Need help with sides

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ryukaji
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Need help with sides

Post by ryukaji »

i followed tutorial for making sides and i tried to modify the all files. wen i run the game and load my map, the new side doesnt appear.

from the log it shows this but i dont know what it means:

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk fld_inf_sniper_jungle in data\_lvl_pc\SIDE\all.lvl

fld_inf_sniper_jungle is my new unit

soldier odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "fld_inf_default_sniper"
[Properties]
GeometryName = "all_inf_marksperson"
GeometryLowRes = "all_inf_marksperson_low1"
OverrideTexture = "all_inf_markspersonjungle"
FirstPerson = "all\allleia;all_1st_deathstarleia"

SkeletonName = "marksperson"
SkeletonLowRes = "leialz"
SkeletonRootScale = "0.95"
CollisionRootScale = "0.95"

// general VO - Some female VO unavailable
HurtSound = "all_inf_com_chatter_wound_female"
DeathSound = "all_inf_com_chatter_death_female"
DamageRegionSound = "allfemalechoke"
ChokeSound = "allfemaleforcechoke"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
// PreparingForDamageSound = ""
HeardEnemySound = ""

// squad command VO - No female VO available
SCFieldMoveOutSound = ""
SCFieldHoldSound = ""
SCFieldFollowSound = ""
SCDriverGetInSound = ""
SCDriverGetOutSound = ""
SCPassengerMoveOutSound = ""
SCPassengerStopSound = ""
SCPassengerGetInSound = ""
SCPassengerGetOutSound = ""
SCGunnerAllClearSound = ""
SCGunnerSteadySound = ""
SCGunnerGetInSound = ""
SCGunnerGetOutSound = ""
SCResponseYessirSound = ""
SCResponseNosirSound = ""

// AIsquad command VO - No female VO available
AISCFieldMoveOutSound = ""
AISCFieldHoldSound = ""
AISCFieldFollowSound = ""
AISCDriverGetInSound = ""
AISCDriverGetOutSound = ""
AISCPassengerMoveOutSound = ""
AISCPassengerStopSound = ""
AISCPassengerGetInSound = ""
AISCPassengerGetOutSound = ""
AISCGunnerAllClearSound = ""
AISCGunnerSteadySound = ""
AISCGunnerGetInSound = ""
AISCGunnerGetOutSound = ""
AISCResponseYessirSound = ""
AISCResponseNosirSound = ""

VOUnitType = 4

VOSound = "allF_command_follow SC_Follow"
VOSound = "allF_command_stopFollow SC_StopFollow"
VOSound = "allF_command_stopVehicle SC_VehicleWaitUp"
VOSound = "allF_command_getIn SC_GetIn"
VOSound = "allF_command_getOut SC_GetOut"
VOSound = "allF_response_follow SC_FollowResponse"
VOSound = "allF_response_stopFollow SC_StopFollowResponse"
VOSound = "allF_response_stopVehicle SC_VehicleWaitUpResponse"
VOSound = "allF_response_getIn SC_GetInResponse"
VOSound = "allF_response_getOut SC_GetOutResponse"

VOSound = "all3_inf_pc_com_hostile SpottedVO"
VOSound = "all3_inf_pc_com_bacta NeedMedicVO"
VOSound = "all3_inf_pc_com_mechanic NeedRepairVO"
VOSound = "all3_inf_pc_com_ammo NeedAmmoVO"
VOSound = "all3_inf_pc_com_transport NeedPickupVO"
VOSound = "all3_inf_pc_com_backup NeedBackupVO"
VOSound = "all3_inf_pc_com_clear_area AttackPositionVO"
VOSound = "all3_inf_pc_com_defend DefendPositionVO"

VOSound = "all3_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "all3_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "all3_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "all3_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "all3_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "all3_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "all3_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "all3_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"

