How to make default B1 Battledroids (Tutorial)
Posted: Sun Jul 01, 2018 2:59 pm
In this tutorial you learn to make default B1 Battledroids, including his skin and his E-5 blaster rifle.
Let's go!
Step 1:
You have to go to assets -> sides and copy Common and CIS folder.
\BF2_ModTools\assets\sides
After this, go to the folder sides in your data_$#& folder and paste it ($#& means three letters of your mod)
\BF2_ModTools\data_$#&\Sides
Step 2:
Next, go to the CIS folder, search and open "cis_inf_marine.odf" and "cis_inf_default_marine.odf".
\BF2_ModTools\data_$#&\Sides\CIS\odf
cis_inf_marine.odf It's something like that:
In "cis_inf_marine.odf", you must to change this line
OverrideTexture = "cis_inf_battledroid_green"
to
OverrideTexture = "cis_inf_battledroid"
And so it is! Now, we have to put this droid in the map and edit his blasters.
Now you can save and close this .odf
Open the other odf, "cis_inf_default_marine.odf".
It's something like that:
This is an E-5 Blaster rifle, default blaster in B1 droids.
This is a Rocket Launcher, I recommend delete all this part.
This are thermal detonators.
And finally, this is the award rifle.
If you want delete rocket launcher, delete it.
Now, you have to make agreement to numbers of WEAPONSECTION, like this:
(If you want, copy that in your .odf. But remember delete this "(Ignore VOSound)")
Now, we make it! Just remain put this droid in the .lua.
Step 3:
Open your c_con.lua in...
\BF2_ModTools\data_$#&\Common\scripts\$#&
and go to this part:
Okay, in ReadDataFile("SIDE\\cis.lvl", you have to write dc: before SIDE, like this:
Now, put a comma after "cis_hover_aat" and create a line below with the bracket.
You must to put "cis_inf_marine" below "cis_hover_aat", like this:
After this, scroll down and find
*IMPORTANT* If you want the both class, scroll down, you will se an advertisement
You have to change "cis_inf_rifleman" (Super Battle droid) to "cis_inf_marine" (B1), like this:
Up the SetHeroClass, you have to copy this:
It would see like this:
If you wanna have both classes, look here!
You have to change rifleman to marine, but no delete it.
Now, add an extra class:
Up the SetHeroClass, you have to copy this:
like this:
And I finish this tutorial!
I hope you like it and understand it, because my english isn't good xD
If you got a question no doubt to answer this post!
Let's go!
Step 1:
You have to go to assets -> sides and copy Common and CIS folder.
\BF2_ModTools\assets\sides
After this, go to the folder sides in your data_$#& folder and paste it ($#& means three letters of your mod)
\BF2_ModTools\data_$#&\Sides
Step 2:
Next, go to the CIS folder, search and open "cis_inf_marine.odf" and "cis_inf_default_marine.odf".
\BF2_ModTools\data_$#&\Sides\CIS\odf
cis_inf_marine.odf It's something like that:
Code: Select all
[GameObjectClass]
ClassParent = "cis_inf_default_marine"
[Properties]
GeometryName = "cis_inf_bdroid"
GeometryLowRes = "cis_inf_bdroid_low1"
SkeletonName = "bdroid"
SkeletonLowRes = "bdroidlz"
FirstPerson = "CIS\cisbdrd;cis_1st_bdroid"
OverrideTexture = "cis_inf_battledroid_green"
OverrideTexture = "cis_inf_battledroid_green"
to
OverrideTexture = "cis_inf_battledroid"
And so it is! Now, we have to put this droid in the map and edit his blasters.
Now you can save and close this .odf
Open the other odf, "cis_inf_default_marine.odf".
It's something like that:
Code: Select all
[GameObjectClass]
ClassParent = "cis_inf_default"
[Properties]
UnitType = "trooper"
WEAPONSECTION = 1
WeaponName = "cis_weap_inf_rifle"
WeaponAmmo = 4
WEAPONSECTION = 2
WeaponName = "cis_weap_inf_rocket_launcher"
WeaponAmmo = 4
WEAPONSECTION = 3
WeaponName = "cis_weap_inf_thermaldetonator"
WeaponAmmo = 2
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "cis_weap_award_rifle"
WeaponAmmo = 4
VOUnitType = 082
(Ignore VOSound)
This is an E-5 Blaster rifle, default blaster in B1 droids.
Code: Select all
WEAPONSECTION = 1
WeaponName = "cis_weap_inf_rifle"
WeaponAmmo = 4Code: Select all
WEAPONSECTION = 2
WeaponName = "cis_weap_inf_rocket_launcher"
WeaponAmmo = 4Code: Select all
WEAPONSECTION = 3
WeaponName = "cis_weap_inf_thermaldetonator"
WeaponAmmo = 2
WeaponChannel = 1Code: Select all
WEAPONSECTION = 4
WeaponName = "cis_weap_award_rifle"
WeaponAmmo = 4Now, you have to make agreement to numbers of WEAPONSECTION, like this:
Code: Select all
[GameObjectClass]
ClassParent = "cis_inf_default"
[Properties]
UnitType = "trooper"
WEAPONSECTION = 1
WeaponName = "cis_weap_inf_rifle"
WeaponAmmo = 4
WEAPONSECTION = 2
WeaponName = "cis_weap_inf_thermaldetonator"
WeaponAmmo = 2
WeaponChannel = 1
WEAPONSECTION = 3
WeaponName = "cis_weap_award_rifle"
WeaponAmmo = 4
VOUnitType = 082
(Ignore VOSound)Now, we make it! Just remain put this droid in the .lua.
Step 3:
Open your c_con.lua in...
\BF2_ModTools\data_$#&\Common\scripts\$#&
and go to this part:
Code: Select all
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")Code: Select all
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")You must to put "cis_inf_marine" below "cis_hover_aat", like this:
Code: Select all
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_inf_marine")Code: Select all
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}You have to change "cis_inf_rifleman" (Super Battle droid) to "cis_inf_marine" (B1), like this:
Code: Select all
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_marine",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}Code: Select all
AddUnitClass(CIS, "cis_inf_marine",60,60)And you already finished, munge the common part and CIS side.function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_inf_marine")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_marine",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
AddUnitClass(CIS, "cis_inf_marine",60,60)
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
If you wanna have both classes, look here!
You have to change rifleman to marine, but no delete it.
Code: Select all
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_marine",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}Code: Select all
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_marine",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
extra1 = { "cis_inf_rifleman",1, 4},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")Code: Select all
AddUnitClass(CIS, "cis_inf_marine",60,60)
AddUnitClass(CIS, "cis_inf_rifleman",60,60)like this:
Code: Select all
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_marine",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
extra1 = { "cis_inf_rifleman",1, 4},
}
}
AddUnitClass(CIS, "cis_inf_marine",60,60)
AddUnitClass(CIS, "cis_inf_rifleman",60,60)
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")I hope you like it and understand it, because my english isn't good xD
If you got a question no doubt to answer this post!