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Dispensers and Heat

Posted: Wed Aug 12, 2015 1:05 pm
by ZoomV
Is it possible to make a dispenser heat based rather than ammo/shot delay? I'm trying to put a limit on how my dispenser can release turrets, but I want to be able to have infinite ammo for it. Reload and Shot Delays won't work since it's a secondary, and long Shot Delay/reloads prevent use of the primary weapon.

I tried adding heat myself, but couldn't get it too work, but I want to verify here just to make sure I'm not making a mistake. If you can't add heat to a dispenser, is there a possible workaround?

Re: Dispensers and Heat

Posted: Wed Aug 12, 2015 1:18 pm
by MileHighGuy
I think I remember seeing an overheated dispenser that the Geth Juggernaught had in ME:U. You could also use shotdelay too instead of heat, it does basically the same thing.

Re: Dispensers and Heat

Posted: Wed Aug 12, 2015 6:11 pm
by ZoomV
MileHighGuy wrote:I think I remember seeing an overheated dispenser that the Geth Juggernaught had in ME:U. You could also use shotdelay too instead of heat, it does basically the same thing.
Shot Delay doesn't work for my purposes, since shot delay on a secondary prevents use of the primary weapon.

If heat works can someone tell me why this ODF isn't doing that?
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "dispenser"

[Properties]
HUDTag = "hud_reactive"
RoundsPerClip = "-1"
ReloadTime = "2.0"
OrdnanceName = "imp_bldg_shield"

TriggerAll = "1"

//AnimationBank = "grenade"
OffhandWeapon = 1

ShotDelay = "0.5"
MaxItems = "1.0"
InitialSalvoDelay = "0.5"

HeatPerShot = "17.0"
HeatRecoverRate = "1.0"
HeatThreshold = "0.1"

AutoAimSize = "1.0"
MaxPressedTime = "0.0"

MinStrength = "0.3"
MaxStrength = "0.4"

TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"

FireSound = "com_weap_inf_remotedroid_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
[/code]
EDIT so the dispenser is overheating now. But despite generating 10.0 heat @ 1.0 heat dissipation it somehow manages to be ready to fire in about 2 seconds.

Re: Dispensers and Heat

Posted: Thu Aug 13, 2015 10:09 am
by Marth8880
ZoomV wrote:so the dispenser is overheating now. But despite generating 10.0 heat @ 1.0 heat dissipation it somehow manages to be ready to fire in about 2 seconds.
Yeah, I've found that using that method (heat per shot = desired cooldown time in secs & heat recover rate = 1) doesn't seem to work properly with dispenser weapons for whatever strange, Pandemic-y reason. Here's an example section of what I did for the Geth Turret Dispenser:

Code: Select all

HeatPerShot				= "1.01" // don't touch this, mofo!
HeatRecoverRate			= "0.065" // equates to a 6.5 second cooldown time
HeatThreshold			= "0.01" // don't touch this one either, mofo!
Basically, you set your HeatPerShot to 1.01 and your HeatRecoverRate to the quotient of desiredCooldownTime / 100.

Re: Dispensers and Heat

Posted: Mon Aug 24, 2015 10:03 am
by ZoomV
Marth8880 wrote:
ZoomV wrote:so the dispenser is overheating now. But despite generating 10.0 heat @ 1.0 heat dissipation it somehow manages to be ready to fire in about 2 seconds.
Yeah, I've found that using that method (heat per shot = desired cooldown time in secs & heat recover rate = 1) doesn't seem to work properly with dispenser weapons for whatever strange, Pandemic-y reason. Here's an example section of what I did for the Geth Turret Dispenser:

Code: Select all

HeatPerShot				= "1.01" // don't touch this, mofo!
HeatRecoverRate			= "0.065" // equates to a 6.5 second cooldown time
HeatThreshold			= "0.01" // don't touch this one either, mofo!
Basically, you set your HeatPerShot to 1.01 and your HeatRecoverRate to the quotient of desiredCooldownTime / 100.
Doesn't make any sense. If 0.065 recover rate equals 6.5 second CD, wouldn't increasing that to 0.075 reduce the cooldown time, rather than increasing it to 7.5 seconds?