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Setting up weapons problem (Solved for now)

Posted: Mon Jul 27, 2009 6:11 am
by Par3210
Hi! I'm trying to add a M16 to my unit. Although I don't know how to do it. Please could someone tell me how/direct me to a topic? Yes I know how to set up custom sides, I just don't know how to make the M16 a unit's weapon.
Thanks a lot.

Re: Setting up weapons problem

Posted: Mon Jul 27, 2009 6:13 am
by Deviss
Par3210 wrote:Hi! I'm trying to add a M16 to my unit. Although I don't know how to do it. Please could someone tell me how/direct me to a topic? Yes I know how to set up custom sides, I just don't know how to make the M16 a unit's weapon.
Thanks a lot.
hello sir, well what do you like create a new odf for that weapon or only change the model of an existent weapon for example rep_weap_inf_rifle or whatever

Re: Setting up weapons problem

Posted: Mon Jul 27, 2009 6:49 am
by Par3210
well it says it includes odfs but I don't know how to set them up to add them to a character.
And also my new skin won't appear ingame as well.

Re: Setting up weapons problem

Posted: Mon Jul 27, 2009 6:56 am
by Deviss
Par3210 wrote:well it says it includes odfs but I don't know how to set them up to add them to a character.
And also my new skin won't appear ingame as well.
well so begin:
for only change the weapon model for example you use the republic rifle so modify the next files:

rep_weap_inf_rifle.odf
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_rifle"

[Properties]
GeometryName = "YOUR_WEAPON_MODEL_MSH_NAME"
HighResGeometry = "YOUR_WEAPON_MODEL_MSH_NAME"
OrdnanceName = "rep_weap_inf_rifle_ord"
FirePointName = "hp_fire"

//******************************************************
//*************** 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_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
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"
i suggest you make the same with his AWARD weapon:
rep_weap_award_rifle.odf
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_award_rifle"

[Properties]
GeometryName = "YOUR_WEAPON_MODEL_MSH_NAME"
HighResGeometry = "YOUR_WEAPON_MODEL_MSH_NAME"
OrdnanceName = "rep_weap_award_rifle_ord"
FirePointName = "hp_fire"

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

FireSound = "rep_weap_inf_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
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"
understood?? :D

and for the Skin, well is skin for weapon or unit? in case of for model, you want overload with the original or add it as new unit??

Re: Setting up weapons problem

Posted: Mon Jul 27, 2009 6:58 am
by Par3210
thanks for the odf, and yes I want to overload it.

Re: Setting up weapons problem

Posted: Mon Jul 27, 2009 7:00 am
by Deviss
Par3210 wrote:thanks for the odf, and yes I want to overload it.
oks so change your new skin.tga name to the same name have the original texture (for overload it), for example you want overload the rep_inf_ep3trooper.tga so your skin must to be rep_inf_ep3trooper.tga paste it in the same location for overload the old skin

Re: Setting up weapons problem

Posted: Mon Jul 27, 2009 7:03 am
by Par3210
i thought i saw OverloadTexture"" in a odf file.. ok. But if I do that the old skin will be lost. Copied over. So what can I do?

Re: Setting up weapons problem

Posted: Mon Jul 27, 2009 7:05 am
by Deviss
Par3210 wrote:i thought i saw OverloadTexture"" in a odf file.. ok. But if I do that the old skin will be lost. Copied over. So what can I do?
well if your new skin use rep_inf_trooper.msh so yes you can use the override_texture line in your odf, i needed you say me if the new skin is for that model, so i say you if is possible add that line :D

Re: Setting up weapons problem

Posted: Mon Jul 27, 2009 7:07 am
by Par3210
ok thank you very much :) :D
So to get things straight I need to add Override_Texture"" to my odf? or is it something else.

Re: Setting up weapons problem

Posted: Mon Jul 27, 2009 7:10 am
by Deviss
Par3210 wrote:ok thank you very much :) :D
So to get things straight I need to add Override_Texture"" to my odf? or is it something else.
you are welcome :D , yeah if you use rep_inf_trooper.msh model so this is your unit's odf setting:
Par3210_soldier.odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default"

[Properties]
GeometryName = "rep_inf_trooper"
GeometryLowRes = "rep_inf_trooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"

OverrideTexture = "YOUR_NEW_SKIN_NAME"

then the weapons section you like for example:
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rifle"
WeaponAmmo = 4

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_pistol"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 4
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_award_rifle"
WeaponAmmo = 4

WEAPONSECTION = 5
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6

Re: Setting up weapons problem

Posted: Mon Jul 27, 2009 7:25 am
by Par3210
thank you! :D Just one more question - when I make a change to the weapons section of the odf and munge it none of the changes appear ingame - it makes my unit crash the game! Why? Please help!
Thanks :D

Re: Setting up weapons problem

Posted: Mon Jul 27, 2009 7:30 am
by Deviss
Par3210 wrote:thank you! :D Just one more question - when I make a change to the weapons section of the odf and munge it none of the changes appear ingame - it makes my unit crash the game! Why? Please help!
Thanks :D
please post your unit odf , and your inf rifle and award rifle odfs :) this to be useful

