Seismic Effect for Detpack? [Solved]

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Recon Trooper
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Seismic Effect for Detpack? [Solved]

Post by Recon Trooper »

Is it possible to change the explosion of a detpack into a seismic charge explosion but still have the same explosion radius. And if possible... Where can you get the effect?
Last edited by Recon Trooper on Fri Oct 02, 2009 11:24 pm, edited 1 time in total.
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Maveritchell
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Re: Seismic Effect for Detpack?

Post by Maveritchell »

It's in the stock assets:
com_sfx_weap_seismiccharge.fx
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Re: Seismic Effect for Detpack?

Post by Recon Trooper »

where abouts? I can't find it...
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Re: Seismic Effect for Detpack?

Post by AQT »

BF2_Modtools\data_***\Common\effects
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Re: The "Help me find an asset" topic

Post by Recon Trooper »

What is the detpack blast's name. So I can replace it with the seismic.

Also, lol
How do I replace it. Or better to say. How will I make it turn into a seismic effect?
Last edited by Recon Trooper on Thu Oct 01, 2009 11:24 pm, edited 1 time in total.
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Re: The "Help me find an asset" topic

Post by AQT »

com_weap_inf_detpack_exp.odf, all_weap_inf_detpack_exp.odf, imp_weap_inf_detpack_exp.odf, rep_weap_inf_detpack_exp.odf, and cis_weap_inf_detpack_exp.odf.
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Re: The "Help me find an asset" topic

Post by Recon Trooper »

AQT, I have one question...
the imp_weap_detpack_exp looks like this-
Hidden/Spoiler:
[ExplosionClass]
ClassParent = "com_weap_inf_detpack_exp"

