Standalone Munger

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Glitch25
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Standalone Munger

Post by Glitch25 »

Would it be possible to enable or create a munge tool that functions separately from the Star Wars Battlefront Modification assets? Below I've described a modification concept with it in mind.

This modification permits the non-modder a means of
customizing a personal unit for SWBFII while maintaining
a balanced gameplay experience for the player to enjoy.

In game, the player is granted a single default custom
class to select for any mission. It can be altered by
finding the ctu.bat file in the CTU folder. Excess units
are entirely AI controlled and are not selection options.
Hidden/Spoiler:
Below depicts the selection method in the ctu.bat file.
This file can be found in the CTU modification folder.

[Current Soldier Build]
- Rifle
- Pistol
- Grenade
- None
- None
- [425 HP]
- [7.0 SP]

[Current Hero Build]
- Light Side
- Obi-Wan Kenobi
- Push
- Throw

[Choose Your Unit Type]
1. Soldier [-000 HP] [-0.0 SP]
2. Hero [+425 HP] [+8.0 SP]

--if soldier is chosen

[Choose Your Primary Weapon]
1. Rifle [-000 HP] [-0.0 SP]
2. Sniper [-125 HP] [+1.0 SP]
3. Shotgun [+050 HP] [-0.5 SP]
4. Launcher [+125 HP] [-1.0 SP]

[Choose Your Secondary Weapon]
1. None
2. Pistol
3. Repair

[Choose Your Primary Equipment]
1. None
2. Grenades
3. Mines

[Choose Your Secondary Equipment]
1. None
2. Recon
3. Turret

[Choose Your Ability]
1. None [-000 HP] [-0.0 SP]
2. Jetpack [-100 HP] [-0.0 SP]
3. Stealth [-100 HP] [-0.0 SP]
4. Shield [+225 HP] [-4.5 SP]

--if hero is chosen

[Choose Your Side]
1. Light Side
2. Dark Side

--if light side is chosen

[Choose Your Master]
1. Obi-Wan Kenobi
2. Mace Windu
3. Ki-Adi-Mundi
4. Aayla Secura
5. Luke Skywalker

[Choose Your Primary Ability]
1. None
2. Pull
3. Push

[Choose Your Secondary Ability]
1. None
2. Destroy
3. Throw

--if dark side is chosen

[Choose Your Master]
1. Darth Maul
2. Count Dooku
3. Anakin Skywalker
4. Darth Sidious
5. Darth Vader

[Choose Your Primary Ability]
1. None
2. Pull
3. Push

[Choose Your Secondary Ability]
1. None
2. Choke
3. Throw
When the mod is downloaded by the player it includes all assets un-munged. The only sections which differ when the selection process is complete are the "side_inf_default_classname.odf" and the "side_inf_classname.odf" files. Following the player's selection, the standalone munge tool grabs the prerequisite assets and the player's chosen .odf files and compiles them for use in game.
Eaol
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Re: Standalone Munger

Post by Eaol »

It'd have to do something with the LUA in order to be able to choose to play as that Unit. It'd be a little bit more than just a standalone munger (if that's even doable).
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Glitch25
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Posts: 222
Joined: Mon May 07, 2012 1:01 pm
Projects :: [ISM] [BFU]
Games I'm Playing :: [SWBFII] [SWBFI]
Location: Baktoid Combat Automata
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Re: Standalone Munger

Post by Glitch25 »

I'd need to have each of the (several hundred) .odf files prepared, shouldn't be that difficult.
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Nedarb7
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Re: Standalone Munger

Post by Nedarb7 »

I'm pretty sure that the mungers use exes from the ToolsFL (or something like that) folder that came with the mod tools. A standalone munger would be easy, I've made some mungers before and I didn't find it that difficult. You would need the exes though.

If you plan on using a munger to create your custom class .lvls I suggest only having one odf file that is blank rather than hundreds of combinations. The batch file can write it out so that you wouldn't need all the other odfs. Again, pretty easy to do it would just take some time to write it out.
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