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I have some technical questions

Posted: Thu Aug 28, 2008 9:32 pm
by agzilla123
For the record, I have created my first working character, thanks, in no small part, to everyone here at GT who answered my surplus of questions. (I have taken my first step into a much larger world)

:funny2: .........hehe

Well anyway, I have a few questions.

1. Where do you edit a soldiers ability to jump and roll. I do not think it has anything to do with animations, as my soldier dis id without me even touching animations. However, this is just a guess.

2. How to edit the ...............uhhhh *can't think of word*..............thing that shows where you are aiming, to show that a weapon is a certain amount of shots away form overheating. (like it did in the original Battlefront 2) I suspect it has something to do with .odfs, but I am not sure what.

3. I am having that weird, weapon floating in mid-air after you change to secondary weapon, problem that many other modded maps seem to have. Does anyone know how to fix this?

Any help would be appreciated.

Re: I have some technical questions

Posted: Thu Aug 28, 2008 9:38 pm
by Fluffy_the_ic
agzilla123 wrote:For the record, I have created my first working character, thanks, in no small part, to everyone here at GT who answered my surplus of questions. (I have taken my first step into a much larger world)

:funny2: .........hehe

Well anyway, I have a few questions.

1. Where do you edit a soldiers ability to jump and roll. I do not think it has anything to do with animations, as my soldier dis id without me even touching animations. However, this is just a guess.

2. How to edit the ...............uhhhh *can't think of word*..............thing that shows where you are aiming, to show that a weapon is a certain amount of shots away form overheating. (like it did in the original Battlefront 2) I suspect it has something to do with .odfs, but I am not sure what.

3. I am having that weird, weapon floating in mid-air after you change to secondary weapon, problem that many other modded maps seem to have. Does anyone know how to fix this?

Any help would be appreciated.
You're topic title makes it sound like you are saying, "Technically, I have questions," even though these appear to be questions, not sentences that are technically questions... jk :P
1: I don't understand the question. Do you want different animations? Does he automatically do them (jump and roll)? If it's the latter, then that's a glitch that comes with the game. Its happened with me 3 times. On my computer, on my friend's, and while I was playing against elfie in his map.
2:If you mean editing the reticule, that's not possible. It's hardcoded. If you mean changing the rate at which a weapon overheats, that is possible. I just forget what the line is called... Expert Modder please.
3: There's a fix for that. I forget what it is, but I know FragMe! found a fix that works 100 (or so, I forget how effective it is)% of the time.

Re: I have some technical questions

Posted: Thu Aug 28, 2008 9:45 pm
by obiboba3po
1. thats in the "rep_inf_default_rifleman" (all units are set up like this.) if u open up the rep_inf_default_rocketeer odf, youll see movement defaults there. that controll rolling and running. heres what it looks like

Code: Select all

// Movement defaults
// These are values for an average class - some soldiers will override these
MaxSpeed                = 27.0       // base forward speed
MaxStrafeSpeed          = 15.25       // base right/left speed
MaxTurnSpeed            = 5.0       // base turn speed
JumpHeight              = 5.78      // base jump height in meters
// Speed multipliers for various actions
JumpForwardSpeedFactor  = 1.3       // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor   = 1.0       // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor         = 1.5       // in forward arc, boost speed by this factor when rolling
// Apparently contant for all or most classes:
Acceleration            = 70.0      // accelerate to full run in about 7/70 = 0.1 seconds
SprintAccelerateTime    = 0.35      // accelerate from run to sprint in this time

// ControlSpeed = "<stance> <thrustfactor> <strafefactor> <turnfactor>"
// For grounded states (stand, crouch, prone, sprint) and jet state,
//  in which the thrust/strafe stick controls the player's velocity,
//  these values are multipliers on the max speed and acceleration.
// For flying states (jump, roll, tumble), in which the thrust/strafe stick
//  applies an acceleration, these values only multiply the acceleration.
ControlSpeed            = "stand  1.00 1.00 1.00"
ControlSpeed            = "crouch 0.70 0.60 1.00"
ControlSpeed            = "prone  0.30 0.20 0.50"
ControlSpeed            = "sprint 1.50 0.50 0.35"
ControlSpeed            = "jet    0.30 0.30 1.00"
ControlSpeed            = "jump   0.03 0.03 0.35"
ControlSpeed            = "roll   0.02 0.02 0.35"
ControlSpeed            = "tumble 0.00 0.00 0.10"
that is from my map, so its setup to run really fast. but u copy and paste that right underneath "maxhealth" which is under properties.

2. i think ur talking about the HUD. some of the hud can be edited in gimp. its probably either under the common msh folder or the sides msh folder. (has hud in the name)
EDIT: the other part is what fluffy said

3. there is a fix, check the "everything u need to know thread" i believe its there.

Re: I have some technical questions

Posted: Fri Aug 29, 2008 3:58 pm
by agzilla123
Alright, everything except the answers to question 3 worked fine.

I downloaded the tutorial made by Fragme!, but for some reason, the change isn't being made.

Here is my side's .req file:
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"cge_inf_battledroid"
}

REQN
{
"model"
"com_inv_mesh"
}

REQN
{
"config"
"extraweapons"
}
}
Here is the weapon .odf: (the weapon being the one with the problem)
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_pistol"
GeometryName = "cis_weap_inf_pistol.msh"

[Properties]

GeometryName = "cis_weap_inf_pistol"
HighResGeometry = "cis_1st_weap_inf_pistol"
HUDTag = "cis_weap_inf_pistol"
OrdnanceName = "cis_weap_inf_pistol_ord"


//******************************************************
//*************** SOUND ****************
//******************************************************

FireSound = "cis_weap_inf_pistol_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = ""
ChargeSound = ""
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
Finally, here is my extraweapons.hud file:
Hidden/Spoiler:
Code:

ViewPort("Transforms")
{
EventNameFilter("player%")

// First Weapons Section

TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("cis_weap_inf_pistol", "com_inv_mesh")


EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}

Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")

Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)

//change position, rotation and scale of first weapon here, remove unused lines

MeshInfo("cis_weap_inf_pistol")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
}
}
}
Any help would be appreciated.