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Killing Jedies

Posted: Sat Mar 12, 2005 8:17 pm
by R2-D2
How do you make Jedies die :?:

Posted: Sat Mar 12, 2005 8:24 pm
by Domert
Unfortunately I don't think you can... They auto-heal their damage... thats why if you hit them they glow blue as if they were standing by a healing droid. If lucasarts would just make it easier to mod things like jedi death this game would get a lot more attention and more players. This game is so much like Battlefield 1942... and Battlefield 1942's reason for still living is the modding.

Posted: Sat Mar 12, 2005 8:27 pm
by R2-D2
I look at the file for the Jedies. But it some code to make them killable

Posted: Sat Mar 12, 2005 8:27 pm
by Nimlot
Alas, It is impossible to kill me. I am not a mere mortal, but one of the finest and most qualified jedi. Maybe in the future I will reveil my secrets, but for now, I will continue to feast upon the lifeforce of my small pocket lightsaber.

Posted: Sat Mar 12, 2005 8:29 pm
by R2-D2
Just reveil them already

Posted: Sat Mar 12, 2005 8:37 pm
by Stellcat
Way to kill a jedi 1

Run over them with a speeder bike.

Way 2

Land on them with a ship.

way 3

Blow them off a cliff into kingdom come :)

Way 4

Run over them with nearly anything :)

Posted: Sat Mar 12, 2005 8:52 pm
by BlackHawk549
yep its fool proof

Posted: Sat Mar 12, 2005 9:09 pm
by imp_strikeforce
those are the ways of killing jedi that i know of. ;)

also im almost positive that you could make them killable. if ppl want i could look into that. it shouldnt take more than just modifying their ODF file.

Posted: Sat Mar 12, 2005 9:23 pm
by R2-D2
But I want to know how you can kill them with a Lightsaber or Blaster Rifle.

Posted: Sat Mar 12, 2005 9:36 pm
by imp_strikeforce
right now you cant kill them w/any weapon, execpt the ways stellcat mentioned

what i'm saying is in order to make them killable, just like any other bot or player, youd need to modify the jedi's ODF file and take out all the stuff that would otherwise make him seemingly invincible.

make sense?

like i said i'm almost 100% sure its possible, i'll check some stuff out and get back to ya

Posted: Sat Mar 12, 2005 9:49 pm
by R2-D2
Thk, but like when your moding the imp.lvl, all.lvl, cis.lvl, rep.lvl files there health is almost all coded. :?

Posted: Sat Mar 12, 2005 9:51 pm
by imp_strikeforce
im checking it out as we speak...

Posted: Sat Mar 12, 2005 10:07 pm
by imp_strikeforce
ok this is the ODF file for luke: all_inf_lukeskywalker that you can find in the BFBuilder/Assets/Sides/ALL/ODF/ folder.

[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "all_inf_luke.msh"

[Properties]
UnitType = "assault"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "all_inf_luke"
AnimationName = "all_inf_snowtrooper"
GeometryLowRes = "all_inf_luke_low1"

HealthType = "person"
MaxHealth = 1000000.0
AddHealth = 1000000.0


CapturePosts = 0

Acceleraton = 70.0
MaxSpeed = 6.5
MaxStrafeSpeed = 4.5
MaxTurnSpeed = 4.0

WeaponName1 = "all_weap_lightsaber"
WeaponAmmo1 = 0
//WeaponName2 = "all_weap_inf_forcepull"
//WeaponAmmo2 = 0
//WeaponChannel2 = 1

AimFactorPostureSpecial = 50
AimFactorPostureStand = 100
AimFactorPostureCrouch = 140
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70


CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "5.0"

CAMERASECTION = "CROUCHZOOM"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"

CAMERASECTION = "PRONEZOOM"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"


AimValue = "1.0"




NoEnterVehicles = 1

AISizeType = "SOLDIER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.20
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.0

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 = "all_inf_soldier"


highlighted in red is his health. normal units have about 300 health, so if you change the health value and remove the AddHealth = 1000000.0 line then he should have the same amount of life as a normal unit and he will not "get healed" every time he gets shot.

you could do this for all the other heroes as well.

then when you munge you could munge an entire new side file to replace the old one, (which would make it effective in all levels) or you could just munge the hero ODF's and stick it in the SIDE folder for yur map which will change it for just that map.

hope this has helped :)

ps. if i wasn't clear enough or u have ?'s ask away. ;)

Posted: Sat Mar 12, 2005 10:14 pm
by R2-D2
THANKS!!! But I still don't know hw to make the original maps with Jedies killable

Posted: Sun Mar 13, 2005 5:43 am
by theguarder
How do i munge the odf's?

Posted: Sat Mar 19, 2005 9:54 am
by R2-D2
imp_strikeforce wrote:ok this is the ODF file for luke: all_inf_lukeskywalker that you can find in the BFBuilder/Assets/Sides/ALL/ODF/ folder.

[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "all_inf_luke.msh"

[Properties]
UnitType = "assault"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "all_inf_luke"
AnimationName = "all_inf_snowtrooper"
GeometryLowRes = "all_inf_luke_low1"

HealthType = "person"
MaxHealth = 1000000.0
AddHealth = 1000000.0


CapturePosts = 0

Acceleraton = 70.0
MaxSpeed = 6.5
MaxStrafeSpeed = 4.5
MaxTurnSpeed = 4.0

WeaponName1 = "all_weap_lightsaber"
WeaponAmmo1 = 0
//WeaponName2 = "all_weap_inf_forcepull"
//WeaponAmmo2 = 0
//WeaponChannel2 = 1

AimFactorPostureSpecial = 50
AimFactorPostureStand = 100
AimFactorPostureCrouch = 140
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70


CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "5.0"

CAMERASECTION = "CROUCHZOOM"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"

CAMERASECTION = "PRONEZOOM"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"


AimValue = "1.0"




NoEnterVehicles = 1

AISizeType = "SOLDIER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.20
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.0

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 = "all_inf_soldier"


highlighted in red is his health. normal units have about 300 health, so if you change the health value and remove the AddHealth = 1000000.0 line then he should have the same amount of life as a normal unit and he will not "get healed" every time he gets shot.

you could do this for all the other heroes as well.

then when you munge you could munge an entire new side file to replace the old one, (which would make it effective in all levels) or you could just munge the hero ODF's and stick it in the SIDE folder for yur map which will change it for just that map.

hope this has helped :)

ps. if i wasn't clear enough or u have ?'s ask away. ;)
I try that and it didn't work.

Posted: Sun Mar 20, 2005 4:22 pm
by imp_strikeforce
sorry my internet connection has been screwed for about a week. so i have a ton of catching up to do reading the forums.

so refresh my memory, what didnt work?

Posted: Sun Mar 20, 2005 6:09 pm
by R2-D2
I don't know. I try, I shot and they still heals all the way.

Posted: Sun Mar 20, 2005 6:13 pm
by imp_strikeforce
it might have something to do with how you munged the SIDE file. how did you go about it?

ps. i think im gonna make a step by step tutorial on munging/editing the SIDE files

Posted: Sun Mar 20, 2005 6:21 pm
by ShadowHawk
In the works. But since I'm being overwhelmed with the Mandalorian Wars mod, go right ahead, relieves me of the extra load. It solves my survey problem at least. (since the last time I checked it, the questions were tied.)