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Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)

Posted: Sat Feb 23, 2013 10:58 pm
by Loopy53
Sorry for the bump but I have something to add.

How to make a sticky grenade stick to everything (including buildings)

Open up com_weap_inf_thermaldetonator_ord and look for these lines. Make them all a value of 1, or true.

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StickPerson         = 1
StickAnimal         = 1
StickDroid          = 1
StickVehicle        = 1
StickBuilding       = 1
StickBuildingDead   = 1
StickBuildingUnbuilt= 1
StickTerrain        = 1
now that should make it stick to buildings/props, right? wrong. the stickbuilding lines, by themselves, do not automagically make grenades stick to buildings. To make it stick to buildings you need a little extra tweaking. Thanks to marth for the help with this by the way.
First open your props odf and change the classlabel to armedbuilding like so

Code: Select all

ClassLabel		=	"armedbuilding"
Then add the following lines under properties:

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HealthType = "building"  //may not be nessecary but I have it anyways. Determines the health type, obviosuly
HideHealthBar = 1 // so we dont see the health bar
MaxHealth = 99999.9 // the objects max health. Make this high but dont go overboard
AddHealth = 99999.9 //heals the building so it becomes indestructible if I recall correctly 
your ODF now looks like this: feel free to copy and paste, no credit necessary.

Code: Select all

[GameObjectClass]

ClassLabel		=	"armedbuilding"
GeometryName	=	"pos_bldg_building01.msh"


[Properties]        

GeometryName    =   "pos_bldg_building01"

HealthType = "building"
HideHealthBar = 1
MaxHealth = 99999.9
AddHealth = 99999.9
And now grenades stick to everything! it will distort the effect slightly when stuck to buildings, but not much. And that is how to make a true sticky grenade. Now go make a new effect for the grenade, soldier! I hope someone can use this.

Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)

Posted: Sat Feb 23, 2013 11:29 pm
by Cleb
Just to add to this, instead of tons of 9999s you can put this:
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "armedbuilding"
GeometryName = "pos_bldg_building01.msh"


[Properties]

GeometryName = "pos_bldg_building01"

HealthType = "building"
HideHealthBar = 1
MaxHealth = 1e+37
This value makes it completely invincible. :wink:
Btw, thats a very cool trick, Loopy! :thumbs:

Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)

Posted: Sun Feb 24, 2013 12:39 am
by Loopy53
Thanks! I think the normal sticky grenade that sticks to everything but buildings was known, but not the buildings part. Glad you like it!

Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)

Posted: Sun Feb 24, 2013 10:38 am
by Fiodis
Wait, odfs accept scientific notation? :o

Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)

Posted: Sun Feb 24, 2013 11:18 am
by Cleb
Fiodis wrote:Wait, odfs accept scientific notation? :o
I guess they do, look at the health of uta_fly_ride_gunship_myg for proof. I think that's its name. :wink:

Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)

Posted: Sun Feb 24, 2013 4:22 pm
by Marth8880
Fiodis wrote:Wait, odfs accept scientific notation? :o
I know they don't accept algebraic equations such as sinusoidal junk and whatnot but they apparently accept that sorta thing.

Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)

Posted: Sun Feb 24, 2013 5:32 pm
by DarthSolous
Very useful! :thumbs:

Off-topic: @Marth8880
Ugh! Freaky avatar! Get rid of it! Get rid of it!
Hidden/Spoiler:
Image

Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)

Posted: Sun Feb 24, 2013 10:21 pm
by THEWULFMAN
:o Wow. Nice work Loopy, this is something I had issues with back working on TCW. :thumbs:

Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)

Posted: Mon Feb 25, 2013 1:15 am
by Loopy53
Thanks, glad no one mines a 3 year bump! :funny2:

random odf stuff, tips, tricks , silly things

Posted: Fri Jun 13, 2014 9:57 pm
by AnthonyBF2
I do not take claim to all of these abilities I will put here, several people have shown me these modding abilities such as my good friends Pyrojockey and Micheal.

