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Thermaldetonator stuck to walls?

Posted: Fri Oct 16, 2009 7:48 am
by eliminator
I want to make a thermaldetonator stuck to walls and exploded after a time, is it possible to make this with the odf?
Normal:
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "grenade"

[Properties]
GeometryName = "com_weap_inf_grenadethermal"
HighResGeometry = "com_1st_weap_inf_grenadethermal"

OffhandWeapon = 1

//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************

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

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

MinRange = "12"
OptimalRange = "18"
MaxRange = "24"

LockOnRange = "30.0"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "1"
ReloadTime = "0.0"
ShotDelay = "1.3"
ShotElevate = "0.21"
MaxPressedTime = "0.0"

InitialSalvoDelay = "0.51"

//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.25"
ChargeDelayHeavy = "1.45"

RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "0"
RecoilStrengthHeavy = "0"


//************************************************
//******************* SOUND *****************
//************************************************

FireSound = "com_weap_throw"
FireEmptySound = "com_weap_inf_ammo_empty"
Exp:
Hidden/Spoiler:
[ExplosionClass]
ClassLabel = "explosion"

[Properties]
Damage = "450.0"
DamageRadiusInner = "4.5"
DamageRadiusOuter = "6.5"

Push = "10.0"
PushRadiusInner = "6.5"
PushRadiusOuter = "6.5"

Shake = "0.5"
ShakeLength = "0.75"
ShakeRadiusInner = "8.0"
ShakeRadiusOuter = "15.0"

Effect = "com_sfx_explosion_lg"
//Effect = "com_sfx_weap_emp_exp_sm"
WaterEffect = "com_sfx_watersplash_lg"
Decal = "decal_explosion"
LightColor = "255 220 100 255"
LightRadius = "7.0"
LightDuration = "1.0"

VehicleScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "1.0"
AnimalScale = "1.0"

SoundProperty = "com_weap_thermaldetonator_exp"
//WaterExplosion = "com_weap_obj_med_water_exp"
Ord:
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "sticky"

[Properties]
GeometryName = "com_weap_inf_grenadethermal_ord"

LightColor = "252 67 67 150"
LightRadius = "4.0"

ImpactEffectWater = "com_sfx_watersplash_sm"
ImpactEffect = "com_sfx_explosion_lg"
TrailEffect = "com_sfx_weap_grenade_red"

LifeSpan = "0.6"
Velocity = "25.0"
Gravity = "1.25"
Rebound = "0.2"
Friction = "2.0"

StickPerson = 0
StickAnimal = 0
StickDroid = 0
StickVehicle = 1
StickBuilding = 1
StickBuildingDead = 0
StickBuildingUnbuilt= 0
StickTerrain = 0

CollisionOtherSound = "com_weap_inf_grenade_bounce"
CollisionWaterSound = "imp_inf_trooper_land_water"
CollisionFoliageSound = ""
which line(s) must i change?

Re: Thermaldetonator stuck to walls?

Posted: Fri Oct 16, 2009 8:06 am
by The_Emperor
in the ord, change StickTerrain = 0 to StickTerrain = 1

It'll stick to walls, mind you it'll also to the floor/ceiling though.

Re: Thermaldetonator stuck to walls?

Posted: Fri Oct 16, 2009 9:04 am
by eliminator
thank you, but now it only stuck to the ground, but it also shall stick to props...
how can i make that?

Re: Thermaldetonator stuck to walls?

Posted: Fri Oct 16, 2009 10:38 am
by Xavious
Set StickBuilding, StickBuildingDead, and StickBuildingUnbuilt equal to 1.

Re: Thermaldetonator stuck to walls?

Posted: Fri Oct 16, 2009 3:01 pm
by eliminator
no, still rebound....

rebound = 0

still rebound

Re: Thermaldetonator stuck to walls?

Posted: Fri Oct 16, 2009 4:20 pm
by The_Emperor
Xavious wrote:Set StickBuilding, StickBuildingDead, and StickBuildingUnbuilt equal to 1.
I thought those applied to turrets and such, not normal props or terrain.

Check the ewok spear ord odf, since that does stick to walls.

Re: Thermaldetonator stuck to walls?

Posted: Fri Oct 16, 2009 7:43 pm
by Fiodis
Why would a stick line apply to a turret? Unless you mean a dispensible one? Yes, they do apply to detonators.

Re: Thermaldetonator stuck to walls?

Posted: Sat Oct 17, 2009 1:10 am
by FragMe!
Why not try to make it similar to a detpack. Have a look at com_weap_inf_detpack_ord.odf

Re: Thermaldetonator stuck to walls?

Posted: Sat Oct 17, 2009 6:25 am
by eliminator
ok now the thermaldetonator don't rebound from the wall, it only slide to ground....