Com_weap_inf_force_mindtrick ??

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Alpha-17
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Com_weap_inf_force_mindtrick ??

Post by Alpha-17 »

I've read an old topic that says that the com_weap_inf_force_mindtrick doesn't work and that It's an shipped odf : index.php?name=PNphpBB2&file=viewtopic& ... =mindtrick
... But if I use it, it works fine. If you don't move, you are invisible. Now I made some changes and it works if you run, too .
Why is it a shipped odf now ?? I think it works :wink:
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RE: Com_weap_inf_force_mindtrick ??

Post by Master Fionwë »

You got it to work while moving? Awesome. My guy always appears when moving, could you please post the odf?
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RE: Com_weap_inf_force_mindtrick ??

Post by 1z2x3c »

Please, I want it bad!
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Post by Maveritchell »

Please don't post in all caps, 1z2x3c. Also, the force mindtrick is basically just the bothan's invisibility, tweaked a little. It's real problem is trying to work with a lightsaber that's on.
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Post by Master Fionwë »

That is where my jedi mindtrick failed, as well as the moving part. Although, for some funny reason, my cloaking device worked even with the lightsabers still on.
If I knew how to take screenshots back in March, I could have had a really funny pic for you guys. On Tantive IV, Yoda ran across the hall, out one door and through another, only the lightsaber waving a little off the ground, and the frequent flicker of white cloth showed he was there.
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Post by Alpha-17 »

Ok just make this TurnOffLightsaber or anything like this into your combo and DON't give him lightsaberthrow :wink: My problems are that he is invisible for 1 second, appears again, is again invisible for 1 second, appears again and now he's invisible for longer time ... I think I'll work a little bit and look if i could fix it
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Post by Master Fionwë »

Oh, see, that's the exact same problem I have with mine. But, again, curiously enough, even though my cloaking device odf and jedi mindtrick odf are exactly the same, the former works for obiwan, while the latter flickers. The flickering is due to the lightsaber I thought.
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Post by Alpha-17 »

@ Fionwe : But I could run with the mindtrick now

Can somebody tell me what all this means, I understand only some parts of it :
InvisibilityTrigger = "Press"
InvisibilityPersistTime = "5.0"
InvisibilityMax = "0.8"
InvisibilityMin = "0.4"
SpeedForInvisibilityMax = "2.0"
SpeedForInvisibilityMin = "8.0"
InvisibilityIncRate = "0.4"
InvisibilityDecRate = "0.8"

ThrustFactor = "0.5" // when firing, move at half speed
TargetLock = "1" // when firing, activate target lock
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Post by Master Fionwë »

Wel, the first part, the InvisibilityTrigger is how it's activated. You have it set to press, so you need to press the button to activate it, toggle is activated teh same way, but it's turned off only by pressing it again. Hold, you need to hold the button for it to work. At least, I'm pretty sure that's how they work. The persist time is how long it lasts after it's been deactivated. The others I'm not sure about.
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Post by Alpha-17 »

Ok ... I knew this before. I didn't know the others, that's my prob . On one beautiful day I just tried out something and the mindtrick worked ...
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Post by Master Fionwë »

At last!!!! I've achieved complete and perfect invisibility! No flickering, no energy drain(had that for a long time already). AI don't see me up close, the droid was right next to me, looked my way, and went off in another direction. And I can jump, roll, do a full sprint, and no appearance whatsoever.
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Post by phazon_elite »

Ooh, can you post the odf? I've wanted something like that, only that it will eventually start draining your energy (Seen it before, can't remember where).

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Post by Master Fionwë »

Yeah. I'll put in the release forum.
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Post by Maveritchell »

Or you could just post it here:

Code: Select all

[WeaponClass]
ClassLabel          = "invisibility"

[Properties]
GeometryName        = ""
HighResGeometry     = ""
HUDTag		    = "hud_stealth"

OffhandWeapon       = "1"
FireAnim            = "1"
//InstantPlayFireAnim = "1"

//ChargeUpEffect    = "com_sfx_chargeup"
//MuzzleFlash       = "med_muzzle_flash"
FlashColor          = "80 80 255 255"
FlashLength         = 0.025
FlashLightColor     = "220 220 255 175"
Discharge           = "med_smoke_effect"

