Finish it

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Zango
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Posts: 29
Joined: Fri Apr 02, 2010 11:02 am

Finish it

Post by Zango »

Baicially, I've had this pretty-much-but-not-quite-done map on my hands since August now, and now I've finally decided to just go ahead and finish the darn thing. Really, all I've got left are bugs that I have no idea how to fix, (for the most part) and considering a re-skin and adding some unique stuff to that same unit. Some of the bugs are disastorous, some are amusing, and some are just annoying. Well, introductions aside, I'll begin:

My 2nd hero has a rather annoying bug. He's a simple Fett re-skin, but for some reason he can't manually reload. Instead, when I press "R" he fires his secondary weapon. When I right-click with his gun out, it simply does nothing. I would like to add that he does also indeed have a lightsaber, and I'm sure this is the cause. He's using the "fett" animation set, which also is missing the last part of the spriniting lightsaber combo, which results in him being unable to attack or sprint. That last part isn't a big deal, as you can simply swap to the blaster and back and it's fine, but it's still tedious. I know it's possible to have a unit use both a melee weapon and a ranged weapon without bugs, but I'd like to know how.

Unit's ODF:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_hero_default"
GeometryName = "imp_inf_bobafett.msh"

[Properties]
AISizeType = "HOVER"

MaxHealth = 5000.0

GeometryName = "imp_inf_bobafett"
GeometryLowRes = "imp_inf_bobafett_low1"
FirstPerson = "IMP\impboba;imp_1st_bobafett"

AnimationName = "fett"

//JET JUMP
JetJump = "7.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "30.0" //Acceleration while hovering.
JetEffect = "imp_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.15" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)

CollisionScale = "0.0 0.0 0.0"
//JET JUMP END

WEAPONSECTION = 1
WeaponName1 = "imp_weap_hero_bobarifle"
WeaponAmmo1 = 4

WEAPONSECTION = 2
WeaponName2 = "imp_weap_lightsaber"
WeaponAmmo2 = 0

WEAPONSECTION = 3
WeaponName3 = "imp_weap_inf_wrist_rocket"
WeaponAmmo3 = 5
WeaponChannel3 = 1

WEAPONSECTION = 4
WeaponName4 = "imp_weap_inf_detpack"
WeaponAmmo4 = 4
WeaponChannel4 = 1


//SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_boba_spawn"
SndHeroDefeated = "hero_boba_exhausted"
SndHeroKiller = "hero_boba_exhausted"

VOSound = "imp_off_response_hero_command SC_Follow"
VOSound = "imp_off_response_hero_command SC_StopFollow"
VOSound = "imp_off_response_hero_command SC_VehicleWaitUp"
VOSound = "imp_off_response_hero_command SC_GetIn"
VOSound = "imp_off_response_hero_command SC_GetOut"

VOSound = "hero_boba_AcquiredTarget AcquiredTarget"
VOSound = "hero_boba_KillingSpree4 KillingSpree4"
VOUnitType = 192
SoldierMusic = "imp_hero_Boba_lp"

VOSound = "boba_hero_pc_com_hostile SpottedVO"
VOSound = "boba_hero_pc_com_mechanic NeedRepairVO"
VOSound = "boba_hero_pc_com_transport NeedPickupVO"
VOSound = "boba_hero_pc_com_backup NeedBackupVO"
VOSound = "boba_hero_pc_com_clear_area AttackPositionVO"
VOSound = "boba_hero_pc_com_defend DefendPositionVO"

VOSound = "boba_hero_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "boba_hero_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "boba_hero_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "boba_hero_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "boba_hero_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "boba_hero_pc_com_defend_inVehicle DefendPositionVO +InVehicle"

HurtSound = "fett_inf_com_chatter_wound"
DeathSound = "fett_inf_com_chatter_death"
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = 0.25
EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound = "rep_weap_jetpack_turnon"
TurnOffSound = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0
FoleyFXClass = "imp_inf_trooper"
Secindly, one of my units, The Vtrooper (Not actual name) has an interesting bug with his assault rifle. This is the previously mentioned disastorous bug. Any attempt to change weapons will deep-freeze the game, which can only be remedied by restarting the computer. The unit has no other weapons, (Other than a pistol in the secondary slot) so a weapon change is unnesicary, but it's still a huge issue. The rifle is correctly localized, but for one reason or another does not show up in the unit's loadout in the spawn selection screen.

