Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)

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Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)

Post by Sky_216 »

Just a few tricks I/others learnt while making a lot of weapons. Anyone else is welcome to post things like this too. Share your experience!

Advanced Trick 4 - How to make turrets into shield generators or grenades that fire ordnance.
Hidden/Spoiler:
It's really unbelievabely simple, and based on a few lines of code. These lines I found while ;looking through the naboo assets from BF1. The fambaa uses them
I've added them to a standard deployable imperial turret, and changed its weapons. Here's the ODF. The crucial lines are in green.

[GameObjectClass]
ClassParent = "com_bldg_inf_autoturret"
GeometryName = "com_weap_inf_dropturret.msh"

[Properties]
// NOBODY has override textures for this!
//OverrideTexture = "com_prop_dropturret_imp"

BUILDINGSECTION = "BODY"
GeometryName = "com_weap_inf_dropturret"
ExplosionName = "imp_bldg_inf_autoturret_exp"

BUILDINGSECTION = "TURRET1"

TurretNodeName = "aimer_y"

TURRETSECTION = "TURRET1"

PilotType = "self"

Controllable = "0"
AutoFire = "1"


WeaponName = "zom_weap_fly_stap_shield"
WeaponAmmo = "2"

AimerNodeName = "aimer_x"
FirePointName = "hp_fire"

AutoFire makes things fire immediately. Whether they detect enemies or not. This needs a little adjustment for a shield, otherwise it just fires constantly (goes on and off). So ammo for the weapon is set to two (look at the fambaa's shield weapon for reference).
With a custom effect added and the shield size changed (shield's odf), we now have a fully functional portable shield generator. Hurrah!

More advanced - making effect grenades.
(Note: they do have one problem - you don't get counted as the killer of those they kill, 'Auto Turret' does. If anyone can get a way around this then please let me know.)
So...now its time to make something a bit more impressive. There are several things needed for an effect grenade (such as a cluster bomb, gas canister or stasis mine).

1. A change in the Throwstrength of the projectile if you want it to act like a grenade and not like a placed mine or turret.
2. An InitialSalvoDelay for the weapon to be used so it doesn't blow up in your face.
3. A short lifetime for the 'turret' being used so that it actually blows up.

Here's an example: a cluster grenade.

1. This is in the 'dispenser' odf file. Look at the autoturret setup if you don't know what I'm talking about. This makes the object be thrown rather than just dropped.

MinStrength = "1.5"
MaxStrength = "1.8"

2. Here's important stuff in the weapon that the turret uses odf file:

InitialSalvoDelay = "1.0" //used to control when the ordnance fires (in this case, cluster bomblets, 1 second after throwing the bomb)
RoundsPerClip = "11" //number of bomblets to be used.
YawSpread = "360.0" //gives spherical fire pattern. Bomblets fired kin any and every direction.
PitchSpread = "360.0" // " "
SalvoCount = "11" // together with RPC, controls bomblet count.

3. And here's the turret. Important stuff is in green.

[GameObjectClass]
ClassParent = "imp_bldg_inf_nade"
GeometryName = "com_weap_inf_dropturret2.msh"

[Properties]
OverrideTexture = "com_prop_dropturret_clu"
LifeTime = "1.1" //turret blows up 1.1 seconds after being thrown. Gives the illusion that an explosion launches bomblets.
Velocity = "16.0"
Gravity = "1.35"
Rebound = "0.1"
Friction = "3.0"

BUILDINGSECTION = "BODY"
GeometryName = "com_weap_inf_dropturret2"
ExplosionName = "imp_bldg_inf_autoturret_exp" //custom effects used for this. This is what controls what the 'bombs' intial explosion is.
ExplosionExpire = "imp_bldg_inf_autoturret_exp"

BUILDINGSECTION = "TURRET1"

TurretNodeName = "aimer_y"

TURRETSECTION = "TURRET1"

PilotType = "self"
Controllable = "0" //<<IMPORTANT!!!
AutoFire = "1" //<<IMPORTANT!!!