//RoundsPerClip     = "32"
ReloadTime          = "0.0"

HeatPerShot         = "6.0"     // only allow player to fire every 5 seconds
HeatRecoverRate     = "0.033"
HeatThreshold       = "1.0"

InitialEnergyDrain  = "10.0"
EnergyDrain         = "10.0"
EnergyDrainRate     = "10.0"
InitialSalvoDelay   = "0.3"


InvisibilityTrigger = "Hold"
InvisibilityPersistTime = ".2"
InvisibilityMax     = "1.0"
InvisibilityMin     = "0.5"
SpeedForInvisibilityMax = "10.0"     // abnormal run
SpeedForInvisibilityMin = "700.0"     // full afterburners
InvisibilityIncRate = "0.6"
InvisibilityDecRate = "0.9"
FlickerAmplitude    = "0.3"         // decrease invisibility by 0.5
FlickerTimeMin      = "5.0"         //  randomly every 5 to 10 seconds
FlickerTimeMax      = "10.0"

//ThrustFactor      = "0.5"     // when firing, move at half speed
TargetLock          = "1"       // when firing, activate target lock

//ZoomMin           = "2.0"
//ZoomMax           = "2.0"
//ZoomRate          = "0.0"

//FirePointName     = "hp_fire"

ModeTexture         = "HUD_weap_semiauto"
//ModeTextureColor  = "42 235 42 100"
ReticuleTexture     = "reticule_rifle"
ScopeTexture        = "weapon_scope2"

LockOnRange         = "64.0"
LockTime            = "0.0"
AutoAimSize         = "2.0"

TargetEnemy         = "1"
TargetNeutral       = "0"
TargetFriendly      = "0"

TargetPerson        = "1"
TargetAnimal        = "1"
TargetDroid         = "1"
TargetVehicle       = "0"
TargetBuilding      = "0"

AITargetPerson			= "1"
AITargetAnimal			= "1"
AITargetDroid			= "1"
AITargetVehicle			= "0"
AITargetBuilding		= "0"

ChargeRateLight             = "1.0"
MaxChargeStrengthLight      = "1.0"
ChargeDelayLight            = "0.0"
ChargeRateHeavy             = "1.0"
MaxChargeStrengthHeavy      = "0.5"
ChargeDelayHeavy            = "2.2"

RecoilLengthHeavy           = "0.25"
RecoilStrengthHeavy         = "2"
RecoilDecayHeavy            = "0.0"

FireSound               = "all_weap_invisibility_fire"
//ReloadSound           = ""
WeaponChangeSound       = ""
ChangeModeSound         = ""
FireEmptySound          = ""
ChargeSound             = ""
ChargeSoundPitch        = "0.05"
OverheatSound           = ""
OverheatSoundPitch      = "0.5"
OverheatStopSound       = ""
JumpSound               = ""
LandSound               = ""
RollSound               = ""
ProneSound              = ""
SquatSound              = ""
StandSound              = ""
It's really not that tough a weapon. You can change the energy stats to (duh) change how much energy it takes, either on initial use or as you run/walk.

The "InvisibilityTrigger =" line can be changed to "press," "hold," or "toggle," all with slightly different effect. "Toggle" is probably a good one; this one is on "press" cause I used it for a Jedi, and I wanted them to have to keep pressing it for it to work.

All you need to have a "more secure" invisibility is to adjust the "SpeedForInvisibilityMin;" as you can see, I changed it to some absurdly high number. That basically just makes it so that no matter how fast you go your invisibility doesn't really decrease in efficacy.

You can adjust the flicker stats to, gee, go figure, adjust how often in flickers.

The great thing about .odfs is that usually, they're pretty straightforward. They don't really have any hidden meanings in their "variables."

Edit: Note that mine is a secondary weapon. To make it a primary, delete the "OffHandWeapon" and "FireAnim" lines and put in
AnimationBank = "tool"
instead.
Last edited by Maveritchell on Tue Jul 31, 2007 11:47 pm, edited 1 time in total.
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Post by Master Fionwë »

Uh, no need for sarcasm...
But that's cool.
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Post by Maveritchell »

Not trying to be sarcastic. Simply pointing out how this particular .odf works. Learning .odfs is one of the most fun things in BF2 modding, in my opinion.
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Post by Master Fionwë »

In my opinion too. Sorry.
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Post by Alpha-17 »

Ok thx guys -- We get it working *yeha* -- and i think this can be closed now
somen00b

Re: Com_weap_inf_force_mindtrick ??

