Snake's Tutorial on editing launcher .odf's, .ord's and .exp's

Started by Snake, March 10, 2011, 11:41:56 AM

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I have made a tutorial on editing a rifle .odf but then I realized "what about launchers?"  :slap: so this one will be about editing the Arc Trooper's republic torpedo launcher. So this has 3 files: an .odf an .exp and an .ord. Let me give a basic explanation of what these do. The odf ofcourse focuses on the geometry of the gun and the firing rate. The exp stands for EXPLOSION so obviously this has the stats for the explosion. The ord is the ordnance or the ammo.

So let's get started with the .odf file.


[WeaponClass]
ClassLabel       = "launcher" - This obviously tells the game that this is a launcher.
[Properties]
AnimationBank      = "bazooka"  - This is the animation that makes the gun over the shoulder.
GeometryName       = "rep_weap_inf_launcher" - This is the geometry of the gun.
HighResGeometry         = "rep_1st_weap_inf_launcher" - This is the highres (Tough stuff isnt it?)

//***********************************************
//*************   TARGET & RANGE VALUES  **********  - This section is targeting, so what is enemy what isnt, how far can this aim, etc.
//***********************************************

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

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

MinRange      = "10" - This is the minimum range (Why this is here idk)
OptimalRange      = "75" - This is the best range to shoot at
MaxRange      = "150" - This is the maximum range (or when it disappears when it doesnt hit anything)

LockOnRange      = "175.0" - This is the lock on range for vehicles
LockOnAngle      = "6.0"  - This is how close you have to aim to get a lock on
LockOffAngle      = "10.0" - This is how far you have to turn away to lose the lock
LockTime       = "1.0" - How long it takes to lock

ZoomMin         = "2.0" - Minimum zoom
ZoomMax         = "2.0" - Maximum zoom
ZoomRate      = "0.0" - Zoom speed

PitchSpread      = "0.0" - Determines how accurate the missile is
YawSpread      = "0.0"

SpreadPerShot      = "1.1" - More accuracy stuff, spread per shot
SpreadRecoverRate   = "4.8" - How fast it recovers from a shot
SpreadThreshold      = "1.6"
SpreadLimit      = "6.0"

StandStillSpread   = "0.0" - Spread amounts while standing, crouching, prone
StandMoveSpread      = "0.0"
CrouchStillSpread   = "0.0"
CrouchMoveSpread   = "0.0"
ProneStillSpread   = "0.0"
ProneMoveSpread      = "0.0"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES ********* - Performance, WOO!
//***********************************************

RoundsPerClip       = "2" - Rounds per clip (How many shots you get til you reload)
ReloadTime       = "4.0" - How long it takes to reload
ShotDelay       = "2.0" - This is the delay between shots
TriggerSingle      = "1" - This is how many times you have to click to fire (1 is 1 shot per click 0 is automatic)
MaxPressedTime      = "0.0" - Maximum time charged (like the crossbow)

SalvoCount      = "1" - How many shots are fired per click
SalvoDelay      = "0.0" - Time between shots
InitialSalvoDelay   = "0.0" - Delay before shot
SalvoTime      = "0.0" - Overall salvo time

OrdnanceName       = "rep_weap_inf_torpedo_launcher_ord" - This links the .ord file to this .odf file (THIS IS IMPORTANT!)
FirePointName      = "hp_fire" - Where it fires from on the gun

//***********************************************
//***********  HUD & CONTROLLER VALUES  ********* - Some of this stuff is unknown to me but I will describe what I can
//***********************************************

IconTexture      = "IMP_launcher_icon" - This is the icon of the gun in the HUD
ModeTexture      = "HUD_weap_semiauto" - Mode (Auto, Semi, etc.)?
ReticuleTexture      = "reticule_rocket" - This is the reticule or crosshairs used
ScopeTexture   = "weapon_scope2" - This is the crosshairs when scoped

MuzzleFlash      = "small_muzzle_flash" - This is the muzzle flash effect when fired
FlashLightColor    = "255 192 192 175" - These are the color and how long the flash lasts
FlashLightRadius    = "5.0"
FlashLightDuration    = "0.25"
Discharge      = "small_smoke_effect"

