Weapon Request Topic

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Rikino

Post by Rikino »

SBF_Dann_Boeing wrote:Ok, i've finished Durge's Wishlist, (tho i haven't had time to try the recon yet)

but I'm having trouble with Rikino's Poison Grenades tho; all i can do is just normal damage but with that green ring effect, i can't get the poison effect to work so it doesn't look like I'll be able to complete it.
Aww... oh well, they were both kinda long shots anyway.


New request, then. A mouse droid-y thing. Prolly just a recon droid with a low hover height and the model of a grenade (or mine or something, doesn't have to look like a box).
If you can, maybe give it a jetpack (by jetpack, I mean, double jump=bigger jump. No actual new model or anything).


@Penguin-
Err... this may seem kind of silly, but why do you have a rainbow snowball gun of death?
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Post by Penguin »

Linus n' I are working on something >.>
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Post by Elmo »

Wookie homing rocket launcher 8) 8) 8)

Ok... or just a rocket launcher that can cause massive damage, and a very large explosion radius 8) And then the same thing, but with a blaster rifle. (thing is, I have tried everything that i know to do this, but can't figure it out)
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Post by wazmol »

i have a good one, how about a rifle with the tie interceptors lasers so its fast and very very powerful.
4815162342

Post by 4815162342 »

So nobody can do what I asked?

:cry: :cry: :cry:

I mean, you did say you know how to do this, so y can't you?
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Post by wazmol »

"4815162342" there is that model out just ask someone for the model
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Post by Astute »

Here is one i've been grappling with, Cryoban grenades. Any ideas?
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Post by The_Emperor »

Those are the blue glue grenades that makes people stick to the floor, right? That'd be tough...
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Post by SBF_Dann_Boeing »

Penguin wrote:lol, no need. I was being silly ((+ i already have it lol))
lol ok
Elmo wrote:Wookie homing rocket launcher

Ok... or just a rocket launcher that can cause massive damage, and a very large explosion radius And then the same thing, but with a blaster rifle. (thing is, I have tried everything that i know to do this, but can't figure it out)
sounds doable, by homing, do you mean like heat seaking or do you mean like a remote rocket

wazmol69 wrote:i have a good one, how about a rifle with the tie interceptors lasers so its fast and very very powerful.
very doable
Astute wrote:Here is one i've been grappling with, Cryoban grenades. Any ideas?
i made those, but they are glitchy, when they stick to vehicles the vehicles can't move and they don't explode, even after the vehicle dies.
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Post by wazmol »

i did try the one i posted but it crashed, maybe you will have more luck.
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Post by Jawaraider »

What about a Crossbow :D
Pretty much a bowcaster firing ewok spears or something. Should be easy.
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Post by SBF_Dann_Boeing »

For Elmo:

Homing Rocket

Contents of all_weap_rocket_launcher.odf
[WeaponClass]
ClassParent = "com_weap_inf_rocket_launcher"
GeometryName = "all_weap_inf_launcher.msh"

[Properties]
GeometryName = "all_weap_inf_launcher"
HighResGeometry = "all_1st_weap_inf_launcher"
OrdnanceName = "all_weap_inf_rocket_launcher_ord"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "0"

AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "1"
AITargetBuilding = "0"

LockOnRange = "550.0"
LockOnAngle = "6.0"
LockOffAngle = "10.0"
LockTime = "1.5"
MinSpread = "0.0"
MaxSpread = "0.0"

TargetLockMaxDistance = "5000"
TargetLockMaxDistanceLose = "10000"

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

FireSound = "all_weap_inf_rocket_launcher_fire"
FireLoopSound = ""
ChargeSound = "all_weap_inf_rocket_launcher_tracking"
ChargeSoundPitch = "0.6"
ReloadSound = "com_weap_inf_reload_lg"
ChangeModeSound = "com_weap_inf_equip_lg"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_lg"
JumpSound = "com_weap_inf_bazooka_mvt_jump"
LandSound = "com_weap_inf_bazooka_mvt_land"
RollSound = "com_weap_inf_bazooka_mvt_roll"
//ProneSound = "com_weap_inf_bazooka_mvt_lie"
SquatSound = "com_weap_inf_bazooka_mvt_squat"
//StandSound = "com_weap_inf_bazooka_mvt_getup"
I couldn't get the rifle to work, i think targeting only works on missles and torpedos.

For Wazmol69

Enhanced Rifle

Contents of imp_weap_rifle.odf
[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "imp_weap_inf_rifle.msh"

[Properties]
GeometryName = "imp_weap_inf_rifle"
HighResGeometry = "imp_1st_weap_inf_rifle"
OrdnanceName = "imp_weap_inf_rifle_ord"
FirePointName = "hp_fire"

ShotDelay = "0.036"

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

FireSound = "imp_weap_fly_tiefighter_cannon_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_reload_med"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_med"
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"
Contents of imp_weap_rifle_ord.odf
[OrdnanceClass]
ClassParent = "com_weap_inf_rifle_ord"

[Properties]

LaserTexture = "com_sfx_laser_green"
LaserGlowColor = "61 252 56 100"

MaxDamage = "60.0"
DamageTransitionDelay = "0.4" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.2" //How long in seconds the damage change lasts.
DamageFinalDamage = "40.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.