Post by somen00b »

I seem to be having no luck with invisibility for a jedi-ish unit. I know it can be done after seeing yavin arroyo pass but no mater what I try one thing is always the same, no invisibility, not even a flicker.

Here is the unit's current ODF:
[GameObjectClass]
// Base class for all soldiers, inherits from base type soldier
ClassLabel = "soldier"
GeometryName = "all_inf_ep3cloakedanakin.msh" //reskinned

[Properties]

FootWaterSplashEffect = "com_sfx_watersplash_sm"
WaterSplashEffect = "com_sfx_watersplash_md"
WakeWaterSplashEffect = "com_sfx_watersplash_wade"

GeometryName = "all_inf_ep3cloakedanakin"
GeometryLowRes = "all_inf_ep3cloakedanakin_low1"
FirstPerson = "all\alllstrm;all_1st_stormtrooper"

AnimationName = "assassin"
ClothODF = "rep_inf_ep3cloakedanakin_cloak"
ClothODF = "rep_inf_ep3cloakedanakin_skirt"

JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 0.0


CollisionScale = "0.0 0.0 0.0"

// when dead, kneel
FleeLikeAHero = 1

MapTexture = "troop_icon"
MapScale = 1.4
MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100

HealthType = "person"
MaxHealth = 2200.0
//Addhealth = 5


//ScanningRange = 30.0
//TransmitRange = 300.0

//MaxShield = 700
//AddShield = 2
//AddShieldOff = 2

NoEnterVehicles = 0

WEAPONSECTION = 1
WeaponName = "all_weap_assassinsword"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "all_weap_inf_fog_caller"
WeaponAmmo = 0
WeaponChannel = 1

WEAPONSECTION = 3
WeaponName = "all_weap_inf_vanishing_spell"
WeaponAmmo = 0
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "all_weap_inf_ward"
WeaponAmmo = 0
WeaponChannel = 1

//WEAPONSECTION = 5
//WeaponName = "all_weap_inf_godcaller"
//WeaponAmmo = 0
//WeaponChannel = 1

// Movement defaults
// These are values for an average class - some soldiers will override these
RecoverFromTumble = "1"

MaxSpeed = 6.5 // base forward speed
MaxStrafeSpeed = 6.5 // base right/left speed
MaxTurnSpeed = 3.0 // base turn speed
JumpHeight = 3.5 // base jump height in meters
JumpForwardSpeedFactor = 1.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 1.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 1.7 // in forward arc, boost speed by this factor when rolling
Acceleration = 90.0 // accelerate to full run in about 7/70 = 0.1 seconds
JetAcceleration = 20.0 // for characters with jet jump, use this acceleration for in air control
SprintAccelerateTime = 0.05 // accelerate from run to sprint in this time



BlurEffect = "0.8" //motion blur effect for force run

// ControlSpeed = "<stance> <thrustfactor> <strafefactor> <turnfactor>"
// For grounded states (stand, crouch, prone, sprint) and jet state,
// in which the thrust/strafe stick controls the player's velocity,
// these values are multipliers on the max speed and acceleration.
// For flying states (jump, roll, tumble), in which the thrust/strafe stick
// applies an acceleration, these values only multiply the acceleration.

ControlSpeed = "stand 1.00 1.00 1.00"
ControlSpeed = "crouch 0.70 0.60 1.00"
ControlSpeed = "prone 0.30 0.20 0.50"
ControlSpeed = "jet 1.50 1.25 1.25"
ControlSpeed = "jump 0.10 0.10 0.60"
ControlSpeed = "roll 0.02 0.02 0.35"
ControlSpeed = "tumble 0.00 0.00 0.10"
ControlSpeed = "sprint 2.50 0.50 0.50"

