Recon Droid Issues [Solved]

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General_Nate
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Recon Droid Issues [Solved]

Post by General_Nate »

Ok guys, I need your help. I thought I would do a prof of concept for my next map. And so far, it's ok. I'm trying to, in a nut-shell, give the recon droid a different geometry. And it's not working. When I try to use it, I just stand there and throw nothing.

Anyway, here are the .odfs:

Soldier odf:
Hidden/Spoiler:
[GameObjectClass]
GeometryName = "rep_hero_bera.msh"
ClassParent = "all_inf_default"


[Properties]
UnitType = "Scout"
GeometryName ="rep_hero_bera"

MaxHealth = 500.0

MaxSpeed = 8.0
MaxStrafeSpeed = 6.0

CollisionHeadOffset = "0.0 0.15 0.0"

WEAPONSECTION = 1
WeaponName = "all_weap_hero_hanpistol"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "imp_weap_inf_remotedroid" <---- That's the droid
WeaponAmmo = 1
WeaponChannel2 = 1



// general VO - Some female VO unavailable
HurtSound = "all_inf_com_chatter_wound_female"
DeathSound = "all_inf_com_chatter_death_female"
DamageRegionSound = "allfemalechoke"
ChokeSound = "allfemaleforcechoke"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
// PreparingForDamageSound = ""
HeardEnemySound = ""

// squad command VO - No female VO available
SCFieldMoveOutSound = ""
SCFieldHoldSound = ""
SCFieldFollowSound = ""
SCDriverGetInSound = ""
SCDriverGetOutSound = ""
SCPassengerMoveOutSound = ""
SCPassengerStopSound = ""
SCPassengerGetInSound = ""
SCPassengerGetOutSound = ""
SCGunnerAllClearSound = ""
SCGunnerSteadySound = ""
SCGunnerGetInSound = ""
SCGunnerGetOutSound = ""
SCResponseYessirSound = ""
SCResponseNosirSound = ""

// AIsquad command VO - No female VO available
AISCFieldMoveOutSound = ""
AISCFieldHoldSound = ""
AISCFieldFollowSound = ""
AISCDriverGetInSound = ""
AISCDriverGetOutSound = ""
AISCPassengerMoveOutSound = ""
AISCPassengerStopSound = ""
AISCPassengerGetInSound = ""
AISCPassengerGetOutSound = ""
AISCGunnerAllClearSound = ""
AISCGunnerSteadySound = ""
AISCGunnerGetInSound = ""
AISCGunnerGetOutSound = ""
AISCResponseYessirSound = ""
AISCResponseNosirSound = ""
imp_weap_inf_remotedroid odf:
Hidden/Spoiler:
[WeaponClass]
ClassParent = "gen_weap_inf_remotedroid"

[Properties]
OrdnanceName = "gen_weap_inf_remotedroid_ord"
LODPriorityMod = "10.0"

FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_med"
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
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"

gen_weap_inf_remotedroid odf:
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "remote"


[Properties]
IconTexture = "HUD_com_probedroid_health_icon"
OrdnanceName = "gen_weap_inf_remotedroid_ord"

MuzzleFlash = "small_muzzle_flash"
Discharge = "small_smoke_effect"

RoundsPerClip = "1"
ReloadTime = "0.0"
LockOnRange = "80.0"
LockTime = "0.4"

ZoomMin = "0.0"
ZoomMax = "0.0"
ZoomRate = "0.0"

//AnimationBank = "grenade"
OffhandWeapon = 1

SwitchImmediately = "1"

ShotDelay = "1.4"
MinSpread = "0.0"
MaxSpread = "0.0"
AutoAimSize = "1.0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.3"

FireSound = "com_weap_inf_remotedroid_fire"
FireEmptySound = "com_weap_inf_ammo_empty"

gen_weap_inf_remotedroid_ord odf:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "droid"
GeometryName = "pok_pok_magnemite.msh" <--- He he he he.... (For those of you here who knows what that is, keep an eye out for the map in the WIP thread.) :wink:

