Axe.odf problem

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acryptozoo
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Axe.odf problem

Post by acryptozoo »

i was adding a geonosain with an vibro axe to my local side but
ingame it showsn up with the axe but it does no damage at all
any ideas on whats wrong

thanks in advance

tat_vibro_ax.odf
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "melee"
GeometryName = "tat_vibro_ax.msh"
[Properties]

GeometryName = "tat_vibro_ax"
ComboAnimationBank = "human_sabre melee gam_inf_axe"

DeflectEffect = "com_sfx_sabredeflect"
DeflectSound = "imp_weap_lightsabre_deflect"

FirePointName = "hp_fire1"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "lightshadowsabre"
//LightSaberTrailColor = "240 250 45 128"

FirePointName = "hp_fire2"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "lightshadowsabre"
//LightSaberTrailColor = "240 250 45 128"

HUDTag = "hud_lightsaber"
RoundsPerClip = "0"
ReloadTime = "0.0"

LockOnRange = "60.0"
LockTime = "0.4"
AutoAimSize = "1.0"

MinRange = "0"
OptimalRange = "2.0"
MaxRange = "4"

HitEffect = "com_sfx_sabrehit"
AddHitEffect = "com_sfx_bif" // hooya
AddHitEffect = "com_sfx_zap"
AddHitEffect = "com_sfx_blammo"
AddHitEffect = "com_sfx_pow"

HitSound = "imp_weap_lightsabre_hit"
OnSound = "com_inf_saber_ambient"
TurnOnSound = "com_inf_saber_on"
TurnOffSound = "com_inf_saber_off"

MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"

AutoTurnScreenDist = 0.05
AutoPitchScreenDist = 0.2

ShieldScale = "5.0"
HealthScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
ArmorScale = "1.0"
VehicleScale = "1.0"
BuildingScale = "1.0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
and if nesissary my units odf
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "gen_inf_geonosian.msh"

[Properties]
FootWaterSplashEffect = "com_sfx_watersplash_sm"
WaterSplashEffect = "com_sfx_watersplash_md"
WakeWaterSplashEffect = "com_sfx_watersplash_wade"

//this keeps the player from entering first person with this char
forcemode = 1

Label = "AgroGeonosian"
UnitType = "trooper"
IconTexture = "rep_htrooper_icon"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "gen_inf_geonosian"
GeometryLowRes = "gen_inf_geonosian_low1"
SkeletonName = "geo"
SkeletonLowRes = "geolz"

ControlSpeed = "jet 1.50 1.25 1.25"

JetDuration = "6000.0" //The duration of the jet push, until its turned off
JetJump = "8.0" //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetEffect = "geo_wingsfly"
JetType = "hover"
JetFuelRechargeRate = "0.03" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.1" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.2" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.3" //minimum fuel to perform a jet jump(fuel is 0 to 1)

IgnoreHintNodes = 1

CAMERASECTION = "STAND"

EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.25 3.5"
TiltValue = "10"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.6 0.0"
TrackCenter = "0.0 1.6 0.0"
TrackOffset = "0.0 -0.25 3.5"
TiltValue = "10"

CAMERASECTION = "PRONE"

EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 -0.25 3.0"
TiltValue = "10"

MaxHealth = 100.0

Acceleraton = 30.0
MaxSpeed = 8.0
MaxStrafeSpeed = 6.0
MaxTurnSpeed = 2.25

WeaponName1 = "tat_vibro_ax"
WeaponAmmo1 = 0

CollisionScale = "0.0 0.0 0.0"

NoEnterVehicles = 1

HurtSound = "geo_inf_hurt"
DeathSound = "geo_inf_die"
//LeftFootstepSound = "soldierstepleft"
//RightFootstepSound = "soldierstepright"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
WaterWadingSound = ""
ShockFadeOutTime = ""
ShockFadeOutGain = ""
ShockFadeInTime = ""
ShockSound = ""
RollSound = ""
JumpSound = ""
LandSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
LowHealthThreshold = ""
EngineSound = "geo_inf_fly_parameterized"
TurnOnSound = ""
TurnOffSound = ""
FoleyFXClass = "cis_inf_droid"

AISizeType = "HOVER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.20
EDIT: i found out they kill Ai with ease
but they only can kill humans from behind
Last edited by acryptozoo on Fri Nov 26, 2010 11:28 am, edited 1 time in total.
CressAlbane
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Re: Axe.odf problem

Post by CressAlbane »

Are you sure you have the right hardpoints/animations for your axe?
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acryptozoo
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Re: Axe.odf problem

Post by acryptozoo »

CressAlbane wrote:Are you sure you have the right hardpoints/animations for your axe?
im pretty sure the hard points are right (but then again they might not be )
hrmm.... mabye thats whay they can only kell humans from behind
ill check them again
and the anims work ingame
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DarthD.U.C.K.
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Re: Axe.odf problem

Post by DarthD.U.C.K. »

if you are using the gammorean axe you have to use "hp_fire" and remove the second firepointsection from the odf
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acryptozoo
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Re: Axe.odf problem

Post by acryptozoo »

