Detpack model not changing

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
TWINKEYRUNAWAY
Lieutenant General
Lieutenant General
Posts: 730
Joined: Fri Aug 17, 2012 3:13 pm
Projects :: Empire Rising
Games I'm Playing :: SWBF Doom FONV
xbox live or psn: No gamertag set
Location: 411Remnant
Contact:

Detpack model not changing

Post by TWINKEYRUNAWAY »

Im having a slight problem getting the detpack model to change to a different model. Funny thing is ive been able to do it in one of my other project but I cant seem to get it to change now. Here is what my odf's look like:

imp_weap_inf_detpack
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_detpack"

[Properties]

OrdnanceName = "imp_weap_inf_detpack_ord"

//************************************************
//******************* SOUND **********************
//************************************************
FireSound = "dualmedkit"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_med"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
imp_weap_inf_detpack_ord
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_weap_inf_detpack_ord"

[Properties]
GeometryName = "weap_inf_protoncharge"

ExplosionTrigger = "imp_weap_inf_detpack_exp"
ExplosionExpire = "imp_weap_inf_detpack_destroyed_exp"
ExplosionDeath = "imp_weap_inf_detpack_destroyed_exp"
And the parent class odf
com_weap_inf_detpack
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "detonator"

[Properties]
HUDTag = "com_weap_inf_detpack"
GeometryName = "weap_inf_protoncharge"

RoundsPerClip = "1"
ShotDelay = "0.5"
ReloadTime = "3.0"
InitialSalvoDelay = "0.25"

TriggerAll = "1"

//AnimationBank = "grenade"

OffhandWeapon = 1
TrackingSound = ""

MaxItems = "1.0"

AutoAimSize = "1.0"

MaxPressedTime = "0.5"
MinStrength = "0.2"
MaxStrength = "1.0"

TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"
TargetMine = "0"
com_weap_inf_detpack_ord
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "mine"

[Properties]
GeometryName = "weap_inf_protoncharge"
TrailEffect = "com_sfx_mineblink_red"
LightColor = "250 50 50 150"
LightRadius = "3.0"


LifeSpan = "60.0"
NoLifeSpanDisplay = "1"

Velocity = "0.0"
Gravity = "1.0"
Rebound = "0.0
Friction = "1.0

MaxHealth = "20"

StickPerson = 1
StickAnimal = 1
StickDroid = 1
StickVehicle = 1
StickBuilding = 1
StickBuildingDead = 1
StickBuildingUnbuilt= 1
StickTerrain = 1

CollisionSound = "com_sticky_stick"
I even added it to my ingame.req
Hidden/Spoiler:
ucft
{
REQN
{
"config"
"SoldierAnimation"
"com_sfx_waterbulletspray"
"com_sfx_watersplash_lg"
"com_sfx_watersplash_md"
"com_sfx_watersplash_ord"
"com_sfx_watersplash_ord_lg"
"com_sfx_watersplash_ord_md"
"com_sfx_watersplash_sm"
"com_sfx_watersplash_wade"
"com_sfx_watersplash_walker"
"com_sfx_watersplash_xs"
"com_sfx_waterwake_lg"
"com_sfx_waterwake_sm"
"explosion"
}
REQN
{
"class"
"com_item_powerup_ammo"
"com_item_powerup_health100"
"com_item_infantry_mine"
"[code]com_weap_inf_detpack[/code]"
"com_item_powerup_health25"
"com_item_powerup_dual"
}
REQN
{
"model"
"com_weap_inf_detpack"
"hud_main_reticule"
"hud_main_reticule_bullseye"
"hud_main_reticule_criticalhit"
"hud_main_reticule_hit"
"hud_main_reticule_outline"
}
REQN
{
"texture"
"AL3_null_icon"
"starburst"
"dirt"
"explode"
"flare4"
"thicksmoke1"
"thicksmoke2"
"underlitesmoke1"
"boom5"
}
}
Also ive added the updated lvl files(common,ingame ect) back to the munged folder in my addon just incase those didnt carry over correctly. Still no dice. I know im missing something, any advice would be much appreciated.
weap_inf_protoncharge
Is my new model, however I still get the vanilla model ingame.
Samee3
First Lance Corporal
First Lance Corporal
Posts: 123
Joined: Sun Jul 05, 2015 5:07 pm
Projects :: BF2 Refresh Mod
Games I'm Playing :: Empire at War
xbox live or psn: VaporousFern310
Location: California, USA