// Energy bar defaults
EnergyBar = 700.0 // Max energy
EnergyRestore = 15.0 // energy regained per second if moving
EnergyRestoreIdle = 50.0 // energy regained per second if not
EnergyDrainSprint = 0.0 // energy spent per second of sprinting
EnergyMinSprint = 1.0 // min energy to start sprinting
EnergyCostJump = 0.0 // energy cost to jump
EnergyCostRoll = 0.0 // energy cost to roll

FirstPersonFOV = "70"
ThirdPersonFOV = "65"

CAMERASECTION = "STAND"
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 1.7 0.0"
TrackOffset = "0.0 0.0 5.2"
TiltValue = "10"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0"
TrackOffset = "0.0 0.15 3.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"

CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"
CameraBlendTime = "1.0"

CAMERASECTION = "PRONEZOOM"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.0 4.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"

VOUnitType = 1

SoldierMusic = "all_hero_Luke_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"

FoleyFXClass = "all_inf_soldier"

//SndHeroSelectable = ""
//SndHeroSpawned = "hero_luke_spawn"
//SndHeroDefeated = "hero_luke_exhausted"
//SndHeroKiller = "hero_luke_exhausted"

//VOSound = "all_off_response_hero_command SC_Follow"
//VOSound = "all_off_response_hero_command SC_StopFollow"
//VOSound = "all_off_response_hero_command SC_VehicleWaitUp"
//VOSound = "all_off_response_hero_command SC_GetIn"
//VOSound = "all_off_response_hero_command SC_GetOut"

//VOSound = "hero_luke_AcquiredTarget AcquiredTarget"
VOSound = "hero_luke_KillingSpree4 KillingSpree4"


DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.20
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.15


Yes I was able to enable the "tool" animations Here are 3 different cloaking odfs I tried with no luck:

[WeaponClass]
ClassLabel = "invisibility"

[Properties]
Label = "Invisibility Field"

GeometryName = ""
HighResGeometry = ""
HUDTag = "hud_stealth"

AnimationBank = "tool"

//ChargeUpEffect = "com_sfx_chargeup"
//MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"

//RoundsPerClip = "32"
ReloadTime = "0.0"

HeatPerShot = "5.0" // only allow player to fire every 5 seconds
HeatRecoverRate = "1.0"
HeatThreshold = "0.01"

InitialEnergyDrain = "0.0"
EnergyDrain = "0.0"
//EnergyDrainRate = "0.0"
InitialSalvoDelay = "0.3"

InvisibilityTrigger = "Hold"
InvisibilityPersistTime = "1000.0"
InvisibilityMax = "1.0"
InvisibilityMin = "0.3"
SpeedForInvisibilityMax = "6.5" // normal run
SpeedForInvisibilityMin = "9.5" // full sprint
InvisibilityIncRate = "0.6"
InvisibilityDecRate = "0.9"
FlickerAmplitude = "0.6" // decrease invisibility by 0.5
FlickerTimeMin = "5.0" // randomly every 5 to 10 seconds
FlickerTimeMax = "10.0"

//ThrustFactor = "0.5" // when firing, move at half speed
TargetLock = "1" // when firing, activate target lock

//ZoomMin = "2.0"
//ZoomMax = "2.0"
//ZoomRate = "0.0"

//FirePointName = "hp_fire"

ModeTexture = "HUD_weap_semiauto"
//ModeTextureColor = "42 235 42 100"
ReticuleTexture = "reticule_rifle"
ScopeTexture = "weapon_scope2"

OffhandWeapon = 0
InstantPlayFireAnim = 1
TriggerSingle = "1"

LockOnRange = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.2"

RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"

FireSound = "all_weap_invisibility_fire"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""

//NextCharge = 0.25
//HeatPerShot = "0.6"
//AmmoPerShot = 1

//NextCharge = 0.5
//HeatPerShot = "0.65"
//AmmoPerShot = 2

//NextCharge = 0.75
//HeatPerShot = "0.8"
//AmmoPerShot = 3

//NextCharge = 0.99
//HeatPerShot = "1.0"
//AmmoPerShot = 4

[WeaponClass]
ClassLabel = "invisibility"

[Properties]
Label = "Invisibility Field"

GeometryName = ""
HighResGeometry = ""
HUDTag = "hud_stealth"

