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JetTrooper ODF?

Posted: Wed Jun 24, 2009 3:43 pm
by SG-17
I am trying to modify the Jet Trooper via hex editing (since the mod tools don't work on my PC), and if I had the ODF it would be much easier. Would someone be so kind as to copy and past the ODF into a reply? Thanks.

Re: JetTrooper ODF?

Posted: Wed Jun 24, 2009 3:52 pm
by AQT
Here you go
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "soldier"
GeometryName = "rep_inf_jettrooper.msh"

[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"

Label = "Arc Trooper"
UnitType = "trooper"
IconTexture = "rep_htrooper_icon"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "rep_inf_jettrooper"
GeometryLowRes = "rep_inf_jettrooper_low1"
FirstPerson = "REP\repjettp;rep_1st_jettrooper"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
AnimationName = "all_inf_snowtrooper"

JetJump = "5.0" //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)
JetEffect = "jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.1" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.2" //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)

CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "7.5"

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 = "7.5"

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 = "7.5"

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"

MaxHealth = 240.0

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

WeaponName1 = "rep_weap_inf_rocket_launcher"
WeaponAmmo1 = 4
WeaponName2 = "rep_weap_inf_commando_pistol"
WeaponAmmo2 = 0
WeaponName3 = "rep_weap_inf_thermaldetonator"
WeaponAmmo3 = 6
WeaponChannel3 = 1

CollisionScale = "0.0 0.0 0.0"


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



HurtSound = "rep_inf_com_chatter_wound"
DeathSound = "rep_inf_com_chatter_death"
AcquiredTargetSound = "rep_inf_com_chatter_acquired"
HidingSound = "rep_inf_com_chatter_hide"
ApproachingTargetSound = "rep_inf_com_chatter_approach"
FleeSound = "rep_inf_com_chatter_flee"
PreparingForDamageSound = "rep_inf_com_chatter_predamage"
HeardEnemySound = "rep_inf_com_chatter_heard"
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 = "rep_inf_trooper"

// squad command VO
SCFieldMoveOutSound = "rep_inf_com_chatter_tac_moveout"
SCFieldHoldSound = "rep_inf_com_chatter_tac_hold"
SCFieldFollowSound = "rep_inf_com_chatter_tac_follow"
SCDriverGetInSound = "rep_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound = "rep_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound = "rep_inf_com_chatter_tac_spreadout"
SCPassengerStopSound = "rep_inf_com_chatter_tac_stop"
SCPassengerGetInSound = "rep_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound = "rep_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound = "rep_inf_com_chatter_tac_allclear"
SCGunnerSteadySound = "rep_inf_com_chatter_tac_stop"
SCGunnerGetInSound = "rep_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound = "rep_inf_com_chatter_tac_moveout"
SCResponseYessirSound = "rep_inf_com_chatter_tac_yes"
SCResponseNosirSound = "rep_inf_com_chatter_tac_no"
SCGunnerGetOutSound = "rep_inf_com_chatter_tac_moveout"

// AI squad command VO
AISCFieldMoveOutSound = "ai_rep_inf_com_chatter_tac_moveout"
AISCFieldHoldSound = "ai_rep_inf_com_chatter_tac_hold"
AISCFieldFollowSound = "ai_rep_inf_com_chatter_tac_follow"
AISCDriverGetInSound = "ai_rep_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound = "ai_rep_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound = "ai_rep_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound = "ai_rep_inf_com_chatter_tac_stop"
AISCPassengerGetInSound = "ai_rep_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound = "ai_rep_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound = "ai_rep_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound = "ai_rep_inf_com_chatter_tac_stop"
AISCGunnerGetInSound = "ai_rep_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound = "ai_rep_inf_com_chatter_tac_moveout"
AISCResponseYessirSound = "ai_rep_inf_com_chatter_tac_yes"
AISCResponseNosirSound = "ai_rep_inf_com_chatter_tac_no"
AISCGunnerGetOutSound = "ai_rep_inf_com_chatter_tac_moveout"

AISizeType = "SOLDIER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.40
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.30
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.10[/code]
Next time, please post any requests you may have in this topic: http://www.gametoast.com/forums/viewtop ... 25&t=18018

Re: JetTrooper ODF?

