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Need help with custom sides

Posted: Wed Apr 15, 2009 1:22 pm
by Gen.Kenobi
Okay, i've made a test map, and i followed the jedi creation guide on documentation folder, but i didn't get any level file...here are the odfs:

ENT(my side) inside folder, ent.req:
Hidden/Spoiler:
[code]
ucft
{
REQN
{
"lvl"
"ent_inf_caparcher"
}
}
[/code]
inside req folder: ent_infantry_caparcher.req:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"class"
"ent_inf_caparcher"
}
}[/code]
Odf for ent_inf_caparcher.odf:
Hidden/Spoiler:
[code]// any text following two slashes is a comment
// the section following [GameObjectClass] is for
// MUST include ClassParent, which is used
// by Battlefront 2 to determine which class
// this soldier derives from.
// Alternately to ClassParent, you may use
// ClassLabel = "soldier"
// however, the ODF for “com_jedi_default” sets up
// values we like, so we leave this class deriving from it.
[GameObjectClass]
ClassParent = "com_inf_default"

// the Properties section defines everything else
// about the soldier
[Properties]

// which type of connections this soldier will follow
// on the AI path graph for the level
// - soldiers are generally “SOLDIER”, but
// - those that can jet, jetjump, or forcejump are “HOVER”
AISizeType = "HOVER"

// Don't take damage from collisions with objects in the world
CollisionScale = "0.0 0.0 0.0" // x, y, then z scales

// the model (filename ends in .msh, and is located in the // MSH folder) to use for our character
// NOTE: Omit the .msh from the name!
GeometryName = "all_inf_tatooinehansolo"

// the model to use for our character when he is far away
// (Generally this model is cheaper to render)
// if this line is not present the model will disappear
// when viewed from far away, and this geometry CANNOT
// be the same file as the high-res geometry!
GeometryLowRes = "all_inf_tatooinehansolo_low1"

// the next line can be one of 3 choices:
// - Not included (blank), if the model wants to use the
// “human_sabre” skeleton and animations.
// (Those are Luke Skywalker’s animations, but we
// will be defining our own so we are going to
// use this line anyway).
// - AnimationName if this model uses the basic human
// skeleton, but wants to provide its own animations
// as a set of files in the “munged” folder.
// - SkeletonName if this model wants to use its own
// skeleton in addition to its own animations.

// NOTE – if this model’s animation set does not define
// an animation, such as “stand_walkforward”,
// the default animation from the current weapon
// will be used instead. For example,
// if he is carrying a rifle, it will use
// human_rifle_stand_walkforward, and if he is
// carrying a lightsaber it will use
// human_sabre_stand_walkforward.
// For specialized additional animations
// such as melee attacks, they MUST be defined
// by this model’s animation set.

// for the demo, we will be using the base skeleton
// but redefining SOME of the animations
AnimationName = "hansolo"

// there may also optionally be a
// SkeletonNameLowRes or an AnimationNameLowRes
// if the low-res animations are different from
// the high-res ones...

// **** The following lines are the default Jedi parameters.
// They are fairly straightforward and usually not changed,
// so mess with them if you see fit.
// Force Jump ignores the Jet numbers and just uses the Jump
// numbers, but they still must be defined.

//The initial jump-push given when enabling the jet
JetJump = "10.0"
//The constant push given while the jet is enabled (20 is gravity)
JetPush = "0.0"
// for characters with jet jump, use this acceleration for
// in-air control
JetAcceleration = "10.0"
// the particle effect to show while jetting
JetEffect = ""
//Additional fuel per second (fuel is 0 to 1)
JetFuelRechargeRate = "0.0"

// optional, tells this character to hover (Darth Vader, Jet Trooper)
// versus jump (Luke Skywalker, Dark Trooper)
//JetType = "hover"
// Vader used JetFuel to control how long he can hover,
// even though it's not visible in the HUD

//Cost per second when hovering (only used for jet-hovers)
//(fuel is 0 to 1)
JetFuelCost = "0.0"
//initial cost when jet jumping(fuel is 0 to 1)
JetFuelInitialCost = "0.0"
//minimum fuel to perform a jet jump(fuel is 0 to 1)
JetFuelMinBorder = "0.0"
// display the meter for jet fuel, or don’t display it
JetShowHud = 0
// How much Sprint energy to take away per jet activation or force-jump
JetEnergyDrain = 40.0

// the foley effects to use when walking around, falling, rolling, etc.
// generally this doesn’t deviate from rep_inf_soldier,
// cis_inf_soldier, all_inf_soldier, imp_inf_soldier,
// or wok_inf_soldier (for Wookiees).
FoleyFXClass = "rep_inf_soldier"

