Page 1 of 1

Sides help

Posted: Thu Feb 19, 2009 9:09 pm
by Twilight_Warrior
My first mod attempt was to change the ep3 sniper with the ep2 jettrooper model. I did so by making a default ABC map w/ no modifications adn using Caleb1117's tutorial (thnx btw). It was a success :D .
However, you have to unlock the Jet trooper sniper, even though it is in the sniper class position, you cannot use his jets and you cannot zoom in. Are there any msh'es I need to add? or maybe sumthing in the lua? Is there anything I should post to help in the search to find the answer?

The only changes made to the lua was in the data_ABC/Common/scripts/ABCc_con:
I changed all instances of "rep_inf_sniper" to the "rep_ep2_jettrooper_sniper".
I added AddUnitToClass(REP, "rep_ep2_jettrooper_sniper",1,4) after the SetHeroClass functions.

Re: Sides help

Posted: Thu Feb 19, 2009 9:10 pm
by Master_Ben
The jet pack is done through .odf coding. you'll need the script used in the jettrooper's .odf to get it up and running.

Re: Sides help

Posted: Thu Feb 19, 2009 10:42 pm
by Commander_Fett
The jettrooper sniper in the assets has the jetpack disabled, just replace it's jetpack section in the odf with the normal one and the jetpack will work. As for the points to unlock, that's also in the odf. It's probably in the rep_inf_default_jettrooper.odf, you can just edit it there (will efect all units using that class parent, like the normal jettrooper), or just copy the PointsToUnlock line from the default_jettrooper odf to the sniper one and set it to 0.

Re: Sides help

Posted: Fri Feb 20, 2009 6:15 am
by G_M_StYlEr_M
Twilight_Warrior wrote:My first mod attempt was to change the ep3 sniper with the ep2 jettrooper model. I did so by making a default ABC map w/ no modifications adn using Caleb1117's tutorial (thnx btw). It was a success :D .
However, you have to unlock the Jet trooper sniper, even though it is in the sniper class position, you cannot use his jets and you cannot zoom in. Are there any msh'es I need to add? or maybe sumthing in the lua? Is there anything I should post to help in the search to find the answer?

The only changes made to the lua was in the data_ABC/Common/scripts/ABCc_con:
I changed all instances of "rep_inf_sniper" to the "rep_ep2_jettrooper_sniper".
I added AddUnitToClass(REP, "rep_ep2_jettrooper_sniper",1,4) after the SetHeroClass functions.
its simple replace the sniper.msh with the ep2 jettrooper but you must change the lua from the sniper !

Re: Sides help

Posted: Fri Feb 20, 2009 6:42 am
by theultimat
Actually, you could just remove all the JetPack information from the Ep.2 Sniper JetTrooper, as all the correct JetPack code is in the rep_inf_default_jettrooper.odf file, which is the rep_inf_ep2_jettrooper_sniper.odf's ClassParent. And then to make the Unit 0 points to unlock, you can just put

Code: Select all

PointsToUnlock      = 0
in the rep_inf_ep2_jettrooper_sniper's odf under Properties.

So, the odf could really look like this:

Code: Select all

[GameObjectClass]
ClassParent         = "rep_inf_default_jettrooper"

[Properties]
Label               = "Arc Trooper"
UnitType            = "trooper"
IconTexture         = "rep_htrooper_icon"
PointsToUnlock      = 0

GeometryName        = "rep_inf_jettrooper"
GeometryLowRes      = "rep_inf_jettrooper_low1"
FirstPerson         = "REP\repjettp;rep_1st_jettrooper"
MaxHealth           	= 300.0

WEAPONSECTION = 1
WeaponName1         = "rep_weap_inf_sniper_rifle"
WeaponAmmo1         = 7

WEAPONSECTION = 2
WeaponName2         = "rep_weap_inf_pistol"
WeaponAmmo2         = 0

WEAPONSECTION = 3
WeaponName3         = "rep_weap_inf_thermaldetonator"
WeaponAmmo3         = 2
WeaponChannel3      = 1

VOUnitType        	= 122
In theory, that should work, but I haven't tested it (meant to be doing homework :wink: ), so if it doesn't work I'll test it later on today.