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The Commander Class

Posted: Mon Feb 15, 2016 11:25 pm
by JoshuaTedder
Hello, I am interested in improving the decidedly lackluster commander class for my mod project. What I am interested in is giving the commander class the ability to call down a very devastating airstrike (I've heard of this done before) and the ability to see every unit on the map, whether they be friend or foe (in both the minimap and the larger map "M" if possible). I am also interested in increasing some of its other abilities, like the range, duration, and effectiveness of the Defend/Rage abilities of the commander class. In short, I won't to make it into an actual commander! Is there a way that these things can be done? Thanks in advance!

Re: The Commander Class

Posted: Tue Feb 16, 2016 12:01 am
by DylanRocket
JoshuaTedder wrote:What I am interested in is giving the commander class the ability to call down a very devastating airstrike (I've heard of this done before)
Try this Orbital Strike weapon: http://www.gametoast.com/viewtopic.php?p=253507#p253507

Re: The Commander Class

Posted: Thu Feb 18, 2016 8:32 am
by JoshuaTedder
DylanRocket wrote:
JoshuaTedder wrote:What I am interested in is giving the commander class the ability to call down a very devastating airstrike (I've heard of this done before)
Try this Orbital Strike weapon: http://www.gametoast.com/viewtopic.php?p=253507#p253507
Alright, thanks for the link! I will definitely look into this, it seems simple enough to make. Any ideas on the other things? The range and power of the buffs is my greatest interest besides the airstrike. Fog of war reveal isn't much of a big deal unless you have isolated opponents. Thanks in advance!

Re: The Commander Class

Posted: Thu Feb 18, 2016 4:33 pm
by DylanRocket
JoshuaTedder wrote:
DylanRocket wrote:
JoshuaTedder wrote:What I am interested in is giving the commander class the ability to call down a very devastating airstrike (I've heard of this done before)
Try this Orbital Strike weapon: http://www.gametoast.com/viewtopic.php?p=253507#p253507
Alright, thanks for the link! I will definitely look into this, it seems simple enough to make. Any ideas on the other things? The range and power of the buffs is my greatest interest besides the airstrike. Fog of war reveal isn't much of a big deal unless you have isolated opponents. Thanks in advance!
Looking through the ODFs for the Buffs, I believe you can change the range by adding this line and changing the value to whatever you want:

Code: Select all

Radius             = "10" // sphere used for finding the targets
I believe this line changes the power of the defense buff:

Code: Select all

BuffDefenseMult     = "0.5"
The damage buff has a line like that as well:

Code: Select all

BuffOffenseMult  = "1.5"
I've never tried changing any of these before but it probably should work.

Not sure how to do the "Fog of War" thing.

Re: The Commander Class

Posted: Fri Feb 19, 2016 8:17 pm
by JoshuaTedder
Thanks for the reply! I assume "0.5" halves your defense by 50% (not sure why that would be :) ) and the "1.5" increases it by 50%?

Re: The Commander Class

Posted: Fri Feb 19, 2016 8:31 pm
by DylanRocket
JoshuaTedder wrote:Thanks for the reply! I assume "0.5" halves your defense by 50% (not sure why that would be :) ) and the "1.5" increases it by 50%?
Probably, but oddly "0.5" is the value used in the default ODFs.

Re: The Commander Class

Posted: Fri Feb 19, 2016 8:42 pm
by JoshuaTedder
DylanRocket wrote:
JoshuaTedder wrote:Thanks for the reply! I assume "0.5" halves your defense by 50% (not sure why that would be :) ) and the "1.5" increases it by 50%?
Probably, but oddly "0.5" is the value used in the default ODFs.
Yeah that's very strange. I guess I'll have to do some experiments. :)

Re: The Commander Class

Posted: Fri Feb 19, 2016 9:54 pm
by AnthonyBF2
For the radar thing, in the character odf file add:

ScanningRange = (a high number)
TransmitRange = (a high number)

Or alternatively, there's MapRangeOverall which does what the two above commands does but combined.

Re: The Commander Class

Posted: Sat Feb 20, 2016 7:55 pm
by JoshuaTedder
DylanRocket wrote:
JoshuaTedder wrote:What I am interested in is giving the commander class the ability to call down a very devastating airstrike (I've heard of this done before)
Try this Orbital Strike weapon: http://www.gametoast.com/viewtopic.php?p=253507#p253507
Looking at the side files, it looks like this is only for the Republic, and can only be used with grenades? Does it just replace stock thermal detonators for the Republic?
anthonybf2 wrote:For the radar thing, in the character odf file add:

ScanningRange = (a high number)
TransmitRange = (a high number)

