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(Incomplete) List of ODF parameters that don't seem to work
Posted: Mon Dec 11, 2017 9:48 pm
by Samee3
What is this list for? If you find a parameter in the ODF reference, and find that it does nothing, you can look for it on this list.
To be clear: this list is
BF2/PC-specific. Some of these may work on BF1/Consoles. Some may not.
This list is also not entirely complete. I mostly only covered weapons, ordnances, vehicles, and soldiers. I did not cover (for the most part) buildings, props, lights, effects, sounds, etc....
I also have not fully tested some of these, and even for the ones I have tested, I may have missed something. If you want to test some, by all means, test them.
What is this list for? If you find a parameter in the ODF reference, and find that it does nothing, you can look for it on this list.
List 1.0:
List 2.0:
Re: (Incomplete) List of ODF parameters that don't seem to w
Posted: Tue Dec 12, 2017 12:45 am
by Marth8880
I'm 10000000000000000000% positive that these work, as I use them myself.
Code: Select all
BarrageMin
BarrageMax
BarrageDelay
CollisionThreshold
CollisionScale
CollisionInflict
Mine>
SuppressRadius
Barrage params are a) super incredibly useful, and b) for AI balancing, though I've never gotten them to work with grenades unfortunately - they totally absolutely work with cannons though! See here:
http://www.gametoast.com/viewtopic.php?p=240983#p240983
Collision stuff is for vehicles mostly, but CollisionThreshold is used especially for jetpack/jetjump units; setting the value to I believe "0.0 0.0 0.0" eliminates fall damage. I wanna say CollisionInflict affects the damage dealt to units when a vehicle runs into them based on the CollisionThreshold and Scale. See here:
http://www.secretsociety.com/forum/down ... mented.txt
SuppressRadius sets around the mine a radius that, if the mine's owner is within it, prevents the mine from triggering.
However, these:
Code: Select all
RecoilStrengthHeavy
RecoilStrengthLight
RecoilLengthLight
RecoilLengthHeavy
RecoilDelayLight
RecoilDelayHeavy
RecoilDecayLight
RecoilDecayHeavy
MaxChargeStrengthHeavy
MaxChargeStrengthLight
ChargeRateHeavy
ChargeRateLight
ChargeDelayLight
ChargeDelayHeavy
TimeAtMaxCharge
ScanningRange
TransmitRange
Soldier>
FootstepStride
I'm not too sure about the recoil params, but I'm pretty sure about the TimeAtMaxCharge and FootstepStride params.
I'm pretty sure ScanningRange and TransmitRange affect how units are reported on the minimap. Haven't tinkered with them myself though.
Re: (Incomplete) List of ODF parameters that don't seem to w
Posted: Tue Dec 12, 2017 1:10 am
by Samee3
Marth8880 wrote:
Barrage params are a) super incredibly useful, and b) for AI balancing, though I've never gotten them to work with grenades unfortunately - they totally absolutely work with cannons though! See here:
http://www.gametoast.com/viewtopic.php?p=240983#p240983
Collision stuff is for vehicles mostly, but CollisionThreshold is used especially for jetpack/jetjump units; setting the value to I believe "0.0 0.0 0.0" eliminates fall damage. I wanna say CollisionInflict affects the damage dealt to units when a vehicle runs into them based on the CollisionThreshold and Scale. See here:
http://www.secretsociety.com/forum/down ... mented.txt
I'm slightly envious. I change Barrage values, and the AI still use the guns the same way; I change Collision values, and I still crash the same way.
Maybe I'm just doing something wrong.....
Marth8880 wrote:
SuppressRadius sets around the mine a radius that, if the mine's owner is within it, prevents the mine from triggering.
No wonder I thought it didn't work: I tend to avoid any mines that I place.
I can totally see where it
might help the AI, though. They're not so logical.
I'll still remedy that. Maybe if I get around to releasing my "ODF Parameters Explained" list........
Marth8880 wrote:
I'm not too sure about the recoil params, but I'm pretty sure about the TimeAtMaxCharge and FootstepStride params.
I'm pretty sure ScanningRange and TransmitRange affect how units are reported on the minimap. Haven't tinkered with them myself though.
The Recoil stuff, I'm reasonably certain has to do with console remotes that have vibration motors. But don't quote me on that.
As for ScanningRange and TransmitRange, They really don't seem to work, but these certainly do:
Code: Select all
MapRangeOverall = "" // range at which you can see enemy AI regardless of which direction you are facing
MapRangeViewCone = "" // range at which you can see enemy AI within your sight cone
MapViewConeAngle = "" // Angle of sight cone
Re: (Incomplete) List of ODF parameters that don't seem to w
Posted: Wed Dec 13, 2017 4:46 pm
by CdtFox
I also wonder how Barrage values work. As Samee3 stated the AI isn't modifying their use of weapons, at least on my mod.
About
Code: Select all
RecoilStrengthHeavy
RecoilStrengthLight
RecoilLengthLight
RecoilLengthHeavy
RecoilDelayLight
RecoilDelayHeavy
RecoilDecayLight
RecoilDecayHeavy
If i remember well this is how recoil is handled by SWBF 1 only -it works differently than SWBF 2. My idea is that they weren't removed when the devs copied .odfs from swbf 1 to swbf 2.
Re: (Incomplete) List of ODF parameters that don't seem to w
Posted: Wed Dec 13, 2017 5:04 pm
by Samee3
CdtFox wrote:I also wonder how Barrage values work. As Samee3 stated the AI isn't modifying their use of weapons, at least on my mod.
I can't seem to find any patterns to how Barrage values affect the way the AI use the weapon. For example:
I can have 2 weapons, with the same parent ODF, in the same vehicle, being used in totally different ways, regardless of how I set the Barrage values.
That being said, I have noticed that they respond somewhat better if the weapon is defined as Full-Auto. So, maybe it isn't broken, I'm just using it wrong.
Re: (Incomplete) List of ODF parameters that don't seem to w
Posted: Wed Dec 27, 2017 8:30 am
by nobody3
Barrages also need this to work properly:
TriggerSingle = "0"
puts them into automatic shoot mode (like default rifle odf)
Fun fact: As you increase AI difficulty (above elite levels), the AI shoot more often (which is similar to barrage effect). But it causes all charge-up weapons to "hold" their button and not letting go for AI.
Re: (Incomplete) List of ODF parameters that don't seem to w
Posted: Thu Dec 28, 2017 3:30 am
by Raigiku
Does BlurLength do anything at all? I've tried changing the values for my weapons bolts but haven't seen any changes on the laser they shoot.
Re: (Incomplete) List of ODF parameters that don't seem to w
Posted: Fri Dec 29, 2017 10:11 pm
by Samee3
nobody3 wrote:Barrages also need this to work properly:
TriggerSingle = "0"
I had a feeling that was it, but the AI were just too inconsistent to test it properly.
Raigiku wrote:Does BlurLength do anything at all? I've tried changing the values for my weapons bolts but haven't seen any changes on the laser they shoot.
I'm pretty sure BlurLength works; It's really hard to see, though. I really couldn't tell myself until I caught a freeze-frame of a really big bolt (turbolaser) in a space battle.
In other words: a dark (like, black) background should make it show up better.