Grenade with electric explosion?

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ryukaji
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Grenade with electric explosion?

Post by ryukaji »

im trying to make different types of grenades but i cant seem to get one that when is blows it fires electricity around it

any idea how to make on like this?
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Re: Grenades! (help plz)

Post by woner11 »

Go into the exp file of the grenade and change the effect name. Here is the com_weap_inf_thermaldetanator:
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"
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"
Change the highlighted property to whatever effect you want, just be sure to put the tga and .fx file in your fx folder. Also I have one quick question did you experiment at all before you asked this? I would recommend it, because it saves us all time.
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Re: Grenades! (help plz)

Post by ryukaji »

i did but all i could get was a long beam of lightning like the darktroopers arc caster, but i want it in like a circle area around it and have it chain up to other nearby units
so i dont know what effect to use
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Re: Grenades! (help plz)

Post by SilvaDalek »

Nag the emp's effects, mshs, common effects, and mshs for the lightning stuff.
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Re: Grenades! (help plz)

Post by Caleb1117 »

However getting it to chain off is more complicated.

Can't tell you ATM, not on my modding computer.
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Re: Grenades! (help plz)

Post by ryukaji »

I found a good effect and its working but now my problem is it isnt hitting anyone or chaining

grenade odf:
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "grenade"
GeometryName = "com_weap_inf_grenadethermal.msh"

[Properties]
HUDTag = "hud_force_lightning"
GeometryName = "com_weap_inf_grenadethermal"
HighResGeometry = "com_1st_weap_inf_grenadethermal"
OrdnanceName = "field_nade_ord"

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"
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"
Grenade ord odf:
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "sticky"
GeometryName = "com_weap_inf_grenadethermal.msh"

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

LightColor = "2 124 248 150"
LightRadius = "3.0"

ImpactEffectWater = "com_sfx_watersplash_sm"
ImpactEffect = "com_sfx_explosion_lg"
TrailEffect = "spa1_sfx_lasertrail_b"

LifeSpan = "0.6"
Velocity = "25.0"
Gravity = "1.25"
Rebound = "0.1"
Friction = "2.5"
MaxJumpDistance = "20"

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

CollisionOtherSound = "com_weap_inf_grenade_bounce"
CollisionWaterSound = "imp_inf_trooper_land_water"
CollisionFoliageSound = ""
grenade exp odf:
Hidden/Spoiler:
[ExplosionClass]
ClassLabel = "explosion"

[Properties]
Explosion = "com_weap_inf_force_lightning_exp"
ConeLength = "50"
ConeAngle = "360"
FirstRadius = "25"
NoChaining = "0" // No chaining - all bolts coming from the attacker

Damage = "300" // 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 = "450" // This is the max damage
JumpDeduction = "5" // No jump deduction. This is for chaining only
DamageThreshold = "0" // Always do damage (no threshold)
MaxJumpDistance = "20" // No max jump distance because the chaining is off

Push = "1.0"

Shake = "0.25"
ShakeLength = "0.5"
ShakeRadiusInner = "8.0"
ShakeRadiusOuter = "15.0"

SmolderEffectTimer = "3.0"

SmolderEffect = "com_sfx_inf_damage_electricity"
SmolderBone = "bone_ribcage"

SmolderEffect = "com_sfx_inf_damage_electricity"
SmolderBone = "bone_pelvis"

Effect = "com_sfx_weap_emp_exp_sm"
WaterEffect = ""
Decal = "com_sfx_weap_emp_exp_sm"
LightColor = "64 64 255 255"
LightRadius = "10.0"
LightDuration = "1.0"

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

LightningEffect = "com_sfx_lightning"
LightningEffectScale = "0.8"
NoTargetLightningEffectCount = "10" // The number of ligthning effects to display when the ordinance has no targets to hit
NoTargetLightningEffectRandomSpread = "0.4" // The random rotation spread the ligthning effects does when the ordinance has no targets to hit

SoundProperty = "force_lightning_impact"
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Re: Grenades! (help plz)

Post by woner11 »

I believe you will need to change these lines in the exp file:
Hidden/Spoiler:
NoChaining = "0" // No chaining - all bolts coming from the attacker
to:
Hidden/Spoiler:
MaxTargets = "10" // Max number of targets to hit. Chaining is off so the damage will be split between the number of targets
NoChaining = "" // No chaining - all bolts coming from the attacker
Also, do you mean lightning isn't showing up on the person or the grenade isn't sticking?
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Re: Grenades! (help plz)

Post by ryukaji »

that fixed it
its doing damage, i dont know if the chain works because no enemys are nearby. but it sticks to the person and kills em, which is all i really wanted
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Re: Grenades! (help plz)

Post by Maveritchell »

"Chaining" and smoldereffects (the lightning or fire or whatever staying on the targeted character) are limited to the emitter ordnance type. If you ever wonder what can be done with a particular type of ordnance be sure to read psych0fred's "ODF Parameters" guide.
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