I need mod help!

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Nedarb7
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Re: I need mod help!

Post by Nedarb7 »

If you look into the clone commander odf you'll see it, bulging in front of your eyes:

MaxHealth = 400

Change (or add) that to how much life you want the trooper to have.
That's it, nothing else is required. (note that 400 is default)
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Ant
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Re: I need mod help!

Post by Ant »

I think I know the problem..theres like 15 clone commander odfs! Ahh! :runaway: Which one do I choose? Also, how do you edit like the CIS files and stuff, like how do you overlap the CIS files with a released Death Watch thingy? The CIS arent the same as the REP.
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Re: I need mod help!

Post by Cleb »

I believe the ODF you are looking for is called rep_inf_ep3commander or something really close to that. To overlap sides, make a custom side with both sides in it and just load the units you want in the lua. :wink:
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Re: I need mod help!

Post by Ant »

Cleb wrote:To overlap sides, make a custom side with both sides in it and just load the units you want in the lua. :wink:
:shock: I'm still having trouble with English....why type in another language. :o (I have no clue what you just said...sorry)
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Re: I need mod help!

Post by noMatt »

He want to tell you that:

Create a custom side in which you put all units you need to have.
And then load the units of both teams from this side

This is good for file size and you have only the things you need so its easier to find units tgas and so on
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Nedarb7
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Re: I need mod help!

Post by Nedarb7 »

I'll make it very simple:

What commander odf? First off there are only two (the first is rep_inf_commander, the
second is rep_inf_default_commander (it might be "officer" not commander (haven't checked)))
you will be editing the default odf (so rep_inf_default_commander(or officer). Then change
the MaxHealth = some number line. Every class (almost (every clone odf)) has a rep_inf_default_**** odf so if you want to change another classes life just add to MaxHealth = 400
and change it to your liking (if the default already has one just change it from there).

How to do CIS, exactly like the REPs just all their stuff is in the CIS side folder.
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Re: I need mod help!

Post by Ant »

THANKS :D ^ And for the CIS....theres only one set of files for all the battledroid classes, I wana put Pre Vizla ONLY over the sniper class, without affecting any of the other droid classes..help! Like, there is only one .msh file for all the droids, how do I seperate the sniper and rocket launcer from that?
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Re: I need mod help!

Post by Noobasaurus »

Ant wrote:there is only one .msh file for all the droids, how do I seperate the sniper and rocket launcer from that?
...I'm lazy, so here's a video.

I haven't done any modding for a while, but this should work.
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Re: I need mod help!

Post by Ant »

Hmm, I did exactly that then I simply copied and pasted all of Pre Vizlas information into the .msh, then I munged...no new changes :/
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Re: I need mod help!

Post by Noobasaurus »

And you did put the mshs that you want to use into the msh folder?
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Re: I need mod help!

Post by Ant »

Noobasaurus wrote:And you did put the mshs that you want to use into the msh folder?
Yes, I put all the Pre Vizlas files into the .msh folder.
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Re: I need mod help!

Post by Noobasaurus »

And you are loading your custom CIS side by using the dc: in the lua, correct? I'm just thinking of things that may have gone wrong.
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Re: I need mod help!

Post by Ant »

Noobasaurus wrote:And you are loading your custom CIS side by using the dc: in the lua, correct? I'm just thinking of things that may have gone wrong.
Um, Im gona say no becasue I never heard of a dc: or used it before...
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Re: I need mod help!

Post by Noobasaurus »

Code: Select all

    ReadDataFile("dc:SIDE\\cis.lvl",
                "cis_hero_grievous",
                "cis_hero_darthmaul",
                "cis_hero_countdooku",
Your lua should look like that.
Hidden/Spoiler:
Located in data_ANT\Common\scripts\ANT
Last edited by Noobasaurus on Fri Apr 05, 2013 9:02 pm, edited 1 time in total.
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Re: I need mod help!

Post by Ant »

Noobasaurus wrote:

Code: Select all

    ReadDataFile("[color=#FFFF00]dc:[/color]SIDE\\cis.lvl",
                "cis_hero_grievous",
                "cis_hero_darthmaul",
                "cis_hero_countdooku",
Um, Im sorry but I have no clue what that is and/or what I do with it.
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Re: I need mod help!

Post by Noobasaurus »

Edit your ANTc_con (the con will be whatever mode you have) to look like that. (Add the dc:)

Save and munge.
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Re: I need mod help!

Post by Ant »

Noobasaurus wrote:Edit your ANTc_con (the con will be whatever mode you have) to look like that. (Add the dc:)

Save and munge.
lol Im so sorry, but where on earth is my ANTc_con?
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Re: I need mod help!

Post by Noobasaurus »

Noobasaurus wrote:
Hidden/Spoiler:
Located in data_ANT\Common\scripts\ANT
The dc: tells the game to load your custom units into the game.
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Re: I need mod help!

Post by Ant »

FOUND IT!
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:MAN\\MAN.lvl", "MAN_conquest")
ReadDataFile("dc:MAN\\MAN.lvl", "MAN_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
...Now What?
Noobasaurus
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Re: I need mod help!

Post by Noobasaurus »

Are your custom skins in a msh folder located in data_ANT\Sides\CIS?
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