Killing Jedies

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R2-D2

Killing Jedies

Post by R2-D2 »

How do you make Jedies die :?:
Domert

Post by Domert »

Unfortunately I don't think you can... They auto-heal their damage... thats why if you hit them they glow blue as if they were standing by a healing droid. If lucasarts would just make it easier to mod things like jedi death this game would get a lot more attention and more players. This game is so much like Battlefield 1942... and Battlefield 1942's reason for still living is the modding.
R2-D2

Post by R2-D2 »

I look at the file for the Jedies. But it some code to make them killable
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Post by Nimlot »

Alas, It is impossible to kill me. I am not a mere mortal, but one of the finest and most qualified jedi. Maybe in the future I will reveil my secrets, but for now, I will continue to feast upon the lifeforce of my small pocket lightsaber.
R2-D2

Post by R2-D2 »

Just reveil them already
Stellcat

Post by Stellcat »

Way to kill a jedi 1

Run over them with a speeder bike.

Way 2

Land on them with a ship.

way 3

Blow them off a cliff into kingdom come :)

Way 4

Run over them with nearly anything :)
BlackHawk549

Post by BlackHawk549 »

yep its fool proof
imp_strikeforce

Post by imp_strikeforce »

those are the ways of killing jedi that i know of. ;)

also im almost positive that you could make them killable. if ppl want i could look into that. it shouldnt take more than just modifying their ODF file.
Last edited by imp_strikeforce on Sat Mar 12, 2005 9:37 pm, edited 1 time in total.
R2-D2

Post by R2-D2 »

But I want to know how you can kill them with a Lightsaber or Blaster Rifle.
imp_strikeforce

Post by imp_strikeforce »

right now you cant kill them w/any weapon, execpt the ways stellcat mentioned

what i'm saying is in order to make them killable, just like any other bot or player, youd need to modify the jedi's ODF file and take out all the stuff that would otherwise make him seemingly invincible.

make sense?

like i said i'm almost 100% sure its possible, i'll check some stuff out and get back to ya
R2-D2

Post by R2-D2 »

Thk, but like when your moding the imp.lvl, all.lvl, cis.lvl, rep.lvl files there health is almost all coded. :?
imp_strikeforce

Post by imp_strikeforce »

im checking it out as we speak...
imp_strikeforce

Post by imp_strikeforce »

ok this is the ODF file for luke: all_inf_lukeskywalker that you can find in the BFBuilder/Assets/Sides/ALL/ODF/ folder.

[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "all_inf_luke.msh"

[Properties]
UnitType = "assault"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "all_inf_luke"
AnimationName = "all_inf_snowtrooper"
GeometryLowRes = "all_inf_luke_low1"

HealthType = "person"
MaxHealth = 1000000.0
AddHealth = 1000000.0


CapturePosts = 0

Acceleraton = 70.0
MaxSpeed = 6.5
MaxStrafeSpeed = 4.5
MaxTurnSpeed = 4.0

WeaponName1 = "all_weap_lightsaber"
WeaponAmmo1 = 0
//WeaponName2 = "all_weap_inf_forcepull"
//WeaponAmmo2 = 0
//WeaponChannel2 = 1

AimFactorPostureSpecial = 50
AimFactorPostureStand = 100
AimFactorPostureCrouch = 140
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70


CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "5.0"

CAMERASECTION = "CROUCHZOOM"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"

CAMERASECTION = "PRONEZOOM"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"


AimValue = "1.0"




NoEnterVehicles = 1

AISizeType = "SOLDIER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.20
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.0

HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "all_inf_soldier"


highlighted in red is his health. normal units have about 300 health, so if you change the health value and remove the AddHealth = 1000000.0 line then he should have the same amount of life as a normal unit and he will not "get healed" every time he gets shot.

you could do this for all the other heroes as well.

then when you munge you could munge an entire new side file to replace the old one, (which would make it effective in all levels) or you could just munge the hero ODF's and stick it in the SIDE folder for yur map which will change it for just that map.

hope this has helped :)

ps. if i wasn't clear enough or u have ?'s ask away. ;)
R2-D2

Post by R2-D2 »

THANKS!!! But I still don't know hw to make the original maps with Jedies killable
theguarder

Post by theguarder »

How do i munge the odf's?
R2-D2

Post by R2-D2 »

imp_strikeforce wrote:ok this is the ODF file for luke: all_inf_lukeskywalker that you can find in the BFBuilder/Assets/Sides/ALL/ODF/ folder.

[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "all_inf_luke.msh"

[Properties]
UnitType = "assault"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "all_inf_luke"
AnimationName = "all_inf_snowtrooper"
GeometryLowRes = "all_inf_luke_low1"

HealthType = "person"
MaxHealth = 1000000.0
AddHealth = 1000000.0


CapturePosts = 0

Acceleraton = 70.0
MaxSpeed = 6.5
MaxStrafeSpeed = 4.5
MaxTurnSpeed = 4.0

WeaponName1 = "all_weap_lightsaber"
WeaponAmmo1 = 0
//WeaponName2 = "all_weap_inf_forcepull"
//WeaponAmmo2 = 0
//WeaponChannel2 = 1

AimFactorPostureSpecial = 50
AimFactorPostureStand = 100
AimFactorPostureCrouch = 140
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70


CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "5.0"

CAMERASECTION = "CROUCHZOOM"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"

CAMERASECTION = "PRONEZOOM"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"


AimValue = "1.0"




NoEnterVehicles = 1

AISizeType = "SOLDIER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.20
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.0

HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "all_inf_soldier"


highlighted in red is his health. normal units have about 300 health, so if you change the health value and remove the AddHealth = 1000000.0 line then he should have the same amount of life as a normal unit and he will not "get healed" every time he gets shot.

you could do this for all the other heroes as well.

then when you munge you could munge an entire new side file to replace the old one, (which would make it effective in all levels) or you could just munge the hero ODF's and stick it in the SIDE folder for yur map which will change it for just that map.

hope this has helped :)

ps. if i wasn't clear enough or u have ?'s ask away. ;)
I try that and it didn't work.
imp_strikeforce

Post by imp_strikeforce »

sorry my internet connection has been screwed for about a week. so i have a ton of catching up to do reading the forums.

so refresh my memory, what didnt work?
R2-D2

Post by R2-D2 »

I don't know. I try, I shot and they still heals all the way.
imp_strikeforce

Post by imp_strikeforce »

it might have something to do with how you munged the SIDE file. how did you go about it?

ps. i think im gonna make a step by step tutorial on munging/editing the SIDE files
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ShadowHawk
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Post by ShadowHawk »

In the works. But since I'm being overwhelmed with the Mandalorian Wars mod, go right ahead, relieves me of the extra load. It solves my survey problem at least. (since the last time I checked it, the questions were tied.)
Last edited by ShadowHawk on Sun Mar 20, 2005 6:23 pm, edited 1 time in total.
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