VOSound = "all3_inf_chatter_AcquiredTarget_Above_VOUnitNum41 AcquiredTarget +Above +VOUnitNum41"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum42 AcquiredTarget +VOUnitNum42"
VOSound = "all3_inf_chatter_AcquiredTarget_left AcquiredTarget +left"
VOSound = "all3_inf_chatter_AcquiredTarget_right AcquiredTarget +right"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum43 AcquiredTarget +VOUnitNum43"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum191 AcquiredTarget +VOUnitNum191"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum192 AcquiredTarget +VOUnitNum192"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum193 AcquiredTarget +VOUnitNum193"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum194 AcquiredTarget +VOUnitNum194"
VOSound = "all3_inf_chatter_NotShootingCriticalHit_VOUnitNum49 NotShootingCriticalHit +VOUnitNum49"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum49 AcquiredTarget +VOUnitNum49"
VOSound = "all3_inf_chatter_NotShootingCriticalHit_VOUnitNum50 NotShootingCriticalHit +VOUnitNum50"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum50 AcquiredTarget +VOUnitNum50"
VOSound = "all3_inf_chatter_NotShootingCriticalHit_VOUnitNum51 NotShootingCriticalHit +VOUnitNum51"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum51 AcquiredTarget +VOUnitNum51"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum52 AcquiredTarget +VOUnitNum52"
VOSound = "all3_inf_chatter_NearbyEnemySlaughter NearbyEnemySlaughter"
VOSound = "all3_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
VOSound = "all3_inf_chatter_KillingSpree4 KillingSpree4"
VOSound = "all3_inf_chatter_KillingSpree8 KillingSpree8"
VOSound = "all3_inf_chatter_HeadshotKill HeadshotKill"
VOSound = "all3_inf_chatter_Grenade Grenade"
VOSound = "all3_inf_chatter_MissileIncoming MissileIncoming"
VOSound = "all3_inf_chatter_AcquiredTarget_IsSniper_VOUnitNum44 AcquiredTarget +IsSniper +VOUnitNum44"
VOSound = "all3_inf_chatter_FriendlyFire FriendlyFire"
VOSound = "all3_inf_chatter_RebelsShootDeadBody RebelsShootDeadBody"
VOSound = "all3_inf_chatter_RebelsShootDeadBody_VOUnitNum42 RebelsShootDeadBody +VOUnitNum42"
VOSound = "all3_inf_chatter_GivePowerup GivePowerup"
VOSound = "all3_inf_chatter_AcquiredTarget_IsTurret AcquiredTarget +IsTurret"
VOSound = "all3_inf_chatter_RepairStart_IsHover RepairStart +IsHover"
VOSound = "all3_inf_chatter_RepairStart_IsWalker RepairStart +IsWalker"
VOSound = "all3_inf_chatter_RepairStart_IsFlyer RepairStart +IsFlyer"
VOSound = "all3_inf_chatter_RepairEnd_IsHover RepairEnd +IsHover"
VOSound = "all3_inf_chatter_RepairEnd_IsWalker RepairEnd +IsWalker"
VOSound = "all3_inf_chatter_RepairEnd_IsFlyer RepairEnd +IsFlyer"
VOSound = "all3_inf_chatter_RepairStart_IsTurret RepairStart +IsTurret"
VOSound = "all3_inf_chatter_RepairEnd_IsTurret RepairEnd +IsTurret"
VOSound = "all3_inf_chatter_AcquiredTarget AcquiredTarget"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum176 AcquiredTarget +VOUnitNum176"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum175 AcquiredTarget +VOUnitNum175"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum177 AcquiredTarget +VOUnitNum177"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum2 AcquiredTarget +VOUnitNum2"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum172 AcquiredTarget +VOUnitNum172"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum174 AcquiredTarget +VOUnitNum174"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum173 AcquiredTarget +VOUnitNum173"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum171 AcquiredTarget +VOUnitNum171"