All of these things, I found to be rarely known, meaning I never found topics for them, or saw them in mods.
Most are probably silly and goofy. Some I hope can be a use to someone somewhere some day.

If this can be helpful enough in different ways, admins feel free to place it inside the thread for everything you need

This stuff is probably all known by the oldest/best modders (convo pack people) but may shine new ideas to new people.

reading this junk, you are already expected to know how to
-make a custom ingame.lvl
-edit the existing words and side lvls/remake them
-where to put those newly made files(inside client game or server manager)
-how to edit textures and skins
-open and understand odf documents
-use zero editor, visualmunge, and the mod tools in general
-have BFbuilder

The only thing I would think I get credit for is the thing about the AT-AT (not the thing about the atst)
Ive never seen anything about it anywhere

I also never had released a mod map of any kind, this is the least I can contribute back into the community.

-----------------------------------------------------------------------------------------------------
ODF Notes

1: remove falling damage, from more than fly troops
edit each odf for each infantry unit, example; imp_inf_soldier, all_inf_wookiee_snow, and under
[Properties] add CollisionScale = 0.0 0.0 0.0
if you have bugs in your map, let's say you put a spawn node too low and you spawn trapped in the floor, you
will not die, you will hang in the floor, and fall, and hit what ever object is under you(unless nothing is under you)
anyone who has spent time in the game trying a glitch or found a glitch, you would know sticking in the floor
normally kills you
you can also add the CollisionScale 0.0 0.0 0.0 to com_jedi_default and com_hero_default or individual heroes
hero default = jango, boba, han, leia, chewbacca, jedi = jedi guys(mace - luke)

2: make AI bots more active in battle
on each soldier code like above, add IgnoreHintNodes = 1 (or 0 to stay the same)
this makes them ignore stuff like "snipe" and "mine" and "fortification"

3: allowing explosive weapons to propel yourself or team mates with team-damage OFF (aka FF on FF off)
on any explosive weapon odf (ends with _exp) add this code anywhere under properties
PushDeadOnly = 0 (1 means only get shoved if the dude died)
this was something standard in SWBF1 but appears to be an optional code in the bf2 parameters

4: allowing cis troops to take down a few clones with them when they die(or what ever team they are fighting)
cis_inf_droid_exp.odf, inside the cis folders, edit this and place codes
Damage = "yournumber"
DamageRadiusInner = "something point something - 1.0)
DamageRadiusOuter = same thing

You can also define push values, and the pushdeadonly code as well
you can also apply these codes to the droideka _exp
these mods in theory make SW more realistic , if at close range you kill a machine, you would expect
to get scratch or something from flying debris

5: allowing the AT-ST to jump
edit the imp_walk_atst (or atst_snow or _jungle) and change
VehicleType into "scout"
and change AISizeType to "SMALL"
then anywhere under [Properties] you can define these codes

JumpHeight = "25.0"
JumpForwardSpeedBoost = "1.5"
JumpMinSpeed = "14.0"
it must be about 25 or 20, or the jump isnt high enough to be noticable
you can apply the jump codes to the rebel's tauntaun but dont need to change aisizetype and vehicletype

6: turning detpacks and time bombs into mines
the _ord files for timebomb and detpack are class labled "mine" therefore you can specify mine values
TriggerContact = 1 (0 no)
TriggerRadius = 1.0 or above activates it

You would also need to edit the LifeSpan values on those ODFs if you want to to well you know, not be timed out or used

7: allow many things to capture CPs
you can apply CaturePosts = 1 (or 0) to infantries, heroes, guided rockets, and the recon droids (remotedroid_ord) - note: if you capture a CP, begin using the recon, you will gain double the points when the CP is taken

