0.2"
RecoilStrengthLight = "1.0"
RecoilStrengthHeavy = "0.4"
RecoilDecayLight = "0.0"
RecoilDecayHeavy = "0.0"
//************************************************
//******************* SOUND *****************
//************************************************
FireSound = "cis_weap_inf_wrist_trishot_fire"
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
ReloadSound = "com_weap_inf_equip_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
no changes to the ord or tracer file[WeaponClass]
ClassParent = "com_weap_inf_chaingun"
GeometryName = "rep_weap_inf_rifle.msh"
[Properties]
GeometryName = "rep_weap_inf_rifle"
HighResGeometry = "rep_1st_weap_inf_rifle"
OrdnanceName = "rep_weap_inf_chaingun_ord"
SecondaryOrdnanceName = "com_weap_inf_chaingun_tracer"
SecondaryOrdnancePeriod = 5
HeatRecoverRate = "0.25"
HeatThreshold = "0.2"
HeatPerShot = "0.001"
WarmUpTime = 0.5
CoolDownTime = 25.0
//******************************************************
//*************** SOUND ****************
//******************************************************
ReloadSound = "com_weap_inf_reload_lg"
ChangeModeSound = "com_weap_inf_equip_lg"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_lg"
JumpSound = "com_weap_inf_bazooka_mvt_jump"
LandSound = "com_weap_inf_bazooka_mvt_land"
RollSound = "com_weap_inf_bazooka_mvt_roll"
//ProneSound = "com_weap_inf_bazooka_mvt_lie"
SquatSound = "com_weap_inf_bazooka_mvt_squat"
//StandSound = "com_weap_inf_bazooka_mvt_getup"
WarmUpSound = "rep_weap_inf_chaingun_spin"
WarmUpSoundStartPitch = 0.5
WarmUpSoundFadeInTime = 0.2
WarmUpSoundFadeOutTime = 0.2
BarrelSound = "rep_weap_inf_chaingun_fire"
BarrelSoundFadeInTime = 0.2
BarrelSoundFadeOutTime = 0.1
no changes to the base or exp files.[OrdnanceClass]
ClassParent = "com_weap_inf_rocket_launcher_ord"
[Properties]
ExplosionExpire = "rep_weap_inf_rocket_launcher_exp"
ExplosionImpact = "rep_weap_inf_rocket_launcher_exp"
TrailEffect = "com_sfx_weap_rockettrail_purple"
LightColor = "250 18 220 150"
LightRadius = "4.0"
MaxDamage = "200.0"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.5" //How long in seconds the damage change lasts.
DamageFinalDamage = "400.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
TurnRate = "0.0"
WaverRate = "0.2"
WaverTurn = "0.015"
MinRange = "20"
OptimalRange = "60"
MaxRange = "100"
Contents of all_weap_inf_rifle_ord.odf[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "all_weap_inf_rifle.msh"
[Properties]
AnimationBank = "rifle"
GeometryName = "all_weap_inf_rifle"
HighResGeometry = "all_1st_weap_inf_rifle"
OrdnanceName = "all_weap_inf_rifle_ord"
SniperScope = 1
ZoomFirstPerson = 1
ZoomMin = "2.0"
ZoomMax = "8.0"
ZoomRate = "0.0"
ScopeTexture = "weapon_scope3"
SpreadPerShot = "0.05"
SpreadRecoverRate = "2.0"
SpreadThreshold = "3.0"
SpreadLimit = "0.75"
//******************************************************
//*************** SOUND ****************
//******************************************************
FireSound = "all_weap_inf_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
ProneSound = "com_weap_inf_rifle_mvt_squat"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
There, All Finished.[OrdnanceClass]
ClassParent = "com_weap_inf_rifle_ord"
[Properties]
LightRadius = "4.0"
LaserLength = "1.0"
LaserWidth = "0.5"
GlowLength = "3"
BlurLength = "5"
ImpactEffectSoft = "com_sfx_inf_damage_fire"
ImpactEffectRigid = "com_sfx_inf_damage_fire"
ImpactEffectShield =
"com_sfx_inf_damage_smoke"
AffectFriends = "1" // default is 1. should the ordnance affect
friends.
AffectEnemies = "1" // default is 1. should the ordnance
affect enemies.
PlayEffectOnOwnerAimer =
"com_sfx_weap_flamethrower_ord"
SmolderDamageRate = "50.0" // default is 0. the damage
rate for smoldering targets
SmolderEffectTimer = "5.0"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_head"
SmolderEffect = "com_sfx_inf_damage_fire"
SmolderBone = "bone_pelvis"
SmolderVanishDeath = "0"
MaxDamage = "75.0"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "2.0" //How long in seconds the damage change lasts.
DamageFinalDamage = "50.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