[Properties]
And then the seizmic charge effect-
Hidden/Spoiler:
ParticleEmitter("FlareBallDark")
{
MaxParticles(5.0000,5.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.1000);
BurstCount(5.0000,5.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.0100, 0.0100);
Red(0, 0.0000, 0.0000);
Green(0, 50.0000, 50.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 86.0000, 86.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -180.0000, 180.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.8000);
Position()
{
LifeTime(3.0000)
}
Size(0)
{
LifeTime(0.3000)
Reach(1.0000);
Next()
{
LifeTime(0.3000)
Scale(1.1000);
Next()
{
LifeTime(0.2000)
Scale(0.0000);
}
}
}
Color(0)
{
LifeTime(3.0000)
Move(0.0000,0.0000,0.0000,0.0000);
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("com_sfx_explosion1");
}
ParticleEmitter("FlareBallLight")
{
MaxParticles(1.0000,1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.1000);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.0100, 0.0100);
Red(0, 0.0000, 0.0000);
Green(0, 50.0000, 50.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 100.0000, 100.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -180.0000, 180.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.8000);
Position()
{
LifeTime(3.0000)
}
Size(0)
{
LifeTime(0.3000)
Move(1.0000);
Next()
{
LifeTime(0.3000)
Scale(1.1000);
Next()
{
LifeTime(0.2000)
Scale(0.0000);
}
}
}
Color(0)
{
LifeTime(3.0000)
Move(0.0000,0.0000,0.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_explosion4");
}
ParticleEmitter("Hilights")
{
MaxParticles(10.0000,10.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0100, 0.0100);
BurstCount(10.0000,10.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Offset()
{
PositionX(-0.2500,0.2500);
PositionY(-0.2500,0.2500);
PositionZ(-0.2500,0.2500);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.1000, 0.2000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -90.0000, 90.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.8000);
Position()
{
LifeTime(2.0000)
Accelerate(0.0000, 0.0000, 0.0000);
}
Size(0)
{
LifeTime(0.8000)
Scale(5.0000);
}
Color(0)
{
LifeTime(0.4000)
Reach(255.0000,255.0000,255.0000,255.0000);
Next()
{
LifeTime(0.4000)
Reach(0.0000,0.0000,20.0000,0.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_smoke2");
}
ParticleEmitter("cs_ring")
{
MaxParticles(1.0000,1.0000);
StartDelay(0.9000,0.9000);
BurstDelay(0.0000, 0.0000);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.1000, 0.2000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 6.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(2.0000);
Position()
{
LifeTime(2.0000)
}
Size(0)
{
LifeTime(2.0000)
Reach(100.0000);
}
Color(0)
{
LifeTime(0.5000)
Reach(255.0000,255.0000,255.0000,255.0000);
Next()
{
LifeTime(1.5000)
Reach(255.0000,255.0000,255.0000,0.0000);
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("BILLBOARD");
Texture("com_sfx_flashring1");
}
ParticleEmitter("InitialFlare")
{
MaxParticles(3.0000,3.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.2000);
BurstCount(3.0000,3.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 10.0000, 10.0000);
Red(0, 85.0000, 85.0000);
Green(0, 123.0000, 123.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.3000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(0.3000)
Scale(0.0000);
}
Color(0)
{
LifeTime(0.3000)
Move(85.0000,123.0000,255.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flashball2");
}
ParticleEmitter("BigFlare")
{
MaxParticles(5.0000,5.0000);
StartDelay(0.8000,0.8000);
BurstDelay(0.0000, 0.0000);
BurstCount(5.0000,5.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 2.0000, 6.0000);
Red(0, 85.0000, 85.0000);
Green(0, 149.0000, 149.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.2000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(1.0000)
Scale(250.0000);
}
Color(0)
{
LifeTime(0.2000)
Reach(85.0000,149.0000,255.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flashball3");
}
ParticleEmitter("Glow")
{
MaxParticles(1.0000,1.0000);
StartDelay(0.8000,0.8000);
BurstDelay(0.0000, 0.0000);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,1.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 20.0000, 20.0000);
Red(0, 85.0000, 85.0000);
Green(0, 149.0000, 149.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 255.0000, 255.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(2.0000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(2.0000)
Scale(2.0000);
}
Color(0)
{
LifeTime(2.0000)
Reach(85.0000,149.0000,255.0000,0.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flashball1");
}
ParticleEmitter("Flare")
{
MaxParticles(1.0000,1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0000, 0.0000);
BurstCount(1.0000,1.0000);
MaxLodDist(50.0000);
MinLodDist(10.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.1000, 0.1000);
Red(0, 85.0000, 85.0000);
Green(0, 196.0000, 196.0000);
Blue(0, 150.0000, 255.0000);
Alpha(0, 32.0000, 32.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.8000);
Position()
{
LifeTime(1.0000)
}
Size(0)
{
LifeTime(0.3000)
Scale(200.0000);
Next()
{
LifeTime(0.3500)
Scale(0.0000);
}
}
Color(0)
{
LifeTime(0.8000)
Reach(85.0000,196.0000,255.0000,16.0000);
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flashring1");
}
}
}
}
}
}
}
}
}
So what do i need to do?
AQT
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Re: The "Help me find an asset" topic

Post by AQT »

In your imp_weap_detpack_exp.odf add this line

Code: Select all

Effect              = "com_sfx_weap_seismiccharge"
under

Code: Select all

[Properties]
Recon Trooper
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Re: The "Help me find an asset" topic

Post by Recon Trooper »

AQT- It works fine now but the only other problem is is that it dosent always do the seismic effect.

Example- I placed a detpack and the explosion was a seismic.
Then I placed another one and it was still the normal fire explosion.
????????
Weird hey...
Recon Trooper
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What is the detpacks effect called?

Post by Recon Trooper »

What is the detpacks explosion effect called?
Because I want to delete it.

PS. I looked in all of the odf's and its not there.

Topics merged -Staff
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Re: What is the detpacks effect called?

Post by AQT »

Hint: the all_weap_inf_detpack_exp, imp_weap_inf_detpack_exp, rep_weap_inf_detpack_exp, and cis_weap_inf_detpack_exp ODFs inherit from the com_weap_inf_detpack_exp ODF.
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Re: The "Help me find an asset" topic

Post by Fiodis »

Recon Trooper wrote:AQT- It works fine now but the only other problem is is that it dosent always do the seismic effect.

Example- I placed a detpack and the explosion was a seismic.
Then I placed another one and it was still the normal fire explosion.
????????
Weird hey...
This is to do with the classparents. Either remove the detpack explosion's need for a parental call, or edit the parent to read the effect as well as the child.
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