Scanning radar [Solved]

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destos
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Scanning radar [Solved]

Post by destos »

if you have ever played BattleField2142, thats where i based my idea off of,

basically i want to edit the radar, making it so that unless another unit see's the person, or a special scanner is in place, a unit wont appear on radar

the special scanner would basically act like a photoplane, or spyplane, and pin point enemies in the radius around were the soldier placed the scanner.

im going to assume this can't be done because the radar is probably hard coded, but since we found ways to "pickup weapons" now, i thought there was a slight chance for this becoming reality as well.
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Re: scanning radar

Post by [RDH]Zerted »

We've know ways to pickup weapons for years, it's just no one seems to put these things into their maps...

I don't think there has been much work into the radar related ODF properties. If they are instance properties, then it could work. If they are class properties (I can't look it up now), then there could only be one unit per class, and almost everyone doesn't want that.

One way is to disable the minimap and give your radar scanner an invisible weapon. When it hits something, put an objective marker on it. If after a certain time that object isn't hit again, remove the marker. If the rader ODF properties work, then just keep the minimap and change the properties instead.

The main issue is that every one on the same team would have the same radar scan. To fix this, you need to run the marking code only on the player's computer who launched the scanner. Of course, you can ignore that if you want each team to share their radar with all team members.
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Re: scanning radar

Post by -_- »

" GameObject"

ScanningRange
TransmitRange
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Re: scanning radar

Post by destos »

hmmm, so being the advanced properties noob that i am, i think i partially understand what you both said, and for the radar weapon i was thinking something like this?
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "portableturret"
GeometryName = "com_weap_inf_dropturret.msh"

[Properties]

// the default texture, it looks like....
OverrideTexture = "com_prop_dropturret_rep"
Pilottype = "self"

BUILDINGSECTION = "BODY"

MapTexture = "turret_icon"
MapScale = "1.2"
HealthTexture = "HUD_kam_turret_icon"

MaxHealth = "20.0"
LifeTime = “120.0”

ScanningRange = “40.0”
TransmitRange = “40.0”

BUILDINGSECTION = "TURRET1"

Pilottype = "self"
TurretNodeName = "aimer_y"

PitchLimits = "-35 35"
YawLimits = "-180 180"

PitchTurnFactor = "0.0"

ThirdPersonFOV = "65"

MaxTurnSpeed = "3.8"
MaxPitchSpeed = "3.8"
//PitchRate = "1.0" // this in the code is the same as MaxTurnSpeed !
//TurnRate = "1.5" // this in the code is the same as MaxPitchSpeed !
PCMaxPitchSpeed = "3.0"
PCMaxTurnSpeed = "3.0"
TrackCenter = "0.0 8.0 5.0"
TrackOffset = "0.0 -7.0 10.0"

TURRETSECTION = "TURRET1"

AimerNodeName = "aimer_x"
AimerPitchLimits = "-35 35"
AimerYawLimits = "0 0"

FirePointName = "hp_fire"

TurretYawSound = ""
TurretYawSoundPitch = ""
TurretPitchSound = ""
TurretPitchSoundPitch = ""
TurretAmbientSound = "remotedroid_engine_lp"
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

FoleyFXGroup = "metal_foley"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_smokeplume"
DamageAttachPoint = "hp_smoke_1"
of course i would remove the turret parts, and just have it a hidden radar. if you see any issues in the odf that you think might be a problem please do tell.

and for making the soldiers only appear on radar if they see the unit, would it use same code

ScanningRange= ??
TransmitRange=??

i tested the weapon ingame, i forgot to add a msh file i think, since thats what the debug log says, ill know if it works how i want it to when i add the soldier radar ranges.
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Re: scanning radar

Post by [RDH]Zerted »

http://www.gametoast.com/forums/viewtop ... ge#p295546
I don't know why I can't remember that... Just forget everything I said in my last post.
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destos
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Re: Scanning radar

Post by destos »

well it works, of course it has its down sides, like if your in a open plain type map its rather pointless because they are almost always visible, and unfortunatly the scan range doesnt compensate for objects in front of you.

thanks for all your help guys!
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