WeaponName = "im1_weap_inf_wave" //the weapon the turret uses. Launches the secondary bomblets.
WeaponAmmo = "1"

AimerNodeName = "aimer_x"
FirePointName = "hp_fire"

Well, from that you now (hopefully) can figure out how to make your own effect grenades, shield generators and probably a heap of other things too.
How to make a weapon lock on.
Advanced Trick 3 - Thanks to Dann_Boeing for this trick
Hidden/Spoiler:
Example 1: Target-Lock:

Target-Lock allows you to lock on to an object/unit/vehicle by pressing the Lock-On key. Target-Lock only works for weapons that shoot missiles (however, there are a variety of ways of making a missile look like a laser by using special effects, like com_sfx_weap_spyrifle_ord.fx or spa1_sfx_lasertrail.fx.

Step 1: Setting up the Main Weapon ODF
Open the main weapon odf, com_weap_inf_rocket_launcher.odf for example.
Under [WeaponClass], make the ClassLabel "Launcher" if it isn't that already. Only the Launcher class can use Target-Lock.

First, you need to designate what types of things you want it to be able to lock on to. There are 2 functions for each type of object that you can lock on to. 1 fuction for what the player is able to lock on to (Target---), and 1 function that sets what the AI are programmed to target and are able to lock on to (AITarget---). Each function is either set to 1 or 0, 1 to target, 0 to not target. If you want to lock to everything, you set everything to 1, like so:

Code:
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"

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

Next, you need to set the Lock-On properties. LockOnAngle determines the maximum angle away from your reticule that you can lock on to. LockOffAngle sets the angle at which you lose your lock. LockTime determines the amount of time it takes to lock on to something, this cannot be set to 0. This is how i typically set my lockon's up:

Code:
LockOnRange = "5000.0"
LockOnAngle = "26.0"
LockOffAngle = "40.0"
LockTime = "0.1"

These are the most important 2 lines to get it to work: TargetLockMaxDistance and TargetLockMaxDistanceLose. TargetLockMaxDistance is how close an object has to be to lock on to it. TargetLockMaxDistanceLose is how far the object has to go to make you lose the lock. I typically set mine like this:

Code:
TargetLockMaxDistance = "20000"
TargetLockMaxDistanceLose = "25000"

Step: 2: Setting up the Weapon Ordnance ODF
First off, the ord file needs to be the "missile" class at the top. The only other thing you need is a TurnRate, which represents how sharply a missile can turn towards what it's locked on to.

Example 2: "Heat-Seeking"

This is actually a "glitch" in the game that you can set up pretty easily. It's like Target-Lock, but instead of having to press the Lock-On key, all you have to do is shoot, and the ordnances automatically target an enemy if they go near it. To have heat-seeking, the weapon must use a Target-Locked weapon as a ClassParent for its ordnance, but not be set up for Target-Lock itself.

Step One: The Parent Weapon ODF
You need to find a weapon, and set it to Target-Lock like in Example 1.

Step Two: The "Child" Weapon ODF
The Main Weapon ODF that heat seeks does not have to be a Launcher class, but it can be any class, and it cannot have any Parent ODF, nor can it be set to target-lock. Open the Ordnance ODF. Instead of having a ClassLabel set up specially for this ODF, we are going to give it a ClassParent. So change the ClassLabel at the top to ClassParent. Then in the quotes, give the name of the ordnance ODF of the weapon that you set to Target-Lock. For example, com_weap_inf_rocket_launcher_ord, if you gave com_weap_inf_rocket_launcher target-lock. And that's all you have to do for that.
Advanced Weapon Tricks #2
Charge Up Weapons
Hidden/Spoiler:
This is really useful. The charge up weapons in assets are the bowcaster, grenade launchers and the arc caster, but you can do so much more using charge Up weapons. Here is how to make one.

Step 1: How to get your weapon to Charge Up

Under 'properties' in your weapon's odf you MUST have the following:

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.1"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "0.75"

You should also add:

ChargeUpEffect = "com_sfx_chargeup"

for the charge effect.

