Ok now, in my map, I want to mod my jettrooper to my liking. Basically, I want to make him use the DC-15a that the standard clonetroopers use. I also want to make him have infinite ammo and jetpack fuel. How would this be done?
Thanks in advance...
Some questions about the jettrooper ect...
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Hunted_One
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Ace_Azzameen_5
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Hunted_One
- Maveritchell
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Don't just look at the words, think about what it says.Hunted_One wrote:I skimmed it, but it did not help. I don't have a custom side, or a new unit I want, I just want to make some small edits to the normal jettrooper, but it has a custom skin. I don't know if that matters...
And I don't mean that in a mean way, it took me a while to figure out how the Jedi Creation applied to other stuff besides, well... jedi creation. If you're out to modify a side, including an .odf and skin (.tga) change, you need to move the side (in this case REP) from the BF2ModTools/assets/sides to your data_MODID/sides folder.
Once there, look in the .odf pertaining to the jettrooper (data_MODID/sides/REP/odf). Once you look it over, it should be pretty apparent how you make him have infinite jetfuel, or anything else. .Odfs are pretty easy, just take time to look them over.
And to change the skin look in the data_MODID/sides/REP/msh folder, it'll be the .tga file that looks like the jettrooper's skin. It probably has a name with jettrooper in it, too.
When you've done all that, go into the MODID's .lua (c_con for CW conquest, g_con for GCW conquest, c_ctf for CW CTF, et cetera). It'll be in the data_MODID/common/scripts/MODID folder. Scroll down to where you see the list of all the units and vehicles for one side being called, and edit the line that says "ReadDataFile("SIDE\\rep.lvl"," to read "ReadDataFile("dc:SIDE\\rep.lvl",". Make sure the unit you're modifying is in that list, and have at it! Look around the .lua, too, a lot of it is self-explanatory. Just pay attention.
EDIT: You'll see values for jetfuel, ammo, and whatever. If you want a value to be infinite, set it equal to zero.
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Hunted_One
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wazmol
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in the JetTroopers ODF file find:
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_emp_launcher"
WeaponAmmo = 4
WEAPONSECTION = 2
WeaponName = "rep_weap_inf_commando_pistol"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 4
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6
and change it to:
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rifle"
WeaponAmmo = 4
WEAPONSECTION = 2
WeaponName = "rep_weap_inf_commando_pistol"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 4
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6
you will find this in the rep_inf_default_jettrooper.odf not in the rep_inf_ep3_jettrooper
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_emp_launcher"
WeaponAmmo = 4
WEAPONSECTION = 2
WeaponName = "rep_weap_inf_commando_pistol"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 4
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6
and change it to:
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rifle"
WeaponAmmo = 4
WEAPONSECTION = 2
WeaponName = "rep_weap_inf_commando_pistol"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 4
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6
you will find this in the rep_inf_default_jettrooper.odf not in the rep_inf_ep3_jettrooper
- Maveritchell
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And in addition to what wazmol said, when I'm modifying a unit, I usually copy everything from the parent classes (in this case, rep_inf_default_jettrooper, rep_inf_default, and com_inf_default). Any overrides made to the most specific class are the ones that show up, I.e. changes in rep_inf_ep3_jettrooper trump changes made in rep_inf_default_jettrooper.
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Hunted_One
