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Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Phobos on June 09, 2013, 07:10:05 PM

Title: melee damage radius
Post by: Phobos on June 09, 2013, 07:10:05 PM
Can you change the lightsaber maximum damage radius?


MinRange            = "0"
OptimalRange        = "1.5"
MaxRange        = "3"


this code is from all_weap_lightsaber.odf

has anyone tried increasing these values and noticed a difference in the melee damage radius, or is it hardcoded?
Title: Re: melee damage radius
Post by: Kit Fisto on June 09, 2013, 07:24:15 PM
In Napseeker's Final Battle at Utapau the magnaguard had a staff and when fully charged had a wider swing radius than if it wasn't charged.

SK's Utapau Conversion (uta1): http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=514

Napseeker's Final Battle at Utapau (you only need uta2 to see what I'm saying): http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=36
Title: Re: melee damage radius
Post by: tirpider on June 09, 2013, 07:35:35 PM
All the stock "melee" odf's have those same values. (even pig man's axe.)

except for \Lucasarts\BFBuilder\Assets\Shipped Add On\DataTAT3\Common\ODFs\com_weap_lightsaber.odf

It doesn't have those settings at all.

I have my test world rigged up with Gaffi Sticks. I'll play with the values a little tonight.


-edit
haha

Ok, I changed my Gaffi Stick's values from the basic sabre values to those of a rocket launcher:
MinRange             = "10" // "0"
OptimalRange         = "75" // "1.5"
MaxRange             = "150" // "4"


It did not affect how the reticule lit up or whether I could hit anything further away than the fire points on the stick, but... the bots stood back swinging their sticks at nothing.

It must help the A.I. determine what weapon is most appropriate for the range of their chosen target.
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