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Posted: Tue Dec 19, 2006 11:01 pm
by SBF_Dann_Boeing
Dohnutt wrote:Sorry if it's already been asked, but could I request force powers (Actually, super powers :P)?
depends, what did u have in mind?

Posted: Wed Dec 20, 2006 8:03 am
by Talibanman
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!
:)

Posted: Wed Dec 20, 2006 2:39 pm
by wazmol
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).

Posted: Wed Dec 20, 2006 3:52 pm
by trainmaster611
SBF_Dann_Boeing wrote:
trainmaster611 wrote:1)Ok you know the standard rep rifle? Can you beef up the bullets so they do like 1.5x the damage?
the first one is very easy
Sweet thanks
SBF_Dann_Boeing wrote:
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?
, and i dont have a model of the rifle u speak of.
I know its the rife that Majin has in his RotE maps. Does anyone know what I'm talking about? :|

Posted: Wed Dec 20, 2006 4:58 pm
by PvtParts
Yes its the DC-15S Blaster Carbine Model from 00M-9. Search teh forusm!

Posted: Wed Dec 20, 2006 5:10 pm
by GuitarMan
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:

Posted: Wed Dec 20, 2006 7:30 pm
by SBF_Dann_Boeing
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:
hmm... ill try it out but i'm not sure if it's possible to have it completely black.

Posted: Wed Dec 20, 2006 7:40 pm
by Elmo
SBF_Dann_Boeing wrote:
Elmo wrote:If i want to do this for the CIS what file would i modify>?
same that u would for all
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?
i think it could be possible but it would only work with tk on.
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?
the first one is very easy, and i dont have a model of the rifle u speak of.
same that you would for all?? You mean the com file not the cis file?

Posted: Wed Dec 20, 2006 8:00 pm
by GuitarMan
Okay. if you cannot make it all black, then the parts taht aren't...... make red. If that's okay.

Posted: Wed Dec 20, 2006 8:49 pm
by SBF_Dann_Boeing
Elmo wrote:
SBF_Dann_Boeing wrote:
Elmo wrote:If i want to do this for the CIS what file would i modify>?
same that u would for all
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?
i think it could be possible but it would only work with tk on.
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?
the first one is very easy, and i dont have a model of the rifle u speak of.
same that you would for all?? You mean the com file not the cis file?
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.

And Guitarman, i think i can have it black and red so that would look cool. if that doesnt work ill just make it red. but i can easily make it set people on fire and also give it a sniper scope.

Posted: Wed Dec 20, 2006 8:55 pm
by GuitarMan
YIPPIE! *gets excited like a like a little schoolgirl* :P

Posted: Thu Dec 21, 2006 2:55 am
by Talibanman
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!
:)
[/sarcasm]

Posted: Thu Dec 21, 2006 6:40 am
by wazmol
@ SBF_Dann_Boeing: did you see my post about the thermal detonators and also how do you add it so if you fire a bullet out of a gun it sets someone on fire? that seems awesome lol

Posted: Thu Dec 21, 2006 12:41 pm
by plasmoidmonkey
Here are a couple requests from me...

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.

Posted: Thu Dec 21, 2006 3:53 pm
by darthgunray
halo weapons like the energy sword, machine gun, firearm ect.

Posted: Thu Dec 21, 2006 5:46 pm
by SBF_Dann_Boeing
wazmol69 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
ive tried the grenade thing but i cant get it to work

and for the flame-bullets you change the impact effects, and add a smolder effect
plasmoidmonkey 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 know what you mean by triple mode
but the rest of ur requests sound possible. I'll try to see if i have time to do them.
darthgunray wrote:halo weapons like the energy sword, machine gun, firearm ect.
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 closely

Posted: Thu Dec 21, 2006 5:49 pm
by SBF_Dann_Boeing
For Plasmoidmonkey:

Rapid-fire Trishot

Contents of cis_weap_inf_wrist_trishot.odf
[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"
Machine Gun

Contents of rep_weap_inf chaingun
[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 ord or tracer file

Purple Emp Launcher (PEMP)

Contents of rep_weap_inf_emp_launcher_ord.odf
[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"
no changes to the base or exp files.

For GuitarMan:

Flamerifle
(I could not turn the laser color black, it would turn transparent instead, but the it does set people on fire, it does have a sniper scope, and the laser color is red)

Contents of all_weap_inf_rifle.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"
Contents of all_weap_inf_rifle_ord.odf
[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.
There, All Finished.

I'm sorry to say that I will no longer be available to take your weapon requests after this point. I will be going on vacation tomorrow. For those of you who have any questions about your requests that have already been made, please PM me and I will try to answer you upon my return. I wish you all a merry christmas and happy holidays.

Posted: Thu Dec 21, 2006 5:57 pm
by wazmol
ok thanks for what you have done 'dann'

and a merry christmas to you to

Posted: Thu Dec 21, 2006 7:43 pm
by Razgriz
Image
KX-80
I would really enjoy if this was in my movie

Posted: Thu Dec 21, 2006 7:58 pm
by SBF_Dann_Boeing
sorry, I can't model things with XSI