Force Fields

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Force Fields

Post by Maveritchell »

Tourny wrote:case closed.
Case not closed, I'd sure like to know what the problem was before/what you changed.
User avatar
Tourny
Command Sergeant Major
Command Sergeant Major
Posts: 289
Joined: Sat Sep 27, 2008 5:58 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Crifton
Contact:

Re: Force Fields

Post by Tourny »

I'm not sue what it was exactly. It was probably the names. I took your tutorial as something to go on and then pieced together my own version from the scripting guide:

OnObjectKill(function(object, killer) if GetEntityName(object) == "panel" then KillObject("forcefield") end end)

OnObjectRepair(function(object, repairer) if GetEntityName(object) == "panel" then RespawnObject("forcefield") end end)

I don't really see the difference except that I couldn't find the "PlayAnimation" Command in the guide. So instead I rigged it to kill.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Force Fields

Post by Maveritchell »

That works too, but it verifies that the problem was with the animation. I can't tell, but there was probably something wrong with the setup. And the animation .lua guide (what little of it there is) is at the end of the animation doc in the BF2_modtools documentation.
User avatar
Tourny
Command Sergeant Major
Command Sergeant Major
Posts: 289
Joined: Sat Sep 27, 2008 5:58 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Crifton
Contact:

Re: Force Fields

Post by Tourny »

Um... Am I supposed to say something else now?
Post Reply