Page 1 of 1

Help creating Flamethrower

Posted: Mon Feb 23, 2009 5:53 pm
by giftheck
Hey, I need some help creating a flame thrower. I have seen it work in a BF1 mod (works pretty much the same as BF2, except sometimes the enemies act like they were blown up when they die)

These are my ODFs.

Weapon itself:

Code: Select all

[WeaponClass]
ClassLabel 		= "cannon"

[Properties]
AnimationBank		= "bdroid"
GeometryName 		= "cis_weap_inf_rifle"
HighResGeometry         = "cis_1st_weap_inf_rifle"

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

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

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

MinRange		= "0"
OptimalRange		= "16"
MaxRange		= "48"

LockOnRange             = "64.0"
LockTime 		= "0.4"
LockOnAngle		= "1.0"

ZoomMin			= "2.5"
ZoomMax			= "2.5"
ZoomRate		= "0.0"

YawSpread		= "0.25"
PitchSpread		= "0.25"

SpreadPerShot		= "1.1"
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"

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

RoundsPerClip 		= "20"
ReloadTime 		= "1.5"
ShotDelay 		= "0.2"
TriggerSingle		= "0"

SalvoCount		= "20"
ShotsPerSalvo		= "1"
SalvoDelay		= "0.1"
InitialSalvoDelay	= "0.1"
SalvoTime		= "0.0"

OrdnanceName 		= "cis_weap_inf_flamethrower_ord"
FirePointName		= "hp_fire"

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

IconTexture		= "imp_blasterrifle_icon"
ModeTexture		= "HUD_weap_fullauto"
ReticuleTexture		= "reticule_rifle"

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       = "0.1"
RecoilLengthHeavy       = "0.25"
RecoilStrengthLight     = "1.0"
RecoilStrengthHeavy     = "2"
RecoilDecayLight	= "0.0"
RecoilDecayHeavy	= "0.0"

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

FireSound       	= "cis_weap_inf_rocket_fire"
ReloadSound     	= "cis_weap_inf_reload_med"
ChangeModeSound 	= "cis_weap_inf_equip_med"
FireEmptySound	= "com_weap_inf_ammo_empty"
WeaponChangeSound 	= "cis_weap_inf_equip_med"
ClankLeftWalkSound  = ""
ClankRightWalkSound = ""
ClankLeftRunSound   = ""
ClankRightRunSound  = ""
JumpSound           = "cis_weap_inf_blaster_mvt_jump"
LandSound           = "cis_weap_inf_blaster_mvt_land"
RollSound           = "cis_weap_inf_blaster_mvt_roll"
ProneSound          = "cis_weap_inf_blaster_mvt_squat"
SquatSound          = "cis_weap_inf_blaster_mvt_lie"
StandSound          = "cis_weap_inf_blaster_mvt_getup"
Ordnance:

Code: Select all

[OrdnanceClass]

ClassLabel 		= "sticky"

[Properties]
ImpactEffectWater 	= "watersplash_ord"

TrailEffect		= "com_sfx_weap_flame_exp_sm"

Explosion		= "cis_weap_inf_flamethrower_exp"
ExplosionExpire		= "cis_weap_inf_flamethrower_exp"

ConeLength			= "20"
ConeAngle			= "50"
MaxTargets			= "10"

Damage              = "5"  // This is the min damage. Even if the initial damage is split between the number of targets, it will never go below this number //for each target
MaxDamage           = "15" // This is the max damage
JumpDeduction       = "0"  // No jump deduction. This is for chaining only
DamageThreshold     = "0"  // Always do damage (no threshold)
MaxJumpDistance     = "0"  // No max jump distance because the chaining is off

LifeSpan 		= "0.0"

VehicleScale        = "0.1"
ShieldScale         = "1.0"
PersonScale         = "1.0"
DroidScale          = "1.0"
BuildingScale       = "0.1"

StickPerson		= 1
StickAnimal		= 1
StickDroid		= 1
StickTerrain		= 1
Explosion:

Code: Select all

[ExplosionClass]

ClassLabel 	= "explosion"

[Properties]
WaterEffect 	= "watersplash_lg"

Effect 		= "com_sfx_weap_flame_exp_sm"

Damage 		= "20.0"
DamageRadius = "0.5"

LifeSpan 		= "4.0"

Push 		  = "0.0"
PushRadius   = "0.0"

VehicleScale	= "0.25"
PersonScale 	= "1.0"
DroidScale 	= "1.0"
BuildingScale	= "0.25"
AnimalScale	= "1.0"

SoundProperty	= "com_amb_fire"
The flamethrower will throw the fire but it will not set the enemies on fire. I have seen this done in a BF1 mod (Mustafar: Refinery BF1 Port Shock Trooper mod), but don't know how to replicate it.

Re: Help creating Flamethrower

Posted: Tue Feb 24, 2009 4:33 pm
by ANDEWEGET
play a bit around with explosion lines in the ordnance odf

Re: Help creating Flamethrower

Posted: Tue Feb 24, 2009 5:48 pm
by giftheck
I think i figured it out... the "Flamethrower" is a grenade launcher modified to stick to units and have a flame trail instead of a detonator's trail...

Re: Help creating Flamethrower

Posted: Tue Feb 24, 2009 6:22 pm
by Hardcore
I'm afraid i don't know everything i would need to for a full answer, but i know the "burn" effect that makes the unit flame up when caught on fire is built into SWBF as i recall, because you could (in practice) make a unit walk around on fire always, just as you could make it smoke or more other area effects (glow) and so on.

but as for how i'm not sure fully, if you asked Napseeker, he may be able to help you as he is the one who made the Mus1 side mod with the flamethrower and units burning.

Re: Help creating Flamethrower

Posted: Wed Feb 25, 2009 11:18 am
by giftheck
Yep, Napseeker confirmed it was indeed a modified Grenade Launcher. I got it to work fine (it actually sets units on fire but waits to do damage, there is also the "grenade" I had to use otherwise it would not work properly)