Or alternatively, there's MapRangeOverall which does what the two above commands does but combined.
Works like a charm, thanks! I did have a quick question about the Minimap. What determines if a unit appears on your Minimap? Is it just some arbitrary range the developers put in? I think it has something to do with the reveal angle and reveal angle range of your character (the blue highlighted region extending from my blue character triangle in the images). Then I believe there is a much smaller reveal range behind the blue character triangle. Is this shown with the white triangle that sits atop the blue one? I can't think of any purpose for the white triangle really, besides that. It has to indicate the range of something xD. Another thing that was strange is that the Minimap just displays two white lines that run out at an angle from your character to an indefinite range. I suppose this is the angle at which the unit can fire if it could only rotate its arms and not its field of vision (and also indicates the current field of vision angle). The Map is what displays the actual range this field of vision angle extends.

http://postimg.org/image/5adwxgfll/full/

http://postimg.org/image/pj5vwx4ah/full/

Re: The Commander Class

Posted: Sat Feb 20, 2016 8:03 pm
by AnthonyBF2
The white arrow indicates the player's character and the little range determines your current field of view where you're looking. You'll have to see about making a new ingame.lvl and changing things in the HUD if you want to tweak or remove those things.

Re: The Commander Class

Posted: Sat Feb 20, 2016 8:07 pm
by DylanRocket
JoshuaTedder wrote:Looking at the side files, it looks like this is only for the Republic, and can only be used with grenades? Does it just replace stock thermal detonators for the Republic?
Although it's called "rep_weap_inf_orbital_attack", it can be used universally for any side. The same goes to all weapons, you just need all the ODFs and MSH files. It doesn't replace the stock thermal detonators. I think it's a grenade type weapon and once thrown the airstrike will fire wherever the grenade was thrown.

Re: The Commander Class

Posted: Mon Feb 22, 2016 1:32 am
by JoshuaTedder
anthonybf2 wrote:The white arrow indicates the player's character and the little range determines your current field of view where you're looking. You'll have to see about making a new ingame.lvl and changing things in the HUD if you want to tweak or remove those things.
I believe the white arrow actually denotes your camera position. If you look closely, you can see a small blue arrow that is your character (it shows up better if you fire your weapon so that the blue arrow blinks). I wouldn't really know that except for encountering something accidentally when I was testing camera angles. If I changed the X value for the EyePointOffset property, it moved the camera far to the left or right. Now, the blue arrow was clearly visible, but the white arrow was in a totally different location. When I moved my character forward, both arrows moved, but when the blue arrow came up against a wall or other object, neither of the arrows moved. Anyways, how would I tweak the HUD things in the ingame.lvl? Should be a very interesting experience no matter how it pans out. :)
DylanRocket wrote:
JoshuaTedder wrote:Looking at the side files, it looks like this is only for the Republic, and can only be used with grenades? Does it just replace stock thermal detonators for the Republic?
Although it's called "rep_weap_inf_orbital_attack", it can be used universally for any side. The same goes to all weapons, you just need all the ODFs and MSH files. It doesn't replace the stock thermal detonators. I think it's a grenade type weapon and once thrown the airstrike will fire wherever the grenade was thrown.
So I can add this weapon to a specific unit? I'm sorry I don't know much about how weapons are used or added. :D

Re: The Commander Class

Posted: Mon Feb 22, 2016 7:50 am
by DylanRocket
JoshuaTedder wrote:So I can add this weapon to a specific unit? I'm sorry I don't know much about how weapons are used or added. :D
Yup, as long as you copy the ODFs to each side folder.

Re: The Commander Class

Posted: Tue Feb 23, 2016 8:30 am
by JoshuaTedder
JoshuaTedder wrote:
anthonybf2 wrote:The white arrow indicates the player's character and the little range determines your current field of view where you're looking. You'll have to see about making a new ingame.lvl and changing things in the HUD if you want to tweak or remove those things.
I believe the white arrow actually denotes your camera position. If you look closely, you can see a small blue arrow that is your character (it shows up better if you fire your weapon so that the blue arrow blinks). I wouldn't really know that except for encountering something accidentally when I was testing camera angles. If I changed the X value for the EyePointOffset property, it moved the camera far to the left or right. Now, the blue arrow was clearly visible, but the white arrow was in a totally different location. When I moved my character forward, both arrows moved, but when the blue arrow came up against a wall or other object, neither of the arrows moved. Anyways, how would I tweak the HUD things in the ingame.lvl? Should be a very interesting experience no matter how it pans out. :)
Nah, nevermind. I'm not too interested in the Minimap. After all, its whole purpose is to tell you what units are close to you and are a threat xD. Plus Minimap changes are probably universal instead of unit-specific. Would be interesting trivia though to be able to edit it, but it sounds quite difficult. :)