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lightsaber block?

Posted: Fri Mar 27, 2009 5:03 pm
by MileHighGuy
i keep looking but i cant find the lightsaber block odf, if it it even is a seperate odf from the lightsaber can someone please tell me where it is?

Re: lightsaber block?

Posted: Fri Mar 27, 2009 5:06 pm
by giftheck
I think it's something like

CanBlock = "1"

But it was never included in the Lightsaber ODFs.

Re: lightsaber block?

Posted: Fri Mar 27, 2009 5:10 pm
by MileHighGuy
so if i make and odf with just that in it it would be lightsaber block?

(of course still keeping all the necesary stuff)

i want it to be a seperate weapon

Re: lightsaber block?

Posted: Fri Mar 27, 2009 5:11 pm
by giftheck
I think so, but I can't remember whether it's "CanBlock" or "CanDeflect". I didn't use it.

Re: lightsaber block?

Posted: Fri Mar 27, 2009 5:15 pm
by MileHighGuy
well ill test it out and see

Re: lightsaber block?

Posted: Sat Mar 28, 2009 1:19 am
by Laserblast
I am fairly certain that it's CanDeflect. Just remember that it blocks alot more than the SWBF2 version does. However, it doesn't block explosions, fatrays (which the AI won't use), and beams.

Re: lightsaber block?

Posted: Sat Mar 28, 2009 10:20 am
by MileHighGuy
ok i tested it and it works, but you can still attack with it, how do i fix this?
here is the odf
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "melee"

[Properties]
IconTexture = "HUD_all_rifle_icon"


GeometryName = "sword_final"
AnimationBank = "lightsabre"

RoundsPerClip = "0"
ReloadTime = "0.0"


CanDeflect = "1"



FirePointName = "hp_fire_lightsabre"

HitSound = "imp_weap_lightsabre_hit"
//DeflectSound = "imp_weap_lightsabre_deflect"

Texture = ""

Re: lightsaber block?

Posted: Sat Mar 28, 2009 10:38 am
by Ty294
Actually if you look at the Gammorrean Axe ODF there is a line: CanDeflect = 0

For my middle ages maps I wanted to make a sword that just deflects and the attack seperate. But I couldn't figure out how. Also were is the melee _ord?

Re: lightsaber block?

Posted: Sat Mar 28, 2009 10:52 am
by MileHighGuy
there isnt one, but you can try to add the damage and maxdamage lines in there

and are you going to make a topic about your maps because id be happy to help

Re: lightsaber block?

Posted: Sat Mar 28, 2009 12:05 pm
by Laserblast
I am not sure if there is a way to prevent someone from swinging the block enabled saber atleast once. However, if one swing is allowed, you can give it some ludicrous reload time (or something similar). So, one swing, and then make them a good while before they can swing the block-enabled saber again.

Re: lightsaber block?

Posted: Sat Mar 28, 2009 12:06 pm
by MileHighGuy
well, napseeker did it so it is possible, but i guess that method will work

and i will try to give it the pistol anim so when you swing it doesnt look like it

Re: lightsaber block?

Posted: Sun Mar 29, 2009 1:37 pm
by jedikiller32
have you tried adding the CanDeflect line to anything else other than the saber?

I've always thought that was how Napseeker did it- just doing that and giving the new weapon the saber model. If you look, when you try to fire it, it does the gun anim, making me think that it's a gun with CanDeflect on it, no damage, and very little range.

Re: lightsaber block?

Posted: Sun Mar 29, 2009 2:13 pm
by MileHighGuy
that makes sense, ill try it out

Re: lightsaber block?

Posted: Mon Mar 30, 2009 9:22 pm
by hypshadowthehedgehog
I had this problem and asked the maker of the redemption mod about it.
in my mod i made so that the swingtime is 99999999 they then only get 1 swing with it and no more.
ex.
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "melee"

[Properties]
IconTexture = "HUD_all_rifle_icon"


GeometryName = "rep_weap_inf_lightsabre"
AnimationBank = "lightsabre"

MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"

RoundsPerClip = "75"
ReloadTime = "5.0"


//ReloadSound = "laserreload"
//ChangeModeSound = "com_weap_inf_blaster_rifle_modechange"
//HitSound = "imp_weap_lightsabre_hit"
//DeflectSound = "imp_weap_lightsabre_deflect"
//WeaponChangeSound = "com_weap_inf_laser_weaponchange"

LockOnRange = "1.0"
LockTime = "0.4"
AutoAimSize = "1.0"

MinRange = "0"
OptimalRange = "1.5"
MaxRange = "3"

FirePointName = "hp_fire"

SwingTime = "999999999.7 9999999999.5 imp_weap_lightsabre"
Texture = "bluelaser_D"


CanDeflect = 1

Re: lightsaber block?

Posted: Mon Mar 30, 2009 9:34 pm
by Ty294
I tried that in middle ages map but when you have it as your secondary weapon, you can't use your primary. If you have it so you have to switch then it is somewhat difficult to use. (That is for melee, probably wouldn't be so bad for lasers)