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Custom orbital strike weapon [Solved]

Posted: Wed Sep 30, 2009 4:42 pm
by IronJaw
I'm trying to get the Orbital Strik to work without the need to send a drone out to initiat it. (Like the chainguner in Tatooine Tuskencamp 1.0 by Pinguin-Aman)

Would the .odf look like this: (Used a Thermal Detinator .odf, and changed to ord to the orbital_stike_ord.odf
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_thermaldetonator"
GeometryName = "all_weap_inf_grenadethermal.msh"

[Properties]
OrdnanceName = "all_weap_inf_orbital_attack_salvo_ord"

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

FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_sm"
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
Also could I make this a third secondary weapon? I remember reading that you could only have two primary and secondary weapons, but I've played a map that had three for four primary weapons, etc.

Re: Odf Help

Posted: Wed Sep 30, 2009 4:48 pm
by Aman/Pinguin
From the Tuskencamp assets:

rep_weap_inf_orbital_attack.odf
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "launcher"

[Properties]
OrdnanceName = "rep_weap_inf_orbital_attack_ord"

OffhandWeapon = 1

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

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

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

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

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

LockOnRange = "30.0"
LockOnAngle = "6.0"
LockOffAngle = "10.0"
LockTime = "1.0"

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

PitchSpread = "0.0"
YawSpread = "0.0"

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 *********
//***********************************************

EnergyDrain = 50.0

RoundsPerClip = "1"
ReloadTime = "45.0"
ShotDelay = "1.3"
ShotElevate = "0.25"
MaxPressedTime = "0.0"

InitialSalvoDelay = "0.51"

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

HUDTag = "hud_orbital_strike"

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 *****************
//************************************************

FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_sm"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
SquatSound = "com_weap_inf_pistol_mvt_squat"
rep_weap_inf_orbital_attack_ord.odf
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "beacon"

[Properties]
GeometryName = "ee_fake.msh"

LightColor = "67 67 200 150"
LightRadius = "4.0"

TrailEffect = "com_sfx_weap_orbital_attack"

LifeSpan = "1.0"
Velocity = "1000.0"
Gravity = "1.0"
Rebound = "0.0"
Friction = "0.0"

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

SalvoCount = "8"
SalvoDelay = "0.4"

ScatterDistance = "25.0"

OrdnanceName = "rep_weap_inf_orbital_attack_salvo_ord"

CollisionOtherSound = ""
CollisionWaterSound = ""
CollisionFoliageSound = ""
rep_weap_inf_orbital_attack_salvo_ord.odf
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "bolt"

[Properties]
ExplosionName = "rep_weap_inf_orbital_attack_salvo_exp"
LaserTexture = "laser_darkblue_white_new"
LaserLength = "15.0"
LaserWidth = "0.75"
LaserGlowColor = "10 30 255 100"
LightColor = "5 30 255 100"
LightRadius = 10

LifeSpan = "10.0"
Velocity = "300.0"
Gravity = "0.0"
Rebound = "0.0"

MaxDamage = "2000.0"

VehicleScale = "1.0"
PersonScale = "3.0"
DroidScale = "3.0"
BuildingScale = "1.0"
AnimalScale = "3.0"

OrdnanceSound = "com_weap_inf_ord_hum_lg"
CollisionSound = "imp_weap_ord_exp_lg"
rep_weap_inf_orbital_attack_salvo_exp.odf
Hidden/Spoiler:
[ExplosionClass]
ClassLabel = "explosion"

[Properties]
WaterEffect = "com_sfx_watersplash_lg"

Damage = "2000.0"
DamageRadiusInner = "17.5"
DamageRadiusOuter = "17.5"

Push = "50.0"
PushRadiusInner = "20.5"
PushRadiusOuter = "20.5"
PushDeadOnly = "0"

Shake = "5.0"
ShakeLength = "2.0"
ShakeRadiusInner = "10.0"
ShakeRadiusOuter = "30.0"
Effect = "com_sfx_explosion_xl"

LightColor = "52 86 250 100"
LightRadius = "10.0"
LightDuration = "1.0"

SoundProperty = "com_weap_obj_med_exp"

VehicleScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.5"
AnimalScale = "1.0"


To make it a third secondary weapon, your weaponsections should look somehow like this...
Hidden/Spoiler:
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_chaingun"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_flamethrower"
WeaponAmmo = 1

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_buff_defense"
WeaponAmmo = 1
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_inf_another_weapon"
WeaponAmmo = 1
WeaponChannel = 1

WEAPONSECTION = 5
WeaponName = "rep_weap_inf_orbital_attack"
WeaponAmmo = 1
WeaponChannel = 1

Re: Odf Help

Posted: Wed Sep 30, 2009 5:01 pm
by IronJaw
:thumbs: Thanks! oddly I was downloading the assets, but ran out of room. :faint:

That lead to much cleaning of my BFII assets laying around in multiple places..........