VOSound = "all3_inf_chatter_AcquiredTarget_Above_VOUnitNum41_InHover AcquiredTarget +Above +VOUnitNum41 +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum42_InHover AcquiredTarget +VOUnitNum42 +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_left_InHover AcquiredTarget +left +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_right_InHover AcquiredTarget +right +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum43_InHover AcquiredTarget +VOUnitNum43 +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum191_InHover AcquiredTarget +VOUnitNum191 +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum192_InHover AcquiredTarget +VOUnitNum192 +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum193_InHover AcquiredTarget +VOUnitNum193 +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum194_InHover AcquiredTarget +VOUnitNum194 +InHover"
VOSound = "all3_inf_chatter_NotShootingCriticalHit_VOUnitNum194_InHover NotShootingCriticalHit +VOUnitNum194 +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum49_InHover AcquiredTarget +VOUnitNum49 +InHover"
VOSound = "all3_inf_chatter_NotShootingCriticalHit_VOUnitNum49_InHover NotShootingCriticalHit +VOUnitNum49 +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum50_InHover AcquiredTarget +VOUnitNum50 +InHover"
VOSound = "all3_inf_chatter_NotShootingCriticalHit_VOUnitNum51_InHover NotShootingCriticalHit +VOUnitNum51 +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum51_InHover AcquiredTarget +VOUnitNum51 +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum52_InHover AcquiredTarget +VOUnitNum52 +InHover"
VOSound = "all3_inf_chatter_NearbyEnemySlaughter_InHover NearbyEnemySlaughter +InHover"
VOSound = "all3_inf_chatter_NearbyFriendlySlaughter_InHover NearbyFriendlySlaughter +InHover"
VOSound = "all3_inf_chatter_KillingSpree4_InHover KillingSpree4 +InHover"
VOSound = "all3_inf_chatter_KillingSpree8_InHover KillingSpree8 +InHover"
VOSound = "all3_inf_chatter_HeadshotKill_InHover HeadshotKill +InHover"
VOSound = "all3_inf_chatter_Grenade_InHover Grenade +InHover"
VOSound = "all3_inf_chatter_MissileIncoming_InHover MissileIncoming +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_IsSniper_VOUnitNum44_InHover AcquiredTarget +IsSniper +VOUnitNum44 +InHover"
VOSound = "all3_inf_chatter_FriendlyFire_InHover FriendlyFire +InHover"
VOSound = "all3_inf_chatter_RebelsShootDeadBody_InHover RebelsShootDeadBody +InHover"
VOSound = "all3_inf_chatter_RebelsShootDeadBody_VOUnitNum42_InHover RebelsShootDeadBody +VOUnitNum42 +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_IsTurret_InHover AcquiredTarget +IsTurret +InHover"
VOSound = "all3_inf_chatter_RepairStart_IsHover_InHover RepairStart +IsHover +InHover"
VOSound = "all3_inf_chatter_RepairStart_IsWalker_InHover RepairStart +IsWalker +InHover"
VOSound = "all3_inf_chatter_RepairStart_IsFlyer_InHover RepairStart +IsFlyer +InHover"
VOSound = "all3_inf_chatter_RepairEnd_IsHover_InHover RepairEnd +IsHover +InHover"
VOSound = "all3_inf_chatter_RepairEnd_IsWalker_InHover RepairEnd +IsWalker +InHover"
VOSound = "all3_inf_chatter_RepairEnd_IsFlyer_InHover RepairEnd +IsFlyer +InHover"
VOSound = "all3_inf_chatter_RepairStart_IsTurret_InHover RepairStart +IsTurret +InHover"
VOSound = "all3_inf_chatter_RepairEnd_IsTurret_InHover RepairEnd +IsTurret +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_InHover AcquiredTarget +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum176_InHover AcquiredTarget +VOUnitNum176 +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum175_InHover AcquiredTarget +VOUnitNum175 +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum177_InHover AcquiredTarget +VOUnitNum177 +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum2_InHover AcquiredTarget +VOUnitNum2 +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum172_InHover AcquiredTarget +VOUnitNum172 +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum174_InHover AcquiredTarget +VOUnitNum174 +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum173_InHover AcquiredTarget +VOUnitNum173 +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum171_InHover AcquiredTarget +VOUnitNum171 +InHover"