ImpactEffectSoft = "com_sfx_weap_greenbolt_exp_sm"
ImpactEffectRigid = "com_sfx_weap_greenbolt_exp_sm"
ImpactEffectStatic = "com_sfx_weap_greenbolt_exp_sm"
ImpactEffectTerrain = "com_sfx_weap_greenbolt_exp_sm"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_weap_greenbolt_exp_sm"
ExpireEffect = "com_sfx_weap_greenbolt_exp_sm"
There you go, all finished and working, except for the homing rifle
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Post by SBF_Dann_Boeing »

Jawaraider wrote:What about a Crossbow :D
Pretty much a bowcaster firing ewok spears or something. Should be easy.
hmm i'll try it out, i think its doable.
4815162342

Post by 4815162342 »

SBF_Dann_Boeing wrote:
4815162342 wrote:So you wont actually "make" the mods, just tell us how? :? I don't know how to make mods, so...

If you are actually mod-making, then could you replace the Republic Side's pistol with the DC-15S rifle, as shown on the game box of SWB2?

http://www.starwars.com/episode-iii/rel ... 5_3_bg.jpg

:oops: :oops: :oops:

I'm asking this for a couple reasons: 1) The way the Clone Troopers hold their "pistol" is wrong, because the weapon's model is that of the DC-15S rifle, therfore should be recognized as a rifle. 2) This weapon was featured in some mods, such as the Rise of the Empire mods, and I thought it was SWEET :wink:

thanks, and

MERRY CHRISTMAS

http://starwars.wikia.com/wiki/DC-15S_blaster

PS: i like your Realm of Chaos mod a LOT :)
well I know how to do this...
Then tell me how. I'll learn.
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Post by SBF_Dann_Boeing »

Well, i assuming u have the BF2 Mod Tools, and you have made your data_ABC folder (ABC im just using for ur map's 3-letter code), u go to BF2_ModTools/assets, copy the common, rep, cis, all, imp folders to your BF2_ModTools/data_ABC/sides folder. Then go to data_ABC/common/scripts/ABC/ABCg_con.lua and ABCc_lua. Open those with notepad. Scroll to where it says ReadDataFile("SIDE\\all.lvl", and change it to ReadDataFile("DC:SIDE\\all.lvl", then repeat for ReadDataFile("SIDE\\imp.lvl", and then ReadDataFile("SIDE\\rep.lvl", and ReadDataFile("SIDE\\cis.lvl", in the ABCc_con.lua, adding the DC's. Save those. Then go to data_123/sides/common/odf and open com_weap_inf_rifle.odf with notepad and change AnimationBank = "rifle" to AnimationBank = "pistol" Save that, then go to data_123/_Build and open ModTools_VisualMunge.exe then click on the Sides Dropdown box that would currently be labeled with "NOTHING" and change that to "EVERYTHING" and then click the Munge button. After a few minutes, it will say it is finished Munging and u can now Test your map.
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Post by SBF_Dann_Boeing »

For Jawaraider

Crossbow

Contents of all_weap_inf_bowcaster.odf
[WeaponClass]
ClassParent = "com_weap_inf_rocket_launcher"
GeometryName = "all_weap_inf_bowcaster.msh"

[Properties]
GeometryName = "all_weap_inf_bowcaster"
OrdnanceName = "all_weap_inf_bowcaster_ord"
HighResGeometry = "all_1st_weap_inf_bowcaster"

ReloadTime = "1.5"
ShotElevate = "0.15"

AnimationBank = "rifle"

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

FireSound = "all_weap_inf_bowcaster_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_reload_med"
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"'
Contents of all_weap_inf_bowcaster_ord.odf
[OrdnanceClass]
ClassLabel = "sticky"

[Properties]
ImpactEffectWater = "com_sfx_watersplash_sm"

LifeSpan = "10.0"

MinSpeed = "20.0"
Acceleration = "80.0"
Velocity = "100.0"
Gravity = "1.0"
Rebound = "0.35"
Friction = "1.25"

WaverRate = "0.33" //how often it starts wavering
WaverTurn = ".75"

GeometryName = "ewk_spear"
//ExplosionExpire = "rep_weap_inf_grenadefrag_exp"
//OrdnanceEffect = "com_sfx_weap_grenade_red"
ImpactEffect = "com_sfx_explosion_lg"
//TrailEffect = "com_sfx_weap_grenade_gold"

MaxDamage = "500.0"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.5" //How long in seconds the damage change lasts.
DamageFinalDamage = "1500.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.

VehicleScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
AnimalScale = "1.0"
BuildingScale = "1.0"

OrdnanceSound = "com_weap_inf_ord_hum_rocket"

BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
delete all_weap_inf_bowcaster_ord_high.odf
copy ewk_spear.msh from assets/sides/ewk/msh to data_ABC/sides/all/msh

Works fine, one issue with it is the angle of the spear is messed up, so it can sometimes come out horizontally instead of straight, and I don't know yet how to fix that but you can ask around if you want.
4815162342

Post by 4815162342 »

Ok, thanks! But can I used a shipped map(s), or does it have to be custom? Because i just want this for the normal maps, not for use in a new one.
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Post by SBF_Dann_Boeing »

using it for shipped maps would require hex editting which i don't know how to do. The Mod Tools Are used only to make Custom-Made-Maps
4815162342

Post by 4815162342 »

Oh, so who can I ask for this? Do you know anybody or anyway that this can be done?
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Post by Zaniac »

:shock: Thank you Dann! I have to go try these out :D

But to stay ontopic I was watching the trailer for the new Star Wars 2007 (the one with all the crazy force moves) and wondered if the force push could be modded to make the trooper fly to the left, then the right, up down,etc. But I figured that would just be to much to do, so then I wonder can the force puch be modded just to make the trooper/s fly straight up, high enough so they'll take damage when they fall?
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