//OffhandWeapon = "1"
//FireAnim = "1"
//InstantPlayFireAnim = "1"

AnimationBank = "tool"

//ChargeUpEffect = "com_sfx_chargeup"
//MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"

//RoundsPerClip = "32"
ReloadTime = "0.0"

HeatPerShot = "5.0" // only allow player to fire every 5 seconds
HeatRecoverRate = "1.0"
HeatThreshold = "0.01"

InitialEnergyDrain = "100.0"
EnergyDrain = "10.0"
EnergyDrainRate = "10.0"
InitialSalvoDelay = "0.01"


InvisibilityTrigger = "Hold"
InvisibilityPersistTime = "60.0"
InvisibilityMax = "1.0"
InvisibilityMin = "0.5"
SpeedForInvisibilityMax = "700.0"
SpeedForInvisibilityMin = "700.0"
InvisibilityIncRate = "0.6"
InvisibilityDecRate = "0.9"
FlickerAmplitude = "0.6"
FlickerTimeMin = "5.0" // randomly every 5 to 10 seconds
FlickerTimeMax = "10.0"

//ThrustFactor = "0.5" // when firing, move at half speed
TargetLock = "1" // when firing, activate target lock

//ZoomMin = "2.0"
//ZoomMax = "2.0"
//ZoomRate = "0.0"

//FirePointName = "hp_fire"

ModeTexture = "HUD_weap_semiauto"
//ModeTextureColor = "42 235 42 100"
ReticuleTexture = "reticule_rifle"
ScopeTexture = "weapon_scope2"

LockOnRange = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "0"
AITargetBuilding = "0"

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.2"

RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"

FireSound = "all_weap_invisibility_fire"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""

[WeaponClass]
ClassLabel = "invisibility"

[Properties]
Label = "Invisibility Field"

GeometryName = ""
HighResGeometry = ""
HUDTag = "hud_stealth"

AnimationBank = "tool"

//ChargeUpEffect = "com_sfx_chargeup"
//MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"

//RoundsPerClip = "32"
ReloadTime = "0.0"

HeatPerShot = "5.0" // only allow player to fire every 5 seconds
HeatRecoverRate = "1.0"
HeatThreshold = "0.01"

InitialEnergyDrain = "40.0"
EnergyDrain = "18.0"
//EnergyDrainRate = "20.0"
InitialSalvoDelay = "0.3"

InvisibilityTrigger = "Toggle"
//InvisibilityTrigger = "Hold"
InvisibilityPersistTime = "1.0"
InvisibilityMax = "1.0"
InvisibilityMin = "0.3"
SpeedForInvisibilityMax = "6.5" // normal run
SpeedForInvisibilityMin = "9.5" // full sprint
InvisibilityIncRate = "0.6"
InvisibilityDecRate = "0.9"
FlickerAmplitude = "0.6" // decrease invisibility by 0.5
FlickerTimeMin = "5.0" // randomly every 5 to 10 seconds
FlickerTimeMax = "10.0"

//ThrustFactor = "0.5" // when firing, move at half speed
TargetLock = "1" // when firing, activate target lock

//ZoomMin = "2.0"
//ZoomMax = "2.0"
//ZoomRate = "0.0"

//FirePointName = "hp_fire"

ModeTexture = "HUD_weap_semiauto"
//ModeTextureColor = "42 235 42 100"
ReticuleTexture = "reticule_rifle"
ScopeTexture = "weapon_scope2"

OffhandWeapon = 0
InstantPlayFireAnim = 1
TriggerSingle = "1"

LockOnRange = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.2"

RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"

FireSound = "all_weap_invisibility_fire"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""

//NextCharge = 0.25
//HeatPerShot = "0.6"
//AmmoPerShot = 1

//NextCharge = 0.5
//HeatPerShot = "0.65"
//AmmoPerShot = 2

//NextCharge = 0.75
//HeatPerShot = "0.8"
//AmmoPerShot = 3

//NextCharge = 0.99
//HeatPerShot = "1.0"
//AmmoPerShot = 4


I have tried many more variations with no luck, any help is appreciated.
Syth
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Re: Com_weap_inf_force_mindtrick ??

Post by Syth »

Is the unit one of the maps heroes?
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