Re: Detpack model not changing

Post by Samee3 »

Your ODFs look correct, so try replacing the stock DetPack model with the Thermal Detonator model.
If the Thermal Detonator model works, its a good bet that your model is not being accepted by the game.
Also, check the log for any errors
User avatar
TWINKEYRUNAWAY
Lieutenant General
Lieutenant General
Posts: 730
Joined: Fri Aug 17, 2012 3:13 pm
Projects :: Empire Rising
Games I'm Playing :: SWBF Doom FONV
xbox live or psn: No gamertag set
Location: 411Remnant
Contact:

Re: Detpack model not changing

Post by TWINKEYRUNAWAY »

I just checked the log files to, no mention of the detpack or anything pertianing to it. I went ahead and changed the odf to read the thermal detonator model and still the problem persists. This is really strange.
User avatar
Oceans14
Command Sergeant Major
Command Sergeant Major
Posts: 296
Joined: Mon Apr 27, 2015 7:09 pm
Projects :: Athenova Campaign
Games I'm Playing :: SWBF2
Location: Planet 4546b

Re: Detpack model not changing

Post by Oceans14 »

Could a clean/manual clean and re-munge get it to work? I generally do that whenever something doesn't work... kind of like turning it off and then back on
Samee3
First Lance Corporal
First Lance Corporal
Posts: 123
Joined: Sun Jul 05, 2015 5:07 pm
Projects :: BF2 Refresh Mod
Games I'm Playing :: Empire at War
xbox live or psn: VaporousFern310
Location: California, USA

Re: Detpack model not changing

Post by Samee3 »

Yes, this is strange.

I'd say try cleaning, like Oceans14 suggests.

If that doesn't work, try deleting all ODF files related to the DetPack, and start over.
User avatar
TWINKEYRUNAWAY
Lieutenant General
Lieutenant General
Posts: 730
Joined: Fri Aug 17, 2012 3:13 pm
Projects :: Empire Rising
Games I'm Playing :: SWBF Doom FONV
xbox live or psn: No gamertag set
Location: 411Remnant
Contact:

Re: Detpack model not changing

Post by TWINKEYRUNAWAY »

Ive done the manuel clean, deleting and re-doing the odfs and a variety of other things yet the game persists to allude me. I even added odf's from my other project that has the detpack model changed along with the new detpack model from that odf. At this point it looks like the game wants me to stick with the vanilla model, which isnt too terrible but still kinda disapointing.
Samee3
First Lance Corporal
First Lance Corporal
Posts: 123
Joined: Sun Jul 05, 2015 5:07 pm
Projects :: BF2 Refresh Mod
Games I'm Playing :: Empire at War
xbox live or psn: VaporousFern310
Location: California, USA

Re: Detpack model not changing

Post by Samee3 »

I feel like I have had this sort of problem before, but I can't remember exactly what it was or how I fixed it. :?

Assuming that the rest of the mod (it's not just the DetPack, right) is working correctly, suppose you tried the model on something else, like the time bomb. Or, another idea is to rename the stock model to something else, and rename the custom model to what the stock DetPack model was.

I suppose the last option is to reinstall the game; if no success then, reinstall the mod tools(backing up your progress of course).

Too bad we can't seem to find the solution to this problem. I'm sure this problem has been and will be encountered; it would be nice if someone could figure out how to fix it NOT the hard way. :cpu:
User avatar
Kingpin
Jedi
Jedi
Posts: 1096
Joined: Fri Sep 13, 2013 7:09 pm
Projects :: The Sith Wars II
Location: Denver, CO
Contact:

Re: Detpack model not changing

Post by Kingpin »

Maybe you could try to rename your model the detpack model and delete the old detpack model. Clean and munge.
Post Reply