ChargeRateLight         = "0.0" - These have to do with the color and rate of a charge (like the crossbow)
MaxChargeStrengthLight  = "0.0"
ChargeDelayLight        = "0.0"
ChargeRateHeavy         = "0.0"
MaxChargeStrengthHeavy  = "0.0"
ChargeDelayHeavy        = "2.45"

RecoilLengthHeavy       = "1.5" - Recoil length (You'll want to make this 0 if you make an automatic launcher)
RecoilStrengthHeavy     = "1" - Recoil strength
RecoilDecayHeavy        = "0.75"

//************************************************
//*******************   SOUND    ***************** - Obviously this is the sounds, I would not recommend messing with these unless you change it with sounds of other guns.
//************************************************

FireSound          = "cis_weap_inf_rocket_fire"
FireEmptySound      = "com_weap_inf_ammo_empty"
FireLoopSound      = ""
ReloadSound        = "rep_weap_inf_reload_lg"
ChargeSound         = "rep_weap_inf_tracking_unit"
ChargeSoundPitch    = "0.0"
ChangeModeSound      = "rep_weap_inf_equip_lg"
WeaponChangeSound   = "rep_weap_inf_equip_lg"
ClankLeftWalkSound  = ""
ClankRightWalkSound = ""
ClankLeftRunSound   = ""
ClankRightRunSound  = ""
JumpSound           = "rep_weap_inf_lasercannon_mvt_jump"
LandSound           = "rep_weap_inf_lasercannon_mvt_land"
RollSound           = "rep_weap_inf_lasercannon_mvt_roll"
ProneSound          = "rep_weap_inf_lasercannon_mvt_squat"
SquatSound          = "rep_weap_inf_lasercannon_mvt_lie"
StandSound          = "rep_weap_inf_lasercannon_mvt_getup"

Now its time for some fun with the .ord file:

[OrdnanceClass]
ClassLabel          = "missile" - This says that this is a missile being fired

[Properties]
ImpactEffectWater    = "watersplash_md" - This is the impact effect when it hits water (Fun to play with)

LightColor              = "18 85 239 150" - This is the color of the light surrounding the missile
LightRadius             = "4.0" - How far the light goes
GeometryName       = "com_weap_missile" - This is the geometry of the missile(You can change this to pretty much any geometry such as a ship, gungan, etc.)

ExplosionName      = "rep_weap_inf_torpedo_launcher_exp" - This links the .ord file to the explosion (.exp) file (THIS IS IMPORTANT!)

TrailEffect      = "smoketrail_blue" - This is the trail left behind after the shot


LifeSpan       = "8.0" - This is how long the missile lasts unless it hits something
TurnRate      = "2.0" - This may have to do with rotation?
Velocity       = "55.0" - This is how fast it goes
Gravity         = "0.0" - This is the effect of gravity on it (How fast it goes down)
Rebound         = "0.0" - This is how much it bounces after it hits something (Really fun to play with)

WaverRate      = "0.0" - No idea...  :confused:
WaverTurn      = "0.0"

Damage         = "800" - The amount of damage done by a hit

VehicleScale      = "1.1875" - The amount of damage done on a vehicle
PersonScale       = "1.0" - Amount of damage done on a human or alien
DroidScale       = "1.0" - Amount of damage done on a droid
BuildingScale      = "0.25" - The amount of damage done on a building
AnimalScale      = "1.0" - Damage on an animal

OrdnanceSound      = "com_weap_inf_ord_hum_rocket" - Sound of the rocket when it flies past

Now finally its time for the EXPLOSION! or .exp file:

[ExplosionClass]
ClassLabel    = "explosion" - This tells the game that its an explosion

[Properties]
WaterEffect    = "watersplash_lg"- The explosion in water

Damage       = "320.0" - Damage

DamageRadiusInner = "0.75" - The radius of the worst possible splash damage
DamageRadiusOuter = "2.0" - The radius of the least possible splash damage