[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"
GeometryName = "pok_pok_magnemite"

FLYERSECTION = "BODY"
VehicleType = "light"

PilotType = "remote"

JumpHight = 1

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)
JetAcceleration = "30.0" //Acceleration while hovering.
JetEffect = "rep_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.1" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //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)


MapTexture = "troop_icon"
HealthTexture = "HUD_com_probedroid_health_icon"
MapScale = 1.0

MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100

CollisionScale = 10.0

MaxHealth = 100.0

ExplosionName = "imp_weap_inf_remotedroid_exp1"

WEAPONSECTION = 1
WeaponName = "imp_weap_inf_remotedroid_blaster"

WEAPONSECTION = 2
WeaponName = "imp_weap_inf_remotedroid_destruct"

GravityScale = 1.0//2
LiftSpring = 10.0 //10Lighter the veh the high the number
LiftDamp = 3.0

ScanningRange = 30.0
TransmitRange = 300.0

Acceleration = 25.0
Deceleration = 3.0
Traction = 22.0
ForwardSpeed = 3.5
ReverseSpeed = 3.5
StrafeSpeed = 0.25

SpinRate = 1.5
TurnRate = 1.5
TurnFilter = 5.0
PitchRate = 2.0
PitchFilter = 5.0
BankAngle = 0.0
BankFilter = 0

MoveTension = "30.0"//how much swim the craft has from the center of the screen


LevelSpring = 5.0
LevelDamp = 3.0

EyePointOffset = "0.0 0.5 0.0"
TrackOffset = "0.0 -0.25 1.8"
TiltValue = "5.0"

DestructTrackOffset = "0.0 0.0 18.0"
DestructTiltValue = "10.0"
DestructChargeEffect = "com_sfx_weap_remotedroidcharge2"

PitchLimits = "-50.0 50.0"
YawLimits = "-0.0 0.0"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"


AISizeType = "SOLDIER"

AmbientSound = "remotedroid_engine_lp"
Ambient2Sound = "remotedroid_radio"
HurtSound = ""
DeathSound = ""

\\\\\\\\\\\\ Collision \\\\\\\\\\\\\\

BuildingCollision = "p_buildingsphere"
VehicleCollision = "p_buildingsphere"
OrdnanceCollision = "p_sphere"
SoldierCollision = "p_sphere"
I know I have something set up wrong. Like I said above, it gets ingame, I just don't dispense anything. i just stand there and throw air, and the ammo count doesn't go down.

Thanks for your help guys! :thumbs:
MercuryNoodles
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Re: Recon Droid Issues

Post by MercuryNoodles »

I've done this before. Make sure you've filled the memory pool for EntityDroid.
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General_Nate
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Re: Recon Droid Issues

Post by General_Nate »

MercuryNoodles wrote:I've done this before. Make sure you've filled the memory pool for EntityDroid.
I don't know how to fill memory pools. Care to enlighten?
MercuryNoodles
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Re: Recon Droid Issues

Post by MercuryNoodles »

Code: Select all

SetMemoryPoolSize("EntityDroid", 10)
Add that to your lua (if not already present) with the rest of the memory pools, and make the number whatever you need it to be.
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General_Nate
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Re: Recon Droid Issues

Post by General_Nate »

Thanks MercuryNoodles! You really helped!

You sure made someone:
Hidden/Spoiler:
Image
Happy! :D
Hidden/Spoiler:
MUHAHAHAHAHAH! >:3
Can be solved.
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Re: Recon Droid Issues

Post by Fiodis »

I thought you were working on a Terminator map?
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General_Nate
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Re: Recon Droid Issues

Post by General_Nate »

Fiodis wrote:I thought you were working on a Terminator map?
Don't worry. I am. In fact, all I have to do is localize it, and i can release it. Expect it, if not tomorrow, sometime this week. You do know what that magnet critter is, right?
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