8: make Ai bots more aggressive with single shot weapons, I only ever tested it on sniper rifles, and shotguns
On the weapon odf file (not _exp , not _ord files)
Add the codes
AIUseBubbleCircle = 1 (0 for no)
then put AIBubbleSizeMultiplier = (put a number) note- the smaller the number, the more accurate the
ai bots will be, example 0.0001 makes them super deadly
-I did this on tantive with 32 ai spawning only engies, I died several times, 4 times in a row I tried to
toss a detpack only to get wasted while trying to let go of it

9: letting the wampa , and general greivous fly
open the odf for any main jedi like yoda or darth maul, copy all of the jetjump, and jet related codes
paste them into the odf for wampa or grevous (I hate spelling his name) then those characters can perform
multi jumps, they do not have an animation for it, they will just glide up when u jump
- jet jump can also be applied to han, leia, and chewbacca (boba and jango already have jetpack)

10: revearsing push and pull weapons
on the odfs for push and pull, both have a value for push(pull or push file both have a push value)
pull weapon is set at -35(or is it -45?) anyway you can remove the negative value , or add one, allowing
push and pull to do the opposite

11: controlling what bacta tank troops drop when dead
Go to common\odfs and read com_inf_default , you will see a short list of each power up item
and the rarity of it's appearance, you can copy and paste those codes into any and all odfs for
characters , like the first thing I put here (all inf wookie snow, imp engineer)
when u pasted those values on the troop odfs u can edit them to your liking, you could make a certain
troop drop only a certain item

12: com_bldg_ctfbase is class labled destructablebuilding, under properties you can define
MaxHealth and add a number
during gameplay, spam explosives around the ctf goal, your reticule will flash red/blue
when u attack it, if you kill it, it will not make the game crash or anything, but it tends to downgrade ai intelligence, like they can pick up the flag and just stand there
- I can imagine someone needing this, while scripting something, waiting on the ctfbase to be killed by player if it
was part of the mission

13: unused electricty mines
during the use of zero editor, go to object placement and browse to
common\odfs and select com_Weap_inf_empmine
during the editor use, you dont visually see anything attached to your cursor, but you can place it with some-what
good judgement, then select the mine and pick what team is hostile at(0 makes it white/useless) 3 makes it
hostile to team 1 and 2, but friendly to locals you may have
when u hit the mines, they have the animation for palpatine's smash attack, although the damage is low, you can survive 2-3 of them with the wookie or use damage reduction
- how ever, you can copy the mine odfs, and empmine model (msh) into your map worlds folder, then define new damage
values

14: how to see collision blocks during zero editor use
I personally found it a hassle to see placed col blocks, (had to reselect it to find it) then forgot where the other
ones were at bcuz they are clear

to give them a texture, you need to download and/or install BFBuilder
inside BFBuilder, go to BFBuilder\DataTEMPLATE\Common\MSHs
and copy all the textures(.tga) and models (msh) , anything related to com_inv_col_(8,16,32,64)

then go back to BF2 mod tools, and paste those into common\mshs and allow windows to copy and replace, or move and
replace, then reopen your world in zero editor, you can place the invisible collision blocks
with a texture so you know where they are getting placed, how ever
you want to put the old com_inf_col_ textures and models back into your bf2 mod project folder(common\msh) before munging
Bcuz the ones from BFbuilder may not work, or cause trouble. The goal of this is to explain how to see collision blocks in real time while placing more than 1 in zero editor

the texture will look kinda cool, a bunch of numbers and letters(like looking at hex data) A1 O9 2E 4A , etc...