Push         = "10.0" - The push when someone is hit by or near the missile
PushRadiusInner   = "0.75" - Radius of the most possible push
PushRadiusOuter   = "0.75" - Radius of the least possible push

Shake         = "0.5" - The amount of shake that someone near the explosion feels
ShakeLength     = "0.60" - The length of time the shake lasts
ShakeRadiusInner  = "8.0"  - The radius of the most possible shake
ShakeRadiusOuter  = "12.0" - Radius of the least possible shake

Effect       = "com_sfx_weap_flame_exp_md" - This is the big daddy, the actual EXPLOSION! The effect when an explosion occurs
LightColor    = "255 220 100 255" - This is the color of the light that comes from the explosion
LightRadius    = "7.0" - How far the light goes
LightDuration    = "1.0" - How long the light stays

VehicleScale   = "0.0" - Damage on a vehicle by the explosion
PersonScale    = "1.0" - Damage on a person by the explosion
DroidScale    = "1.0" - You get the idea
BuildingScale   = "0.25"
AnimalScale   = "1.0"

SoundProperty   = "com_weap_rocket_small_exp" - The sound of the explosion


Well it was pretty simple but I hope it helps at least clear things up for modders. If you would like to critique this or expand on things or explain some things that I didnt know, please do!

-Snake


=AaTc= Forever

SALLY....

-Retired Modder

-
=AaTc= Forever

SALLY....

-Retired Modder

ShotDelay       = "2.0" - Hmmm idk what this is... 

it is how fast a shot can be fired. for example: if you have a machine gun, you will set this lower so that you can have little shot delay before the next shot.

good tutorial

My bad i shoulda wrote (Sarcasm) in it. I was just kidding cause it said ShotDelay which is...the delay of the shot lol thanks anyways! Correct anything else you see!
=AaTc= Forever

SALLY....

-Retired Modder

Old post I know but it is very relevant to what i am trying to change and though i would post
here first before opening a new topic.

I have the TargetDroid "1" setting on so the missiles follow the droids!!! How neat.

Do you know if you can make the torpedo_launcher lock on to multiple targets?

I found in the arc caster odf a max targets "4"  and tried that but did not seem to work.

If you can do this you can change your salvo to 4 and have 4 targets with 4 missiles flying at them.

Thanks again!

Quote from: jedidavebo on November 06, 2015, 12:36:23 PM
Old post I know but it is very relevant to what i am trying to change and though i would post
here first before opening a new topic.

I have the TargetDroid "1" setting on so the missiles follow the droids!!! How neat.

Do you know if you can make the torpedo_launcher lock on to multiple targets?

I found in the arc caster odf a max targets "4"  and tried that but did not seem to work.

If you can do this you can change your salvo to 4 and have 4 targets with 4 missiles flying at them.

Thanks again!
check this guide
http://mods.fcsite.ml/public/odfguide.htm

maxtargets is only supported by emitterordnance classlabel, so it might not be feasible to mod the torpedo launcher in this way. it's a cool idea though


I looked around and couldn't find much about it but is there a way to add the property "maxtargets" to the  missile ClassLabel?  Or really adding any of the existing properties to classlabels in general?  Thx!

No, sadly not.
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

Hello i was wondering how to acess these files? I looked at my mission and core files and only saw a long line of numbers. thanks in advance.
"Honor is a fool's prize. Glory is of no use to the dead."

You have to download to mod tools to have access to the actual assets of the game: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=452
=AaTc= Forever

SALLY....

-Retired Modder

You can add:
PushDeadOnly = 0
If you want the explosions to have a push effect even when it doesn't kill the target, works wonders when you aim for a bit more realism, because you know, standing next to a grenade explosion shouldn't just hurt you.
When you create a mod and get no feedback it feels cheap, leave a comment or tell me to go elsewhere.

Quote from: VanFanel1980mx on February 12, 2016, 09:15:31 PM
You can add:
PushDeadOnly = 0
If you want the explosions to have a push effect even when it doesn't kill the target, works wonders when you aim for a bit more realism, because you know, standing next to a grenade explosion shouldn't just hurt you.

this thread is for swbf1, check that command
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet