(Incomplete) List of ODF parameters that don't seem to work

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
Samee3
First Lance Corporal
First Lance Corporal
Posts: 123
Joined: Sun Jul 05, 2015 5:07 pm
Projects :: BF2 Refresh Mod
Games I'm Playing :: Empire at War
xbox live or psn: VaporousFern310
Location: California, USA

(Incomplete) List of ODF parameters that don't seem to work

Post 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:
Hidden/Spoiler:
[code]
NumBobPoints
BobVector
BobSlope
BobOrient
BobRSlope
BobTime

IconTexture // BF1 code
ReticuleTexture // BF1 code
MagReloadTime // I think this was simply replaced by ReloadTime

RecoilStrengthHeavy
RecoilStrengthLight
RecoilLengthLight
RecoilLengthHeavy
RecoilDelayLight
RecoilDelayHeavy
RecoilDecayLight
RecoilDecayHeavy
MaxChargeStrengthHeavy
MaxChargeStrengthLight
ChargeRateHeavy
ChargeRateLight
ChargeDelayLight
ChargeDelayHeavy

TimeAtMaxCharge

BarrageMin /*
BarrageMax These may just work. I just haven't had any luck with them.
BarrageDelay */

AutoPitchScreenDist
AutoTurnScreenDist
AimerRestDirection

AreaEffectWeapon>EffectType>
Stun
Mindtrick

WeaponGrapplingHook

WeaponCatapult

Disguise>
TimeToChange

Detonator>
PlantedHash

Grenade>
InitialSalvoDelayUnderhand // Turns out, this one does work.

Melee>
TurnOnDuration

ScanningRange
TransmitRange

ReserveOneForPlayer
AvailableForAnyTeam

Trap

NoCombatInterrupt

StrafeRollAngle

CollisionThreshold /*
CollisionScale These also may just work, but not in my testing.
CollisionInflict */

FOVEffect3rd
FOVEffect1st

FPModelAttachedtoCam

Mine>
SuppressRadius // Marth8880 has informed me that this one actually works.

Soldier>
FootstepStride
RunSpeed

Walker>
FPWalkScale
FPPosePointName

Sticky>
StartTimerOnContact // This one works. Almost blew myself up testing it again. Why it didn't work in my testing before, I don't know.

EmitterOrdnance>
StunTime
StunAnimation
[/code]
List 2.0:
Hidden/Spoiler:
[code]
NumBobPoints
BobVector
BobSlope
BobOrient
BobRSlope
BobTime

IconTexture // BF1 code
ReticuleTexture // BF1 code
MagReloadTime // I think this was simply replaced by ReloadTime

RecoilStrengthHeavy
RecoilStrengthLight
RecoilLengthLight
RecoilLengthHeavy
RecoilDelayLight
RecoilDelayHeavy
RecoilDecayLight
RecoilDecayHeavy
MaxChargeStrengthHeavy
MaxChargeStrengthLight
ChargeRateHeavy
ChargeRateLight
ChargeDelayLight
ChargeDelayHeavy

TimeAtMaxCharge

AutoPitchScreenDist
AutoTurnScreenDist
AimerRestDirection

AreaEffectWeapon>EffectType>
Stun
Mindtrick

WeaponGrapplingHook

WeaponCatapult

Disguise>
TimeToChange

Detonator>
PlantedHash

Melee>
TurnOnDuration

ScanningRange
TransmitRange

ReserveOneForPlayer
AvailableForAnyTeam

Trap

NoCombatInterrupt

StrafeRollAngle
StrafeSpeed

FOVEffect3rd
FOVEffect1st

FPModelAttachedtoCam

Soldier>
FootstepStride
RunSpeed

Walker>
FPWalkScale
FPPosePointName

EmitterOrdnance>
StunTime
StunAnimation
[/code]
I was hoping this list would get shorter over time. So far, it is.
Last edited by Samee3 on Tue Dec 12, 2017 3:07 pm, edited 2 times in total.
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: (Incomplete) List of ODF parameters that don't seem to w

Post 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.
Samee3
First Lance Corporal
First Lance Corporal
Posts: 123
Joined: Sun Jul 05, 2015 5:07 pm
Projects :: BF2 Refresh Mod
Games I'm Playing :: Empire at War
xbox live or psn: VaporousFern310
Location: California, USA

Re: (Incomplete) List of ODF parameters that don't seem to w

Post 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........ :cpu:
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
CdtFox
2nd Lieutenant
2nd Lieutenant
Posts: 379
Joined: Wed Feb 17, 2016 8:51 am
Projects :: BUC and Designated Days
Games I'm Playing :: SWBF2+EAW+Subnautica
xbox live or psn: No gamertag set
Location: France
Contact:

Re: (Incomplete) List of ODF parameters that don't seem to w

Post 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.
Samee3
First Lance Corporal
First Lance Corporal
Posts: 123
Joined: Sun Jul 05, 2015 5:07 pm
Projects :: BF2 Refresh Mod
Games I'm Playing :: Empire at War
xbox live or psn: VaporousFern310
Location: California, USA

Re: (Incomplete) List of ODF parameters that don't seem to w

Post 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.
nobody3
Rebel Sergeant
Rebel Sergeant
Posts: 188
Joined: Wed Jun 15, 2011 8:30 am

Re: (Incomplete) List of ODF parameters that don't seem to w

Post 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.
Raigiku
Private Third Class
Posts: 58
Joined: Mon Jun 05, 2017 5:14 pm
Projects :: Battlefront Redux
Games I'm Playing :: League of Legends
xbox live or psn: TheRaigiku
Location: Perú

Re: (Incomplete) List of ODF parameters that don't seem to w

Post 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.
Samee3
First Lance Corporal
First Lance Corporal
Posts: 123
Joined: Sun Jul 05, 2015 5:07 pm
Projects :: BF2 Refresh Mod
Games I'm Playing :: Empire at War
xbox live or psn: VaporousFern310
Location: California, USA

Re: (Incomplete) List of ODF parameters that don't seem to w

Post 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.
Post Reply