Posted: Wed Jun 24, 2009 3:54 pm
by newguy99
Here it is!! Hope this helps

Title: rep_inf_jet_trooper.odf
--------------------------start of document---------------------------
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "rep_inf_jettrooper.msh"

[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"

Label = "Arc Trooper"
UnitType = "trooper"
IconTexture = "rep_htrooper_icon"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "rep_inf_jettrooper"
GeometryLowRes = "rep_inf_jettrooper_low1"
FirstPerson = "REP\repjettp;rep_1st_jettrooper"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
AnimationName = "all_inf_snowtrooper"

JetJump = "5.0" //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)
JetEffect = "jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.1" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.2" //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)

CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "7.5"

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 = "7.5"

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 = "7.5"

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"

MaxHealth = 240.0

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

WeaponName1 = "rep_weap_inf_rocket_launcher"
WeaponAmmo1 = 4
WeaponName2 = "rep_weap_inf_commando_pistol"
WeaponAmmo2 = 0
WeaponName3 = "rep_weap_inf_thermaldetonator"
WeaponAmmo3 = 6
WeaponChannel3 = 1

CollisionScale = "0.0 0.0 0.0"


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



HurtSound = "rep_inf_com_chatter_wound"
DeathSound = "rep_inf_com_chatter_death"
AcquiredTargetSound = "rep_inf_com_chatter_acquired"
HidingSound = "rep_inf_com_chatter_hide"
ApproachingTargetSound = "rep_inf_com_chatter_approach"
FleeSound = "rep_inf_com_chatter_flee"
PreparingForDamageSound = "rep_inf_com_chatter_predamage"
HeardEnemySound = "rep_inf_com_chatter_heard"
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 = "rep_inf_trooper"

// squad command VO
SCFieldMoveOutSound = "rep_inf_com_chatter_tac_moveout"
SCFieldHoldSound = "rep_inf_com_chatter_tac_hold"
SCFieldFollowSound = "rep_inf_com_chatter_tac_follow"
SCDriverGetInSound = "rep_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound = "rep_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound = "rep_inf_com_chatter_tac_spreadout"
SCPassengerStopSound = "rep_inf_com_chatter_tac_stop"
SCPassengerGetInSound = "rep_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound = "rep_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound = "rep_inf_com_chatter_tac_allclear"
SCGunnerSteadySound = "rep_inf_com_chatter_tac_stop"
SCGunnerGetInSound = "rep_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound = "rep_inf_com_chatter_tac_moveout"
SCResponseYessirSound = "rep_inf_com_chatter_tac_yes"
SCResponseNosirSound = "rep_inf_com_chatter_tac_no"
SCGunnerGetOutSound = "rep_inf_com_chatter_tac_moveout"

// AI squad command VO
AISCFieldMoveOutSound = "ai_rep_inf_com_chatter_tac_moveout"
AISCFieldHoldSound = "ai_rep_inf_com_chatter_tac_hold"
AISCFieldFollowSound = "ai_rep_inf_com_chatter_tac_follow"
AISCDriverGetInSound = "ai_rep_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound = "ai_rep_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound = "ai_rep_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound = "ai_rep_inf_com_chatter_tac_stop"
AISCPassengerGetInSound = "ai_rep_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound = "ai_rep_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound = "ai_rep_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound = "ai_rep_inf_com_chatter_tac_stop"
AISCGunnerGetInSound = "ai_rep_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound = "ai_rep_inf_com_chatter_tac_moveout"
AISCResponseYessirSound = "ai_rep_inf_com_chatter_tac_yes"
AISCResponseNosirSound = "ai_rep_inf_com_chatter_tac_no"
AISCGunnerGetOutSound = "ai_rep_inf_com_chatter_tac_moveout"

AISizeType = "SOLDIER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.40
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.30
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.10
p.s. AQT beat me to it!

Re: JetTrooper ODF?

Posted: Wed Jun 24, 2009 3:58 pm
by hypshadowthehedgehog
and if you need further odfs, download the mod tools here: http://starwarsbattlefront.filefront.co ... ools;34987
on a seperate note, is that a picture of daniel jackson as your avatar?

Re: JetTrooper ODF?

Posted: Wed Jun 24, 2009 4:01 pm
by SG-17
hypshadowthehedgehog wrote:and if you need further odfs, download the mod tools here: http://starwarsbattlefront.filefront.co ... ools;34987
on a seperate note, is that a picture of daniel jackson as your avatar?
Yes it is.


Thank you all.