In order to charge up, your weapon needs these firing parameters

TriggerSingle = "1"
MaxPressedTime = "1.5"

Trigger single gives you non-automatic fire (neccessary).
MaxPressedTime is how long your weapon takes to charge to full power. This can be anything, it doesn't have to be 1.5

These parameters allow your weapon to charge up, but so far they don't actually do anything. On to step 2!!!


Step 2: Charge Up Parameters and Ordnance

These must go at the END of the 'properties' section of your weapon's odf.

NextCharge = 0.5

This line tells your weapon what percent to charge at. By percent I mean percent of the recticle coloured. So 0.5 means half way around the recticle, 1.0 means all the way etc.

Now, under this you can put ANY weapon parameters, like the ones used for your weapons standard 'properties.'
Eg:

NextCharge = 0.5
SalvoCount = "2"
SalvoDelay = "0.05"
HeatPerShot = "0.05"

This will cause the weapon to fire 2 shots, with 0.05 seconds between them and 0.05 heat each. This was originally used for a pistol.

You can use multiple charge up types, like so:

NextCharge = 0.25
SalvoCount = "1"
ShotsPerSalvo = "20"
SalvoDelay = "0.0"

NextCharge = 0.6
SalvoCount = "1"
ShotsPerSalvo = "30"
SalvoDelay = "0.0"

NextCharge = 0.96
SalvoCount = "1"
ShotsPerSalvo = "48"
SalvoDelay = "0.0"

Here the longer the charge is built up, the higher the number of shots fired. Originally used for a ridiculously powerful shotgun.

Another use of Charge Up ordnance is changing the ordnance a weapon fires.

NextCharge = 0.5
OrdnanceName = "her_weap_discgun_ord1"

NextCharge = 0.9
OrdnanceName = "her_weap_discgun_ord2"

This was used on my discgun to fire increassingly powerful ordnances at different charges. A similar set up is used by the grenade launchers to fire grenades rather than shells when fully charged.


Example of a charge up weapon: Dark Trooper 'Elite Blast Cannon'

[hide][WeaponClass]
ClassParent = "imb_weap_inf_rifle"
GeometryName = "imp_weap_inf_rifle.msh"

[Properties]
GeometryName = "imp_weap_inf_rifle"
HighResGeometry = "imp_1st_weap_inf_rifle"
OrdnanceName = "im1_weap_inf_rifle_ord"
FirePointName = "hp_fire"
ChargeUpEffect = "com_sfx_chargeup"
ShotDelay = "0.8"

YawSpread = "2.75"
PitchSpread = "2.75"
SpreadPerShot = "6.75"
SpreadRecoverRate = "2.0"
SpreadThreshold = "2.0"
SpreadLimit = "2.75"
SalvoCount = "8"
SalvoDelay = "0.0"
TriggerSingle = "1"
MaxPressedTime = "1.8"
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.1"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "0.75"


NextCharge = 0.99
SalvoCount = "5"
SalvoDelay = "0.04"
YawSpread = "0.0"
PitchSpread = "0.0"
SpreadPerShot = "0.0"
SpreadRecoverRate = "0.0"
SpreadThreshold = "0.0"
SpreadLimit = "0.0"
OrdnanceName = "im1_weap_inf_hevrifle_ord2"
Normally, this weapon fires shotgun rounds, however when charged it fires 5 'im1_weap_inf_hevrifle_ord2' ordnances in a perfectly straight line. These are explosive laser battery blasts. The 'charge up' properties are underlined.[/Hide]


Advanced Weapons Tricks #1

Dual Ordnance:
Hidden/Spoiler:
Simply put, this gives a weapon two ordnances. This can be used for weapons like the shotgun and chaingun, where there are so many bullets the game would crash if they were all lasars (bullets are invisible), to give a gun alternating shots (not used in any default weapons), to give a weapon two explosions or to give an ordnance two trails without having to make custom effects. Putting SecondaryOrdnancePeriod = 1 makes the two shots fire simultaneously and use up only 1 ammo together.


