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Author Topic: Is "Burst of speed" possible in SWBF1?  (Read 1209 times)

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Is "Burst of speed" possible in SWBF1?
« on: March 12, 2015, 11:05:23 AM »
In the Conversion Pack mod for SWBF2, one of the many new force powers introduced in it's KotOR sides is "Burst of Speed", which will cause the user to dash forward upon pressing. Upon examining the odf for it in the released source, it uses the "areaeffectweapon" classlabel, which I think is used for buffs and therefore can't be used in BF1. Which brings me to the question: Is the basic idea behind this power still possible in BF1?

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Re: Is "Burst of speed" possible in SWBF1?
« Reply #1 on: March 12, 2015, 02:37:30 PM »
If you could post the .odf, I would like to see how they do it.  It's probably something special under "Areaeffectweapon" but maybe seeing the .odf will help with brainstorming.
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Re: Is "Burst of speed" possible in SWBF1?
« Reply #2 on: March 12, 2015, 03:49:58 PM »
Code: [Select]
[WeaponClass]

ClassLabel          = "areaeffectweapon"

[Properties]
//HUDTag              = "hud_force_choke"
GeometryName        = ""
HighResGeometry     = ""

//MuzzleFlash       = "med_muzzle_flash"
FlashColor          = "80 80 255 255"
FlashLength         = 0.025
FlashLightColor     = "220 220 255 175"
Discharge           = "med_smoke_effect"

//RoundsPerClip     = "32"
RoundsPerClip       = "0"
ReloadTime          = "0.0"

HeatPerShot         = "0.5"     // only allow player to fire every 5 seconds
HeatRecoverRate     = "0.033"
HeatThreshold       = "0.6"

DisplayRefire = "0"

EnergyDrain         = "5.0"
EnergyDrainRate     = "0.1"
FireType            = "Hold"
InitialSalvoDelay   = "0.5"
//ChargeMaxTime     = "0.0"
//ChargeMinStrength = "0.0"
MaxTargets          = "1"
AreaType            = "Ray"
AreaRange           = "1.0"
AreaRadius          = "1.0"     // -> 20 degree arc
AreaHeight          = "4.0"
EffectDamage        = "0.0"
EffectType          = "Choke"
EffectStrength      = "0.0"
EffectFalloff       = "1.0"
ThrustFactor        = "8.0"     // when firing, move at half speed
// I don't think this is used in the code at all -> TargetLock          = "1"       // when firing, activate target lock
SoldierAnimation    = "choking"

OffhandWeapon       = 1
InstantPlayFireAnim = 1
TriggerSingle       = "1" // if FireType = "Hold" this will work correctly now - Mike Z

LockOnRange         = "64.0"
LockTime            = "0.0"
AutoAimSize         = "2.0"

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

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

ChargeRateLight             = "1.0"
MaxChargeStrengthLight      = "1.0"
ChargeDelayLight            = "0.0"
ChargeRateHeavy             = "1.0"
MaxChargeStrengthHeavy      = "0.5"
ChargeDelayHeavy            = "2.2"

RecoilLengthHeavy           = "0.25"
RecoilStrengthHeavy         = "2"
RecoilDecayHeavy            = "0.0"

FireSound               = "force_choke_fire"
//ReloadSound           = ""
WeaponChangeSound       = ""
ChangeModeSound         = ""
FireEmptySound          = ""
ChargeSound             = ""
ChargeSoundPitch        = "0.05"
OverheatSound           = ""
OverheatSoundPitch      = "0.5"
OverheatStopSound       = ""



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Re: Is "Burst of speed" possible in SWBF1?
« Reply #3 on: March 12, 2015, 06:31:55 PM »
There's very few things in that entire odf that would work in SWBF1. I'm afraid it's not possible. I guess you could rig up a weapon that instantly detonates a small explosive behind the player which would give them a burst of speed.  :P
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Re: Is "Burst of speed" possible in SWBF1?
« Reply #4 on: March 12, 2015, 07:37:29 PM »
And then attach a contrail to its butt...  ;)
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Re: Is "Burst of speed" possible in SWBF1?
« Reply #5 on: March 13, 2015, 01:12:12 AM »
You could also mod a jet ODF for lower propulsion arc that moves units forward as a sort of speed burst. The AI will use this too if you add SetAllowBlindJetJumps(1) to the mission LUA.

You could try tweaking these values and see how it works
Code: [Select]

JetJump = "1.0" //The initial jump-push given when enabling the jet
JetPush = "20.0" //The constant push given while the jet is enabled (20 is gravity)
JetEffect = "jetpack"
//JetType = "hover" // other JetType values to test?
JetFuelRechargeRate = "0.1" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.2" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)

Most of the BF2 codes in that ODF will crash BF1 unfortunately. AreaType and EffectType look interesting though.