DarthD.U.C.K. wrote:if you are using the gammorean axe you have to use "hp_fire" and remove the second firepointsection from the odf
tryed that it stays the same but now the geo cant kill anything at any angle
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Re: Axe.odf problem

Post by DarthD.U.C.K. »

can you post the weaponodf again? why didnt you take the shipped vibroaxe odf? and why did you put roundsperclip in yours?
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acryptozoo
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Re: Axe.odf problem

Post by acryptozoo »

DarthD.U.C.K. wrote:can you post the weaponodf again? why didnt you take the shipped vibroaxe odf? and why did you put roundsperclip in yours?
sure
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "melee"
GeometryName = "tat_vibro_ax.msh"
[Properties]

GeometryName = "tat_vibro_ax"
ComboAnimationBank = "human_sabre melee gam_inf_axe"

DeflectEffect = "com_sfx_sabredeflect"
DeflectSound = "imp_weap_lightsabre_deflect"

FirePointName = "hp_fire1"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "lightshadowsabre"
//LightSaberTrailColor = "240 250 45 128"

FirePointName = "hp_fire2"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "lightshadowsabre"
//LightSaberTrailColor = "240 250 45 128"

HUDTag = "hud_lightsaber"
RoundsPerClip = "0"
ReloadTime = "0.0"

LockOnRange = "60.0"
LockTime = "0.4"
AutoAimSize = "1.0"

MinRange = "0"
OptimalRange = "2.0"
MaxRange = "4"

HitEffect = "com_sfx_sabrehit"
AddHitEffect = "com_sfx_bif" // hooya
AddHitEffect = "com_sfx_zap"
AddHitEffect = "com_sfx_blammo"
AddHitEffect = "com_sfx_pow"

HitSound = "imp_weap_lightsabre_hit"
OnSound = "com_inf_saber_ambient"
TurnOnSound = "com_inf_saber_on"
TurnOffSound = "com_inf_saber_off"

MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"

AutoTurnScreenDist = 0.05
AutoPitchScreenDist = 0.2

ShieldScale = "5.0"
HealthScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
ArmorScale = "1.0"
VehicleScale = "1.0"
BuildingScale = "1.0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
i did i used the gamoereans axe as a base and changed the msh
and not sure why thats there
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DarthD.U.C.K.
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Re: Axe.odf problem

Post by DarthD.U.C.K. »

try using the swbf2-axeodf, the one you posted seems to be from swbf1 adn some parameters might break it in swbf2
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acryptozoo
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Re: Axe.odf problem

Post by acryptozoo »

DarthD.U.C.K. wrote:try using the swbf2-axeodf, the one you posted seems to be from swbf1 adn some parameters might break it in swbf2
hrmm... i can only find one type of axe in the modtools
and thats the one i used
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Re: Axe.odf problem

Post by DarthD.U.C.K. »

Code: Select all

[WeaponClass]

ClassLabel          = "melee"
ClassParent         = "com_weap_inf_lightsaber"

[Properties]

GeometryName        = "gam_inf_weap_axe"
ComboAnimationBank  = "human_sabre melee gam_inf_axe"

FirePointName    = "hp_fire"
LightSaberLength        = "0.4"
LightSaberWidth         = "0.75"
//LightSaberTrailColor 	= "255 255 255 100"
//LightSaberTexture = "gam_guard" // invalid texture to get trail to show up
//LightSaberGlowTexture = "gam_guard"

MinRange            = "0"
OptimalRange        = "1.5"
MaxRange        = "3"

HitSound            = "com_weap_inf_grenade_bounce"

OnSound				= "overrideparentsound"
TurnOnSound			= "overrideparentsound"
TurnOffSound		= "overrideparentsound"
thats it, its in the BF2_ModTools\assets\sides\GAM\ODF-folder
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acryptozoo
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Re: Axe.odf problem

Post by acryptozoo »

DarthD.U.C.K. wrote:

Code: Select all

[WeaponClass]

ClassLabel          = "melee"
ClassParent         = "com_weap_inf_lightsaber"

[Properties]

GeometryName        = "gam_inf_weap_axe"
ComboAnimationBank  = "human_sabre melee gam_inf_axe"

FirePointName    = "hp_fire"
LightSaberLength        = "0.4"
LightSaberWidth         = "0.75"
//LightSaberTrailColor 	= "255 255 255 100"
//LightSaberTexture = "gam_guard" // invalid texture to get trail to show up
//LightSaberGlowTexture = "gam_guard"

MinRange            = "0"
OptimalRange        = "1.5"
MaxRange        = "3"

HitSound            = "com_weap_inf_grenade_bounce"

OnSound				= "overrideparentsound"
TurnOnSound			= "overrideparentsound"
TurnOffSound		= "overrideparentsound"
thats it, its in the BF2_ModTools\assets\sides\GAM\ODF-folder
tryed that but now it crashes
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Re: Axe.odf problem

Post by DarthD.U.C.K. »

do you have the combo file in your odf-folder and all the other necessary files in their appropriate folder?
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acryptozoo
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Re: Axe.odf problem

Post by acryptozoo »

DarthD.U.C.K. wrote:do you have the combo file in your odf-folder and all the other necessary files in their appropriate folder?
yes i do
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