VOSound = "all3_inf_chatter_AcquiredTarget_Above_VOUnitNum41_InWalker AcquiredTarget +Above +VOUnitNum41 +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum42_InWalker AcquiredTarget +VOUnitNum42 +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_left_InWalker AcquiredTarget +left +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_right_InWalker AcquiredTarget +right +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum43_InWalker AcquiredTarget +VOUnitNum43 +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum191_InWalker AcquiredTarget +VOUnitNum191 +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum192_InWalker AcquiredTarget +VOUnitNum192 +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum193_InWalker AcquiredTarget +VOUnitNum193 +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum194_InWalker AcquiredTarget +VOUnitNum194 +InWalker"
VOSound = "all3_inf_chatter_NotShootingCriticalHit_VOUnitNum194_InWalker NotShootingCriticalHit +VOUnitNum194 +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum49_InWalker AcquiredTarget +VOUnitNum49 +InWalker"
VOSound = "all3_inf_chatter_NotShootingCriticalHit_VOUnitNum49_InWalker NotShootingCriticalHit +VOUnitNum49 +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum50_InWalker AcquiredTarget +VOUnitNum50 +InWalker"
VOSound = "all3_inf_chatter_NotShootingCriticalHit_VOUnitNum51_InWalker NotShootingCriticalHit +VOUnitNum51 +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum51_InWalker AcquiredTarget +VOUnitNum51 +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum52_InWalker AcquiredTarget +VOUnitNum52 +InWalker"
VOSound = "all3_inf_chatter_NearbyEnemySlaughter_InWalker NearbyEnemySlaughter +InWalker"
VOSound = "all3_inf_chatter_NearbyFriendlySlaughter_InWalker NearbyFriendlySlaughter +InWalker"
VOSound = "all3_inf_chatter_KillingSpree4_InWalker KillingSpree4 +InWalker"
VOSound = "all3_inf_chatter_KillingSpree8_InWalker KillingSpree8 +InWalker"
VOSound = "all3_inf_chatter_HeadshotKill_InWalker HeadshotKill +InWalker"
VOSound = "all3_inf_chatter_Grenade_InWalker Grenade +InWalker"
VOSound = "all3_inf_chatter_MissileIncoming_InWalker MissileIncoming +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_IsSniper_VOUnitNum44_InWalker AcquiredTarget +IsSniper +VOUnitNum44 +InWalker"
VOSound = "all3_inf_chatter_FriendlyFire_InWalker FriendlyFire +InWalker"
VOSound = "all3_inf_chatter_RebelsShootDeadBody_InWalker RebelsShootDeadBody +InWalker"
VOSound = "all3_inf_chatter_RebelsShootDeadBody_VOUnitNum42_InWalker RebelsShootDeadBody +VOUnitNum42 +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_IsTurret_InWalker AcquiredTarget +IsTurret +InWalker"
VOSound = "all3_inf_chatter_RepairStart_IsHover_InWalker RepairStart +IsHover +InWalker"
VOSound = "all3_inf_chatter_RepairStart_IsWalker_InWalker RepairStart +IsWalker +InWalker"
VOSound = "all3_inf_chatter_RepairStart_IsFlyer_InWalker RepairStart +IsFlyer +InWalker"
VOSound = "all3_inf_chatter_RepairEnd_IsHover_InWalker RepairEnd +IsHover +InWalker"
VOSound = "all3_inf_chatter_RepairEnd_IsWalker_InWalker RepairEnd +IsWalker +InWalker"
VOSound = "all3_inf_chatter_RepairEnd_IsFlyer_InWalker RepairEnd +IsFlyer +InWalker"
VOSound = "all3_inf_chatter_RepairStart_IsTurret_InWalker RepairStart +IsTurret +InWalker"
VOSound = "all3_inf_chatter_RepairEnd_IsTurret_InWalker RepairEnd +IsTurret +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_InWalker AcquiredTarget +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum176_InWalker AcquiredTarget +VOUnitNum176 +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum175_InWalker AcquiredTarget +VOUnitNum175 +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum177_InWalker AcquiredTarget +VOUnitNum177 +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum2_InWalker AcquiredTarget +VOUnitNum2 +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum172_InWalker AcquiredTarget +VOUnitNum172 +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum174_InWalker AcquiredTarget +VOUnitNum174 +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum173_InWalker AcquiredTarget +VOUnitNum173 +InWalker"
VOSound = "all3_inf_chatter_AcquiredTarget_VOUnitNum171_InWalker AcquiredTarget +VOUnitNum171 +InWalker"