15. making a solid prop / bldg hollow
open the odf file that controls anything that doesnt move, like the rock odfs on kashyyyk, and place
SoldierCollision = "none"
during gamepay you can go straight thru this object(what ever u did it with) but the object will still deflect
bullets

if you dont want an object to act as a shield, add to the odf:
OrdnanceCollision = "none"
-visual note, when ordnances hit anything, u see the small short animation where sparks fly

16: making things float
vehicle odfs, power up items, detpacks, time bombs, mines and recons.. all have a code "GravityScale" making it 0.0 allows the item to , lift off(by being thrown or driving up a slant) to never come down
0.1 makes it come down after travelling a while
2.0 or more makes it really heavy




17: spawning *Inside* the AT-AT
edit the odf for imp_Walk_atat and go to where it says spawncounts, spawncount location, and change them all to this


SpawnPointLocation = "1.0 15.0 0.0 5"
SpawnPointLocation = "1.0 15.0 0.0 5"
SpawnPointLocation = "1.0 15.0 0.0 5"
SpawnPointLocation = "-1.0 15.0 0.0 355"
SpawnPointLocation = "-1.0 15.0 0.0 355"
SpawnPointLocation = "-1.0 15.0 0.0 355" //355's were there default

1.0 / -1.0 determines how far left or right, from the semetrical line of the atat
15.0 is the height, 14 or less makes you spawn at the walker but fall out of the bottom
0.0 I think this is how far backward or foward you spawn at the walker 0.0 is middle (head to rear)
I dont know wht the 5 or 355 does, rotation values?

when u spawn at the atat, those numbers will make u spawn inside of the walker! and u can stand inside of it while
someone drives, and u can shoot out from the sides! pretty cool if I say so myself
the space holds about 3 dudes, before people or ai tend to shove u out when spawning at the walker

Suggestion to 3D moddelers: make a new at-at model, with the inside more roomy, and make it look like, as if you were
meant to be inside of it (watch the sw movies for a look at atats)

18: eliminating things people tend to complain about in multiplayer(longer stuff to read here)

Dark Trooper Glitch aka DTG, despite what some believe, this is NOT in the game or server executable
there is just a natural bug in the game , that if you roll, jump, fly, you can break long ShotDelays(not reload time)
the beam rifle and arc caster both have 1.5 shot delay, it dont matter if the shot delay is 5.0, it can be broken
remove/fix: edit the arc caster odf and put overheating values(read another odf to find them) and specify your numbers

remove detpack throwing
-engi noobs or people who dislike excessive detpack use (detpack glitch it is referred as)
read above, and put a high GravityScale on detpack odf files, the player is then allowed to hold a det as long as he
wants, but the milisecond he lets go, it sticks to the ground at his feet


stupid rocket noobs!
if you want to deter the use of mines, and rockets, follow this
you can follow above details on editing indiviual and all infantry odfs, place this code
ImmuneToMines, to specify if mines can be hit by them(1 or 0)

for rocket launcher, you can make the default reload timer from 4.0 to a larger vaue

next:

CP huggers, instant rocket reload (harder on pc easier on xbox/ps2)

those who have played a long time , know how to change class really fast, and occasionally you can find people
who abuse of it, and they will do stuff like re-select the rocket class really fast to reload the rocket(counters the above post about reload time)

or they would quickly re-select the same class to lose the poison/gas effect, or to get the 2-3sec spawn invul if they were being melee attacked by a hero or bothans

another thing is that on CIS team, people can swap to the droideka really fast and go back to another troop and revive health and ammo instantly

All of these annoyances can be fixed easily

CP select also allows you to escape force choke(not trying to post ways to cheat here, dont ban me)

-edit your maps, or the existing worlds, and place a com_inv_col8 around each command post
you can never physically reach the cp now, only way to get new troop is die/respawn or be admin swapped
com_inv_col8 is the smallest collision block, so it wont take too much space on medium-large maps
- a collision block is one of the few things that u can add to an existing world, and use it server-sided without
crashing any clients who join

stop the detrushing aka pointblank attacks:
read above, edit the detpack exp and add PushDeadonly = 0, if the player is in range of his own attack he will be
pushed down by it(FF-on he would kill himself anyway)
this will force that person to play smarter
same code works on the mine odf