Re: Setting up weapons problem

Posted: Mon Jul 27, 2009 7:36 am
by Par3210
i don't know my elite rifle and pistol but here's the odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "all_inf_luke.msh"

[Properties]
AISizeType = "HOVER"

GeometryName = "all_inf_luke"
GeometryLowRes = "all_inf_luke_low1"
FirstPerson = "all\alllstrm;all_1st_stormtrooper"



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

WEAPONSECTION = 1
WeaponName1 = "all_weap_lightsaber"
WeaponAmmo1 = 0

WEAPONSECTION = 2
WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1

WEAPONSECTION = 3
WeaponName3 = "com_weap_inf_force_push"
WeaponAmmo3 = 1
WeaponChannel3 = 1

WEAPONSECTION = 4
WeaponName4 = "com_weap_inf_bulldog"
WeaponAmmo4 = 0
WeaponChannel4 = 0

WEAPONSECTION = 5
WeaponName5 = "com_weap_inf_chaingun"
WeaponAmmo5 = 0
WeaponChannel5 = 0

WEAPONSECTION = 6
WeaponName6 = "com_weap_inf_detpack"
WeaponAmmo6 = 0
WeaponChannel6 = 1

VOUnitType = 184
SoldierMusic = "all_hero_Luke_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 = "all_inf_soldier"

SndHeroSelectable = ""
SndHeroSpawned = "hero_luke_spawn"
SndHeroDefeated = "hero_luke_exhausted"
SndHeroKiller = "hero_luke_exhausted"

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

VOSound = "hero_luke_AcquiredTarget AcquiredTarget"
VOSound = "hero_luke_KillingSpree4 KillingSpree4"

Re: Setting up weapons problem

Posted: Mon Jul 27, 2009 7:42 am
by Deviss
Par3210 wrote:i don't know my elite rifle and pistol but here's the odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "all_inf_luke.msh"

[Properties]
AISizeType = "HOVER"

GeometryName = "all_inf_luke"
GeometryLowRes = "all_inf_luke_low1"
FirstPerson = "all\alllstrm;all_1st_stormtrooper"



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

WEAPONSECTION = 1
WeaponName1 = "all_weap_lightsaber"
WeaponAmmo1 = 0

WEAPONSECTION = 2
WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1

WEAPONSECTION = 3
WeaponName3 = "com_weap_inf_force_push"
WeaponAmmo3 = 1
WeaponChannel3 = 1

WEAPONSECTION = 4
WeaponName4 = "com_weap_inf_bulldog"
WeaponAmmo4 = 0
WeaponChannel4 = 0

WEAPONSECTION = 5
WeaponName5 = "com_weap_inf_chaingun"
WeaponAmmo5 = 0
WeaponChannel5 = 0

WEAPONSECTION = 6
WeaponName6 = "com_weap_inf_detpack"
WeaponAmmo6 = 0
WeaponChannel6 = 1

VOUnitType = 184
SoldierMusic = "all_hero_Luke_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 = "all_inf_soldier"

SndHeroSelectable = ""
SndHeroSpawned = "hero_luke_spawn"
SndHeroDefeated = "hero_luke_exhausted"
SndHeroKiller = "hero_luke_exhausted"

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

VOSound = "hero_luke_AcquiredTarget AcquiredTarget"
VOSound = "hero_luke_KillingSpree4 KillingSpree4"
remove bulldog and chaingun weapons and try agian, and if continiuous crashing, so i needed you BF2errorlog :mrgreen:

Re: Setting up weapons problem

Posted: Mon Jul 27, 2009 7:45 am
by Par3210
but i really wanted the chaingun and bulldog :(

Re: Setting up weapons problem

Posted: Mon Jul 27, 2009 7:47 am
by Deviss
Par3210 wrote:but i really wanted the chaingun and bulldog :(
please try, if work so when i will how put the chaingun and bulldog, but i wanna know which is the problem first :)

Re: Setting up weapons problem

Posted: Mon Jul 27, 2009 7:49 am
by Par3210
ok, but this unit wasn't working anyway because I got someone's luke camo skin and edited it over with no RLE compression as TGA format but then it stopped working. So i think ill stop and use a different unit. Thank you for your help! :) :) :)

Re: Setting up weapons problem

Posted: Mon Jul 27, 2009 8:07 am
by Deviss
Par3210 wrote:ok, but this unit wasn't working anyway because I got someone's luke camo skin and edited it over with no RLE compression as TGA format but then it stopped working. So i think ill stop and use a different unit. Thank you for your help! :) :) :)
you are welcome, i hope can re working in luke again :wink:
offtopic: i added you to msn messenger

Re: Setting up weapons problem (Solved for now)

Posted: Mon Jul 27, 2009 11:41 am
by Par3210
Thankya!
Offtopic: what do you mean? How I work that? I have a msn account ...

Re: Setting up weapons problem (Solved for now)

Posted: Mon Jul 27, 2009 6:16 pm
by Deviss
Par3210 wrote:Offtopic: what do you mean? How I work that? I have a msn account ...
offtopic: well you agree or disagree to the person added you, for example i lol and then is similar to XFire :P