Normal Battledroid?

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Normal Battledroid?

Post by [SBF]ATATFIGHTR »

I have a question and I did a search through the forums but could not find it. How can I add a normal plain Battledroid onto my map?

Thank you
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RE: Normal Battledroid?

Post by SBF_Dann_Boeing »

o thats easy, open cis_inf_rifleman.odf,
Change:
GeometryName = "cis_inf_sbdroid"
GeometryLowRes = "cis_inf_sbdroid_low1"
SkeletonName = "sbdroid"
SkeletonLowRes = "sbdroidlz"

FirstPerson = "CIS\cissbdrd;cis_1st_sbdroid"

CollisionHeadOffset = "0.0 -0.2 0.0"
to
GeometryName = "cis_inf_bdroid"
GeometryLowRes = "cis_inf_bdroid_low1"
SkeletonName = "bdroid"
SkeletonLowRes = "bdroidlz"

FirstPerson = "CIS\cissbdrd;cis_1st_bdroid"

OverrideTexture = "cis_inf_battledroid"
This will give it the battledroid mesh, and the basic battledroid texture.
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RE: Normal Battledroid?

Post by [SBF]ATATFIGHTR »

What if I wanted both the SBD and the normal one on the battlefield at the same time.
BTW- I got SWBF2 working again dann
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Re: RE: Normal Battledroid?

Post by SBF_Dann_Boeing »

[SBF]ATATFIGHTR wrote:What if I wanted both the SBD and the normal one on the battlefield at the same time.
BTW- I got SWBF2 working again dann
first make a copy of the original rifleman's default odf, and save it as anothername like cis_inf_default_normrifleman.odf and remember to give it its normal weapons like cis_weap_inf_rifle

then save the modified version of cis_inf_rifleman as something like cis_inf_normrifleman that has the normrifleman default as its class parent.

then in the req folder of the cis side, make a new req file and put
ucft
{
REQN
{
"class"
"cis_inf_normrifleman"
}

}
in it

and then add "cis_inf_normrifleman" to the cis.req in the cis side.

Off-Topic: That's awesome man that you got it to work again! you should post on the sbf forum about it. the link is http://z3.invisionfree.com/sbf_clan_forum if u lost it.
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RE: Re: RE: Normal Battledroid?

Post by [SBF]ATATFIGHTR »

Thank Dann and one more thing where is this all located in the files?
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Post by Elmo »

Dann, do i get rid of the CollisionHeadOffset = etc.. and replace it with override texture = etc.. etc..?

Edit: @ AT AT FIGHTER: in you data modid/sides/cis/odf folder :wink:
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Post by darthgunray »

yes
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Post by [SBF]ATATFIGHTR »

Thank you Elmo
this topic should go in the modding questions topic
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Post by darthgunray »

eek you should delete those triple posts.
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Post by Elmo »

ehh.. you might wanna stop posting the same thing over and over
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Post by [SBF]ATATFIGHTR »

Sorry, I didn't mean to post three times its just that my computer did something wierd all of the sudden and I can't delete them.
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Post by Elmo »

ok...


Umm.. Dann it didn't work
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Post by Xavious »

It would be easier to use the battledroid from the conversion pack.

ReadDataFile("SIDE:\\infantry.lvl",
"cis_inf_battledroid")


And then add it in under SetUpTeams.
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Post by Elmo »

in place of cis_inf_rifleman?
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Post by Xavious »

It doesn't matter what you replace.
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Post by Elmo »

didn't work... all there is now is a the assault droid, sniper, engineer, magnadroid, and a droideka... what now?
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Post by SBF_Dann_Boeing »

Make sure the unit is in ur lua in the cis readdatafile for units and in setup teams, and make sure that the cis readatafile has a DC in it so it appears ReadDataFile("DC:SIDE\\cis.lvl",
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Post by Elmo »

Here is my LUA check if there is a problem:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}





--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(3000)
SetMaxPlayerFlyHeight (3000)

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\\gar.lvl",
"gar_inf_soldier",
"gar_inf_pilot",
"rep_hover_gian_speeder")
ReadDataFile("DC:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_hover_stap")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 50,
reinforcements = 150,
soldier = { "gar_inf_soldier",9, 25},
engineer = { "gar_inf_pilot",1, 4},

},
cis = {
team = CIS,
units = 50,
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},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:NAV\\NAV.lvl", "NAV_conquest")
ReadDataFile("dc:NAV\\NAV.lvl", "NAV_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
anything wrong?
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Post by Elmo »

nevermind! Yes! i have the normal battledroid skin ingame.. but it doesn't carry a weapon and it has all the SBD weaponry.... how do i give the droid a blaster, pistol, and thermal detonators?
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Post by SBF_Dann_Boeing »

edit the cis_inf_default_rifleman to edit his weapons. blaster is cis_weap_inf_rifle, pistol is cis_weap_inf_pistol, detonators are cis_weap_inf_thermaldetonator
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