soldier .req:
Hidden/Spoiler:
ucft
{
REQN
{
"class"
"fld_inf_sniper_jungle"
}
}
side .req:
Hidden/Spoiler:
ucft
{
REQN
{
"fld_inf_sniper_jungle"
}
}
Last edited by ryukaji on Fri Feb 22, 2008 10:36 pm, edited 3 times in total.
Caleb1117
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Re: Need help with sides

Post by Caleb1117 »

Post the unit's .req, and the side .req
ryukaji
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Re: Need help with sides

Post by ryukaji »

okay i figured out one problem and the unit is showing up ( the most success with sides ive had)
BUT
the weapon i made isnt different ( i modified a sniper )

now i get this error

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'field_laser' is not localized for stats page

how do i give my unit a name so its not some random x239847298374 thingy
and rename weapon ingame
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Re: Need help with sides

Post by ryukaji »

ok im completely changing this.
my only problem is the weapon now, and i must have done something wrong.

how would I make a gun that shot a blue laser that went out when the gun overheated
like the turret that shoots a red laser beam
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Re: Need help with sides

Post by woner11 »

I don't beleive that that is possible. Here is the sniper rifle's ord file:
Hidden/Spoiler:
[OrdnanceClass]
ClassParent = "com_weap_inf_sniper_rifle_ord"

[Properties]
LaserTexture = "com_sfx_laser_blue"
LaserGlowColor = "92 136 250 100"
LightColor = "92 136 250 100"
LightRadius = "4.0"
Everything highlighted influences the color, but what is in blue changes the texture of the bolt, by siting a tga file. You can have the color of the bolt change over time, but you can't have it change when the weapon overheats I beleive. You also can't shoot when the weapon overheats.
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Re: Need help with sides

Post by ryukaji »

well ive got the beam to turn blue, but i want it to stay so when you hold down the fire button the laser stays and wen you let go it stops
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Re: Need help with sides

Post by da_great_ghost »

Look in the .odf for the turret and see if their is a special line

EDIT
put this line in your .odf
Hidden/Spoiler:
Lifespan = "0.3"
if that doesn't work look in data_***/Sides/tur/odf/tur_beam_exp or tur_bldg_beam_exp for info
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Re: Need help with sides

Post by woner11 »

Here is the ord for the fightertanks beam weapn:
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "beam"

[Properties]
ImpactEffectWater = "com_sfx_watersplash_md"
ImpactEffect = "com_sfx_weap_beam_exp"

LaserTexture = "com_sfx_laser_blue"
LaserWidth = "0.4"
LaserGlowColor = "92 136 250 100"

Range = "500.0"
Gravity = "1.0"
Rebound = "0.0"

LifeSpan = "0.75"

MaxDamage = "1000"

PassThrough = "1"

VehicleScale = "0.5"
ShieldScale = "1.0"
PersonScale = "1.0"
AnimalScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.5"


OrdnanceSound = "" // No Ordnance Sound on Beams
CollisionSound = "com_weap_inf_ord_hum_lg"
I beleive that the highlighted line determines the shots lenght.

Edit: Didn't realize that you posted right before me. That line is correct. You can check it in the common folder. The file is com_weap_veh_beam_ord.odf
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Re: Need help with sides

Post by ryukaji »

i changed the ord class to beam
and the lifespan to .75 and now its working! yay
just my only problem is with localizing the unit and the gun
anyone know how to do that?
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Re: Need help with sides

Post by woner11 »

Go into Data_ABC/Build and in there there should be an editlocalize bat. Open it up go to entity the rest is pretty straight forward. I posted a tut/ long speech about this, you could look that up or check the everything you need to know thread for more info.
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Re: Need help with sides

Post by ryukaji »

i saw that, and i tried that but i couldnt get it to work...

its supposed to be in the BUILD folder?
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Re: Need help with sides

Post by woner11 »

Yes, right click and click run.
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Re: Need help with sides

Post by ryukaji »

i dont see one in the build folder but in the main Data_*** folder there is a editlocalize thing
should it be in the build folder?
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Re: Need help with sides

Post by AceMastermind »

Leave it where it is, it's supposed to be in the data_ABC folder not the data_ABC\_BUILD folder, just click on editlocalize.bat and start localizing, there is a tut in the "Everything You Need Thread" for how to use it.
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Re: Need help with sides

Post by woner11 »

Yes, that would be it, my bad on the directions.
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Re: Need help with sides

Post by ryukaji »

it still doesnt work

i put it like this

Entity-
fld-
fld_inf_sniper_jungle

and in the name and comments boxes i put in Field Soldier
but when i munge i check common and localize and then run the game, but
the name doesnt turn to Field Soldier
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Re: Need help with sides

Post by woner11 »

What is the character's name and also you don't have to check the localize box. If his name is fld_inf_sniper_jungle then under entity make a new scope and call it fld. Then open the scope and under that create a key and call it inf_sniper_jungle, then in the white box right next to it, select your language and type in what you want him to be called, in this case field sniper. Munge, don't check the localize box and you're good to go.
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Re: Need help with sides

Post by ryukaji »

It worked!

thank you sooo much

but how do you localize weapons?
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Re: Need help with sides

Post by AceMastermind »

The same way, except you go to the weapons scope instead of entity.
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Re: Need help with sides

Post by ryukaji »

I did but it doesnt work


weapon-
fld-
weap-
field_laser
field_pistol
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