Spawned mines? [Solved]

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

Post Reply
User avatar
swingking
Private Recruit
Posts: 22
Joined: Tue Mar 17, 2009 8:04 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: somewhere in the gum on your shoe
Contact:

Spawned mines? [Solved]

Post by swingking »

I was just wondering if it was possible to create a mine that explodes when a unit is near (DUH) ,
but one that you can place in ZeroEditor (e.g. an abandoned building laced with mines, or as a more entertaining manner of preventing players from leaving the map :D )?
computergeek
General
General
Posts: 770
Joined: Thu Jun 07, 2007 6:26 pm
Projects :: Halo Warthog vehicle for SWBF2
Games I'm Playing :: Bioware RPGs - Halo
xbox live or psn: No gamertag set
Location: Far Far away....

Re: spawned mines?

Post by computergeek »

It's probably possible, but would require some work. I'm really not sure but you could probably do it by messing with the mine's .odf to try to turn it into a prop
User avatar
swingking
Private Recruit
Posts: 22
Joined: Tue Mar 17, 2009 8:04 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: somewhere in the gum on your shoe
Contact:

Re: spawned mines?

Post by swingking »

hmm... interesting idea... I think there's an imperial shuttle that explodes when you get too close, however i'm not sure about how to replicate that effect....

(edit) yeah, i checked the imp_fly_trooptrans odf and there's nothing in there about a proximity trigger... so now I'm back where i started
YaNkFaN
Field Commander
Field Commander
Posts: 943
Joined: Sat Dec 13, 2008 8:17 am

Re: spawned mines?

Post by YaNkFaN »

yea it's possible i believe the mine is in the common folder with the cps and all the other stuff just place it and put a team number on it I don't know how to keep it so it doesn't like go away after a certain amount of time maybe look at it's .odf but yea that's how you could do it
FragMe!
Gametoast Staff
Gametoast Staff
Posts: 2244
Joined: Sat May 13, 2006 12:34 am
Projects :: Not sure keep changing my mind.
Games I'm Playing :: F1 and SWBF
xbox live or psn: No gamertag set
Location: Origin name GT_FragMe
Contact:

Re: spawned mines?

Post by FragMe! »

From the world common folder (not a side common folder) try placing a com_item_vehicle_mine with a team number as someone mentioned. It has a default lifespan of 240 which I am sure you could increase
User avatar
swingking
Private Recruit
Posts: 22
Joined: Tue Mar 17, 2009 8:04 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: somewhere in the gum on your shoe
Contact:

Re: spawned mines?

Post by swingking »

Ok, I'll try that... thanks guys!


[edit]
no luck; it doesn't show up in ZE, and there's no bounding box.
[edit2]
what I fail to understand is that there is a file called com_item_health_25 or something like that which can be placed and shows up in-game.
User avatar
Eggman
Master Bounty Hunter
Master Bounty Hunter
Posts: 1516
Joined: Mon Jul 16, 2007 1:30 pm
Projects :: Battlefront Chronicles
Location: Las Vegas

Re: spawned mines?

Post by Eggman »

It is indeed possible to place mines as props. The way I did it is as follows:

First, create an .odf for the mine and place it in your world's odf folder. This is the .odf I used:

Code: Select all

[GameObjectClass]
ClassLabel          = "mine"
GeometryName	=	"com_weap_inf_landmine_placed.msh"

[Properties]
GeometryName            = "com_weap_inf_landmine_placed"

ExplosionTrigger        = "com_weap_inf_landmine_exp"
ExplosionDeath          = "com_weap_inf_landmine_destroyed_exp"
ExplosionExpire     = "com_weap_inf_landmine_destroyed_exp"

TriggerContact      = "1"
TriggerRadius           = "1.0"
//SuppressRadius        = "1.0"

MaxHealth               = "200"
Velocity                = "0.0"
Gravity                 = "1.0"
Rebound                 = "0.0"
Friction                = "1.0"

CollisionOtherSound     = "com_weap_mine_land"
Next, make sure you have the proper .msh and .tga files in your world's .msh folder. Look for "com_weap_inf_landmine.msh," "com_weap_inf_landmine.tga," and "com_weap_inf_landmine_placed.msh."

You should be able to place a working landmine in ZE. Just make sure to give it a team name so it will explode when units from the opposing team step on it.

I set this up a long time ago when I was still semi-new to modding, so there may be a simpler way to do it, but this worked for me and was easy enough to do.
User avatar
swingking
Private Recruit
Posts: 22
Joined: Tue Mar 17, 2009 8:04 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: somewhere in the gum on your shoe
Contact:

Re: spawned mines?

Post by swingking »

thank you so much! The odf works perfectly ingame, and there isn't a limit to how many are on the map!
I cannot possibly express my thanks, but I'll sure as peas try!
:bowdown:
Post Reply