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"Silenced" Pistol?

Posted: Thu Aug 28, 2008 2:29 am
by Tygr
Hello! I"m new to modding Battlefront 2, and I am working on a full sides mod.

How do I make a weapon (I'm using a pistol) not alert enemies of your presence?

Thank you!

Re: "Silenced" Pistol?

Posted: Thu Aug 28, 2008 6:02 am
by PsYcH0_]-[aMsT3r
Just delete the name in the file sound line in the pistol odf.

Here's the defualt rep_weap_inf_pistol odf.
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_pistol"
GeometryName = "rep_weap_inf_pistol.msh"

[Properties]

GeometryName = "rep_weap_inf_pistol"
HighResGeometry = "rep_1st_weap_inf_pistol"
OrdnanceName = "rep_weap_inf_pistol_ord"


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

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

FireSound = "rep_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"
And here it is again without the sound.
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_pistol"
GeometryName = "rep_weap_inf_pistol.msh"

[Properties]

GeometryName = "rep_weap_inf_pistol"
HighResGeometry = "rep_1st_weap_inf_pistol"
OrdnanceName = "rep_weap_inf_pistol_ord"


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

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

FireSound = ""
FireEmptySound = ""
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"
Yay go me for telling you something that 'should' work :P.

And by the way it's totally your choice but SWBF2 modding is pretty hard so normally the words 'New to battlefront modding' and 'full sides mod' don't really fit. But again, it's your choice and trying something hard is always good.

Re: "Silenced" Pistol?

Posted: Thu Aug 28, 2008 6:15 am
by Tygr
So removing the sound will make the AI less responsive to shots?
And by the way it's totally your choice but SWBF2 modding is pretty hard so normally the words 'New to battlefront modding' and 'full sides mod' don't really fit. But again, it's your choice and trying something hard is always good.
Lol. At first I couldn't get it to build the .lvl files. But once I got that working, it's been fairly straight forward. I already have working republic, alliance, and emperial sides, although I'm not done with any of them. I'm going to try to make the CIS canon, but I'm having a little fun with the others. :D

BTW, is there any way to use the bounce code for grenades to make blaster shots ricochet? That would be sweet!

Re: "Silenced" Pistol?

Posted: Thu Aug 28, 2008 8:19 am
by Caleb1117
I don't think it's the weapons sound that tips them off. I'm pretty sure the AI automatically respond to being shot, or having a shot pass close to them. I don't think you can change it either.

Re: "Silenced" Pistol?

Posted: Thu Aug 28, 2008 9:45 am
by Aman/Pinguin
Caleb1117 wrote:I don't think it's the weapons sound that tips them off. I'm pretty sure the AI automatically respond to being shot, or having a shot pass close to them. I don't think you can change it either.
They also know when your reticule is placed on them. (Not always)