Example:

OrdnanceName = "rbt_weap_inf_emp_chucker_ord" //normal ordnance//

SecondaryOrdnanceName = "rbt_weap_inf_emp_chucker_ord_conc" //second ordnance//
SecondaryOrdnancePeriod = 1 //when it should be added. 1 means each shot is really two shots, ordnance and SecondaryOrdnance. play around with to understand better. 5 means fire secondaryordnance once every 5 shots etc...//

In the above case, the secondary ordnance is used to fire a second grenade. The first creates an emp blast (damages droids, useless vs. all else), whereas the second (which has a grenade with a fractionally shorter lifespan, discussed later) makes a small concussion exp - smaller than the emp blast, with a lot of push to throw troops and a decent anti-vehicle damage. Also, the effects used make the grenade blow up in a concussion exp and shoot an emp wave rather than just vanish into an emp wave without having to make custom effects.

Example 2:

OrdnanceName = "rcs_weap_predator_ord"

SecondaryOrdnanceName = "rcs_weap_predator_ord1"
SecondaryOrdnancePeriod = 1

In this case I used two ordnances to give two trails- a green blinking like and a contrail. Note that one of these has no geometry to safe processing power. The first weapon makes a Radiation blast, the second makes a custom gas explosion.

Example 3:

OrdnanceName = "ci2_weap_inf_snoutgun_ord"

SecondaryOrdnanceName = "ci2_weap_inf_snoutgun_ord1"
SecondaryOrdnancePeriod = 1

This is a bit more complicated. Here I used dual ordnance to make a weapon with a special effect. The weapon is a very fast travelling grenade that hits people, hurls them backwards while stcking to them and explodes after several seconds. You can't make a grenade push someone before it blows up so here's how it works.
The first ordnance is a shell - it blows up on contact. It also has no trail and no geometry. It has a very small spark explosion as its explosion. The explosion does a little damage and high push, but has a very very small effect radius.. The second ordnance is a sticky - a blinking red grenade that attaches itself to people and blows up after several seconds.
The two ordnances have the same airspeed. Both will hit the target at the same time, the invisible shell will explode, hurling the target backwards (very small exp so won't affect others). The grenade sticks to the target, blowing up a few seconds later. BTW these grenades stick to anything except walls.
BTW if anyone wants these weapons to see exactly what I mean I'll upload em to filefront.
Last edited by Sky_216 on Mon Sep 22, 2008 6:37 pm, edited 7 times in total.
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Re: ODF, Weapon, Vehicle, Soldier etc. Guides and Tricks

Post by Commander_Cody771 »

First of all... It's good to have you back Sky.
Second, this is awesome! Nice tut! :bowdown: :eek: :thumbs:
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Re: ODF, Weapon, Vehicle, Soldier etc. Guides and Tricks

Post by Grev »

Nice! This should be stickied!

Another find thats not personally mine, but:

Code: Select all

BarrageMin   = "3"
BarrageMax   = "8"
BarrageDelay   = "1"
Those lines control how the AI fire the weapon, so i was able to get rid of that stupid "fire 3 shots wait 2 seconds, fire 3 shots" behavior.
Also, in the weapons odf in Common, you can change if the AI fires the weapon or not.
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Re: ODF, Weapon, Vehicle, Soldier etc. Guides and Tricks

Post by SBF_Dann_Boeing »

I was already working on putting a section like this in my ODF guide, so I'll be putting some of my stuff in here too.
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Re: ODF, Weapon, Vehicle, Soldier etc. Guides and Tricks

Post by Sky_216 »

Grev: hey, I forgot about that, even though I used it heaps. Thanks for reminding me. It was really annoying when the AI just wouldn't use my blaze cannon (chaingun x rifle) because it fired too fast.
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Re: ODF, Weapon, Vehicle, Soldier etc. Guides and Tricks

Post by Taivyx »

I dunno if it's a trick, but for added realism in maps:

Code: Select all

KickSpread      = "0.7"
SpreadRecover       = "2.0"

KickStrength        = "2.0"
KickBuildup     = "999.0"

SpreadPerShot       = "0.3"
SpreadRecoverRate   = "2.0"
SpreadThreshold     = "1.5"
SpreadLimit         = "1.5"

StandStillSpread    = "0.7"
StandMoveSpread     = "5.0"
CrouchStillSpread   = "0.4"
CrouchMoveSpread    = "1.0"
Kick refers to actual recoil, spread refers to, well, spread.
KickStrength determines the strength of upward recoil.
And the bottom section, you can tweak so that different positions of the body are more/less accurate.