--disable the use of minimap/radar (sort of, but effective)

if you are making a mod map, use atleast 1 class labled object that is "destructablebuilding" , it will be on radar as a small colored square(white for team 0 or red/blue for 1 or 2)

on the odf for this object, put this code
MapScale = 99999.0

anything above a few hundred should do the trick, when players press the radar, all they will see it the big fat square

19: how to avoid "invisible grenades" glitch when playing on laggy MP games
u must be skilled at creating a new ingame.lvl
and how to use GIMP/photoshop to edit textures
inside common\msh edit the texture(.tga) for com_weap_inf_grenadethermal.tga

the default grenade ball texture is gray, so in laggy servers when u lose the glowing they are very hard to see
you can recolor the grenade texture to be bright yellow, or maybe red

then when u find your self not seeing grenade glow, u can still see the yellow dot coming at u
it would look as if someone threw a tennis ball at you

20:
tank recharge droid
in swbf1 , maps had ammo, medical and tank droids, in bf2 the tank droid does exist but isnt used, anywhere
during object placment browse to common\odfs and select com_item_vehiclerecharge

21: everything heals everything, so much love!

the fusion cutter , can have many ,many codes added to it, that are not normally defined for it (com_weap_inf_fusioncutter) or make it one sided (imp_weap_inf_fusioncutter)


here are more codes u can apply to the cutter's odf that give it more abilities

SoldierAmmo = 1 AnimalAmmo = 1
VehicleAmmo = 1
DroidHealth = 25
SoldierHealth = 25 - yes u can heal enemies and team mate with the cutter =D
AnimalHealth = 25
BuildingHealth = 25

SoldierEnergy = 10
VehicleEnergy = 10
AnimalEnergy = 10

of course you can define your own numbers

MORE - u can apply several of these codes to com_item_weaponrecharge and com_item_healthrecharge
I forgot which value did it, I had it where the medical droid healed the close by ammo droid if it got damaged
and could repair auto turrets

MORE!!
the codes that control poison, bothan bubbles, leia bubbles, and any power up given by charactes can be added to medical and ammo droids

Such as BuffHealthTimer = "0" -- bothan thing timer
BuffHealthRate = "20" -- this is the bothan thing - when u go to droids they will give u these things

omg more..

several of these codes can be applied to the indivual power up items dropped by dead bodies

22: next thing is partly connected to using those power ups given by characters
for com_weap_inf_buff and buff_ord odf files, u will notice a push value of 0.0 , but marked off by the developers of swbf2

u can remove the // and define a number, those power up items will now be able to push enemies and team mates
or pull them to u (negative value)

23: help make ai not crash star fighters
set MinSpeed and MidSpeed to 0.0, ai will still fly, slower, but will be able to survive crashes, I noticed while using this they barely ever crashed. I let the ai fly my ship for several minutes before getting killed
this also allows u to hover in mid air without pressing the throttle, not ideal for snow speeders in
hoth (u know why...)

24: sticky droidekas

on the odf for cis_inf_droideka , scroll down to find
MaxBallAngle, this is set on 35 , horizontal
Set this number to 90.0, 90 = vertical

the droideka can now vertically climb walls if you, sort of brush into it, or roll into a corner directly, allowing
the droideka to climb just about anything if it has the right contours

25: CanDeflect = 1 or 0
I never tried to use this for anything, I think it can be put on light saber odf files, when attacking (swinging) u can be immune to hits or bullets

26: make ai shoot longer and how often
on weapon odfs , (not the _ord) add these codes
BarrageMin = "50" - how many bullets ai is forced to fire when attacking using that weapon (50 is max shots per clip on blaster rifle)
BarrageMax = "50"
BarrageDelay = "1" - how long ai waits to waste another 50 rounds

Re: Weapon ODF Tricks - CB, EN, PSG tut added! (FAQ)

Posted: Sat Jun 14, 2014 12:02 am
by MileHighGuy
I never knew walkers could jump! I can see that being very useful in the future!