Rifle's ODF:
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "imp_weap_inf_rifle.msh"

[Properties]
GeometryName = "imp_weap_inf_rifle"
HighResGeometry = "imp_1st_weap_inf_rifle"
OrdnanceName = "imp_weap_award_rifle_ord"
FirePointName = "hp_fire"

ShotDelay = "0.166"

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

FireSound = "imp_weap_inf_rifle_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_reload_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"
Thirdly, my first hero has an odd lightsaber throw bug. He does not play any animation, and the lightsaber simply flies out of his hand. Not a huge deal, but the bigger issue is that the saber takes a random size, which seems to be determined either by how much health you had in the life that you accepted to play as the hero, or the points/kills you got. Sounds stupid, but those are the only things that show correlation. Anyways, I'm sure the problem is again caused by animation, as he is using the dooku animations, and I'm pretty sure Dooku has no saber animation. So if there's a way to somehow add multiple animation sets, or just the saberthrow without changing from Dooku's set, help would be very much appriciated.

Unit's ODF:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "cis_inf_countdooku.msh"

[Properties]
AISizeType = "hover"

MaxHealth = "5000"

GeometryName = "cis_inf_countdooku"
GeometryLowRes = "cis_inf_countdooku_low1"
AnimationName = "dooku"

JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WeaponName1 = "cis_weap_lightsaber"
WeaponAmmo1 = 0

WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1

WeaponName3 = "com_weap_inf_force_push"
WeaponAmmo3 = 0
WeaponChannel3 = 1

//SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_maul_spawn"
SndHeroDefeated = "hero_maul_exhausted"
SndHeroKiller = "hero_maul_exhausted"

VOSound = "cis_off_response_hero_command SC_Follow"
VOSound = "cis_off_response_hero_command SC_StopFollow"
VOSound = "cis_off_response_hero_command SC_VehicleWaitUp"
VOSound = "cis_off_response_hero_command SC_GetIn"
VOSound = "cis_off_response_hero_command SC_GetOut"

VOSound = "hero_maul_AcquiredTarget AcquiredTarget"
VOSound = "hero_maul_KillingSpree4 KillingSpree4"

VOUnitType = 196
SoldierMusic = "cis_hero_Maul_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "cis_inf_soldier"
Lastly, I would like to know how to prevent my units from dropping time bombs at my allies feet. I know there was a post about this somewhere, but I was unable to locate it. I think the lines were something like TargetFriednly = "0" or something though. Could someone confirm this, or if not, give my the correct lines to prevent this? Thanks.

I appriciate any help or advice in advance.

(Oh yeah, the map usually crashes in between rounds aswell. Sometimes it doesn't, but most of the time it does. Anyone know how to fix that?)
kinetosimpetus
Imperial Systems Expert
Imperial Systems Expert
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Joined: Wed Mar 25, 2009 4:15 pm
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Re: FINISH IT!

Post by kinetosimpetus »

The control mappings don't match for soldier and Jedi. Secondary attack becomes block, reload becomes both reload and secondary fire. Only way to "fix" this is to not use secondary weapons.

Your Vtrooper sounds like he has weapons that upgrade to awards, but no award unlocked weapons. The unlock lines should be set to -1. (they are in the common weapon odf's) copy them to the Vtroopers weapon odf and set to -1.
User avatar
Zango
Private Recruit
Posts: 29
Joined: Fri Apr 02, 2010 11:02 am

Re: FINISH IT!

Post by Zango »

kinetosimpetus wrote:The control mappings don't match for soldier and Jedi. Secondary attack becomes block, reload becomes both reload and secondary fire. Only way to "fix" this is to not use secondary weapons.
Ok, I'll go address that...

@Vtrooper: I don't think that's the problem, as the Pistol is also just a pistol with its ord as the award ord, and it works fine. But hey, I'll give it a shot.

Edit: Added the lines, went in game and the issue still persists. Have yet to test my hero, as it crashed.

Edit 2: Problem with my 2nd hero is fixed; secondary weapons removed and manual reload now possible.
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