Tweak to your liking and, voila.
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Re: ODF, Weapon, Vehicle, Soldier etc. Guides and Tricks

Post by woner11 »

Tiaxiv, I use that all the time, very helpful. :wink:
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Re: ODF, Weapon, Vehicle, Soldier etc. Guides and Tricks

Post by Taivyx »

Just found this on psych0fred's site, it's a bunch of helpful ODF parameters for weapons.

http://www.secretsociety.com/forum/down ... _Notes.txt


Also a list of all ODF parameters:

http://www.secretsociety.com/forum/down ... meters.txt
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Re: ODF, Weapon, Vehicle, Soldier etc. Guides and Tricks

Post by Sky_216 »

Woah Taivyx, that guide from fred is GREAT. Wish I'd had it when I was learning this stuff.

Trick 2 added
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Re: ODF, Weapon, Vehicle, Soldier etc. Guides and Tricks

Post by SBF_Dann_Boeing »

Add this one:

How to make a weapon lock on.

Example 1: Target-Lock:

Target-Lock allows you to lock on to an object/unit/vehicle by pressing the Lock-On key. Target-Lock only works for weapons that shoot missiles (however, there are a variety of ways of making a missile look like a laser by using special effects, like com_sfx_weap_spyrifle_ord.fx or spa1_sfx_lasertrail.fx.

Step 1: Setting up the Main Weapon ODF
Open the main weapon odf, com_weap_inf_rocket_launcher.odf for example.
Under [WeaponClass], make the ClassLabel "Launcher" if it isn't that already. Only the Launcher class can use Target-Lock.

First, you need to designate what types of things you want it to be able to lock on to. There are 2 functions for each type of object that you can lock on to. 1 fuction for what the player is able to lock on to (Target---), and 1 function that sets what the AI are programmed to target and are able to lock on to (AITarget---). Each function is either set to 1 or 0, 1 to target, 0 to not target. If you want to lock to everything, you set everything to 1, like so:

Code: Select all

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

AITargetPerson        = "1"
AITargetAnimal        = "1"
AITargetDroid         = "1"
AITargetVehicle       = "1"
AITargetBuilding      = "1"
Next, you need to set the Lock-On properties. LockOnAngle determines the maximum angle away from your reticule that you can lock on to. LockOffAngle sets the angle at which you lose your lock. LockTime determines the amount of time it takes to lock on to something, this cannot be set to 0. This is how i typically set my lockon's up:

Code: Select all

LockOnRange         = "5000.0"
LockOnAngle         = "26.0"
LockOffAngle        = "40.0"
LockTime            = "0.1"
These are the most important 2 lines to get it to work: TargetLockMaxDistance and TargetLockMaxDistanceLose. TargetLockMaxDistance is how close an object has to be to lock on to it. TargetLockMaxDistanceLose is how far the object has to go to make you lose the lock. I typically set mine like this:

Code: Select all

TargetLockMaxDistance = "20000"
TargetLockMaxDistanceLose = "25000" 

Step: 2: Setting up the Weapon Ordnance ODF
First off, the ord file needs to be the "missile" class at the top. The only other thing you need is a TurnRate, which represents how sharply a missile can turn towards what it's locked on to.

Example 2: "Heat-Seeking"

This is actually a "glitch" in the game that you can set up pretty easily. It's like Target-Lock, but instead of having to press the Lock-On key, all you have to do is shoot, and the ordnances automatically target an enemy if they go near it. To have heat-seeking, the weapon must use a Target-Locked weapon as a ClassParent for its ordnance, but not be set up for Target-Lock itself.

