Wrist rocket lock-on .odf [Solved]

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Wrist rocket lock-on .odf [Solved]

Postby CrazyGentleman » Thu Jul 05, 2018 4:20 pm

Hello GT,

Here I am again with another question. I'm currently working on a wrist rocket that can lock-on vehicles and persons, just like missile launchers. However, after some testing in-game, I have come to the conclusion it doesn't really work well(lock-on works, but the rocket often doesn't guide towards the target) and I'm not too sure what all the parameters mean/do. So I'm going to put the code here so somebody might have an idea to fix this issue.

Kind regards,

CrazyGentleman

imp_weap_inf_wrist_rocket_homing.odf
Hidden/Spoiler:
Code: Select all
[WeaponClass]
ClassLabel       = "launcher"

[Properties]
AnimationBank      = "rifle"
HUDTag                  = "hud_imp_wristrocket"
OrdnanceName        = "imp_weap_inf_wrist_rocket_homing_ord"

// to make it work - Mike Z
FireAnim = 1
InitialSalvoDelay = "0.46" // 14 frames
InstantPlayFireAnim = 1

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

FireSound           = "imp_weap_inf_rocket_launcher_fire"
ReloadSound         = "com_weap_inf_equip_lg"
ChangeModeSound     = "com_weap_inf_equip_med"
FireEmptySound      = "com_weap_inf_ammo_empty"
WeaponChangeSound   = "com_weap_inf_equip_med"
JumpSound           = "com_weap_inf_rifle_mvt_jump"
LandSound           = "com_weap_inf_rifle_mvt_land"
RollSound           = "com_weap_inf_rifle_mvt_roll"
//ProneSound          = "com_weap_inf_rifle_mvt_lie"
SquatSound          = "com_weap_inf_rifle_mvt_squat"
//StandSound          = "com_weap_inf_rifle_mvt_getup"

//***********************************************
//*************   TARGET & RANGE VALUES  **********
//***********************************************
TargetEnemy      = "1"
TargetNeutral      = "0"
TargetFriendly      = "0"

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

MinRange      = "0"
OptimalRange      = "16"
MaxRange      = "48"

LockOnRange             = "64.0"
LockTime       = "0.4"
LockOnAngle      = "1.0"

ZoomMin         = "2.5"
ZoomMax         = "2.5"
ZoomRate      = "0.0"

NoFirstPersonFireAnim    = 1

YawSpread      = "0.25"
PitchSpread      = "0.25"

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

RoundsPerClip       = "1"
ReloadTime       = "2.0"
ShotDelay       = "0.0"
TriggerSingle      = "1"

OffhandWeapon           = 1
//***********************************************
//***********  HUD & CONTROLLER VALUES  *********
//***********************************************
MuzzleFlash      = "small_muzzle_flash"
Discharge      = "small_smoke_effect"

RecoilLengthHeavy       = "1.5"
RecoilStrengthHeavy     = "1"
RecoilDecayHeavy        = ".75"

ChargeRateLight         = "0.0"
MaxChargeStrengthLight  = "0.0"
ChargeDelayLight        = "0.0"
ChargeRateHeavy         = "0.0"
MaxChargeStrengthHeavy  = "0.0"
ChargeDelayHeavy        = "0.0"

ChargeSound = "com_weap_inf_rocket_launcher_tracking"



imp_weap_inf_wrist_rocket_homing_ord.odf
Hidden/Spoiler:
Code: Select all
[OrdnanceClass]
//This area defines the ordnances class
ClassParent        = "com_weap_inf_wrist_rocket_ord"

[Properties]
TrailEffect          = "imp_sfx_weap_wristrocket_gold"

ExplosionExpire      = "imp_weap_inf_wrist_rocket_homing_exp"
Explosion      = "imp_weap_inf_wrist_rocket_homing_exp"

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

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

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

LockOnRange         = "250.0"
LockOnAngle         = "6.0"
LockOffAngle        = "10.0"
LockTime            = "1.0"



Last edited by CrazyGentleman on Sat Jul 07, 2018 3:23 am, edited 1 time in total.

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Re: Wrist rocket lock-on .odf

Postby Samee3 » Thu Jul 05, 2018 4:48 pm

Far as I can tell, you're missing this line from the ordnance:
Code: Select all
TurnRate = ""

Value is in Rotations per Second.

Recruit Womprat Killer
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Posts: 14
Joined: Sun Jan 29, 2017 8:15 am
Projects :: Geonosis Aftermath
Games I'm Playing :: Battlefront II

Re: Wrist rocket lock-on .odf

Postby CrazyGentleman » Sat Jul 07, 2018 3:22 am

Yup, that did the trick. Works perfectly fine now! Thank you!

Kind regards,

CrazyGentleman

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