Step One: The Parent Weapon ODF
You need to find a weapon, and set it to Target-Lock like in Example 1.

Step Two: The "Child" Weapon ODF
The Main Weapon ODF that heat seeks does not have to be a Launcher class, but it can be any class, and it cannot have any Parent ODF, nor can it be set to target-lock. Open the Ordnance ODF. Instead of having a ClassLabel set up specially for this ODF, we are going to give it a ClassParent. So change the ClassLabel at the top to ClassParent. Then in the quotes, give the name of the ordnance ODF of the weapon that you set to Target-Lock. For example, com_weap_inf_rocket_launcher_ord, if you gave com_weap_inf_rocket_launcher target-lock. And that's all you have to do for that.
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Re: Weapon ODF Tricks - 3

Post by Sky_216 »

Very useful Dann, I could never get lock-on weapons working all that well...added to post 1.
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Re: Weapon ODF Tricks - 3

Post by SBF_Dann_Boeing »

The Choke Anim Trick:
SBF_Dann_Boeing wrote:Hee hee. I found something funny.

Ok, you know Force Choke?

Well, take a look at this line.

Code: Select all

SoldierAnimation    = "choking"
This is the line is what makes the victim ur using the weapon on perform the choking anim (hover in midair clutching their throat).

Now. Bare with me here.

You can change that to another anim from Soldier animation bank (which you can view inside assets/animations). "choking" is really just refering to human_choking.msh in human_4 of soldieranimationbank. Now if you were to take let's say human_rifle_stand_death_backward. You could make them perform one of the death anims. Again and again. Until they actually die. Just by putting "rifle_stand_death_backward" in the place of "choking."

There are lots of anims to choose from tho. You could actually put ANY anim in the choke anims spot, and it would make the victim perform the anim again and again on loop.

Now if were to pick an anim, like one of the saber slash anims, you could make the victim look like hes actually DANCING. Yes. A weapon that forces people to DANCE. And then DIE.

I just thought that some of you might want to experiment with this. I think its funny. :P
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Re: Weapon ODF Tricks - 3

Post by Sky_216 »

Thanks for that Dann, I'll update the first post soon.
BTW will have tut up for making cluster bombs, gas grenades, PSGs etc soon.
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Re: Weapon ODF Tricks - 3

Post by obiboba3po »

umm..wow how long has this been hidden from me :? (i knew the dancing thing from youre topic dann)
but the first post has the exact questions ive wanted to know lol! thanks a lot for this :bowdown:

EDIT: oh and i actually have something relevant to this thread. is it possible to have a "tertiary" ordnance? like 3 ordinances?
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Re: Weapon ODF Tricks - 3

Post by Sky_216 »

Dunno. Never tried it but assumed it isn't possible. I'll look into it.
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Re: Weapon ODF Tricks - 3

Post by woner11 »

I tried a while back, but no luck. I could have done something wrong though.
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Re: Weapon ODF Tricks - 3

Post by obiboba3po »

Skyhammer_216 wrote:Dunno. Never tried it but assumed it isn't possible. I'll look into it.
okay thanks. also, any little details that are uncommon/easy to miss with the 2ndary ords? cause mine aint showing up...
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Re: Weapon ODF Tricks - 3

Post by Sky_216 »

Shoulda mentioned - only 'cannon' classlabel weapons can use them. BTW, clusterbomb/effectnade tutorial now up.
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Re: Weapon ODF Tricks - CB, EN, PSG tut added!

Post by woner11 »

I never even thought of trying to do that, and now instead of sitting there and figuring it out, I can just read this! Thanks a bunch! :thumbs:
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Re: Weapon ODF Tricks - 3

Post by obiboba3po »

Skyhammer_216 wrote:Shoulda mentioned - only 'cannon' classlabel weapons can use them. BTW, clusterbomb/effectnade tutorial now up.
DOH :faint: i knew i noticed a difference in danns com odf. (i was lookin there) ill work on it thanks :yes:
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