// Now for weapons – you can have up to 8 different weapons.
// Each one is defined in a WEAPONSECTION.
// Parameters include:
// - WeaponName – the name of the ODF that defines it.
// This ODF can come from common, sides/common, or the side itself.
// It can also come from a different side, but only if that side
// is loaded before this soldier in your mission LUA. Otherwise,
// BF2 will crash. :^)
// - WeaponAmmo – max number of ammo clips this weapon holds.
// It will start with this much ammo. Zero is infinite ammo,
// used for lightsabers and force powers and such.
// (The amount of Sprint energy a weapon drains, and how much ammo
// is actually in each clip are defined in the weapon’s ODF.)
// - WeaponChannel = 1 //optional line
// This line indicates that the weapon is part of the secondary
// line of weapons (i.e. thermal detonators, force powers). It
// will be activated by the Secondary Fire button or the
// Force Power button, and the character will never be shown
// carrying it, only using it.

// NOTE: “Bonus” weapons are equipped below as well, they lock or
// unlock themselves based upon Medal-status values set in
// the weapon’s ODF.

WEAPONSECTION = 1
WeaponName = "ent_weap_phasepistol"
WeaponAmmo = 0


// this is the end of the ODF...[/code]
Odf for ent_weap_phase_pistol.odf:
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "cannon"

[Properties]
ScoreForMedalsType = -1
MedalsTypeToUnlock = -1

AnimationBank = "pistol"
GeometryName = "all_weap_inf_pistol"
HighResGeometry = "all_1st_weap_inf_pistol"

//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

MinRange = "0"
OptimalRange = "64"
MaxRange = "128"

LockOnRange = "64.0"
LockTime = "0.4"
LockOnAngle = "1.0"

SniperScope = 1
ZoomFirstPerson = 1
ZoomMin = "2.0"
ZoomMax = "5.0"
ZoomRate = "0.0"

YawSpread = "0.0"
PitchSpread = "0.0"

SpreadPerShot = "0.1"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"

StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

HeatPerShot = "0.4"
HeatRecoverRate = "0.3"
HeatThreshold = "0.4"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "0"
ReloadTime = "2.0"
ShotDelay = "0.5"
TriggerSingle = "1"
MaxPressedTime = "1"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

OrdnanceName = "all_weap_hero_targetpistol_ord"
FirePointName = "hp_fire"

//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************

ScopeTexture = "weapon_scope3"
MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashLightColor = "255 192 192 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

//******************************************************
//*************** SOUND ****************
//******************************************************

FireSound = "all_weap_inf_pistol_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = "com_weap_energy_refilled"
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
[/code]
Inside msh folder i have all mshs and tgas, what i need...what am i doign wrong?

Thanks in advance,

-Gen.Kenobi

Re: Need help with custom sides

Posted: Wed Apr 15, 2009 1:24 pm
by theultimat
--Removed--

Sorry, my mistake...

Re: Need help with custom sides

Posted: Wed Apr 15, 2009 1:39 pm
by kinetosimpetus
did you add a section for ENT in
data***\_BUILD\SIDES\
?

Re: Need help with custom sides

Posted: Wed Apr 15, 2009 2:08 pm
by Gen.Kenobi
I've already posted the req on the first post:

Code: Select all

ucft
{
    REQN
    {
        "lvl"
        "ent_inf_caparcher"
    }
}
Code of ENT

inside req folder: ent_infantry_caparcher.req:

Code: Select all

ucft
{
    REQN
    {
        "class"
        "ent_inf_caparcher"
    }
}
kinetosimpetus wrote:did you add a section for ENT in
data***\_BUILD\SIDES\
?
Yes i did with munge and clean from ALL folder....

Re: Need help with custom sides

Posted: Wed Apr 15, 2009 5:44 pm
by FelixXxX
correct me if im wrong but you have not identified a _ord.odf file for ur new weap this causes crash

Re: Need help with custom sides

Posted: Wed Apr 15, 2009 5:47 pm
by Frisbeetarian
Force choke doesn't have an _ord.odf.

Re: Need help with custom sides

Posted: Thu Apr 16, 2009 12:51 pm
by Gen.Kenobi
Any ideas guys? I do not have a lvl file yet....

Re: Need help with custom sides

Posted: Thu Apr 16, 2009 3:01 pm
by Teancum
Did you create a folder for it to build to? You have to make a folder under /data_[mapname]/_BUILD/Sides

Re: Need help with custom sides

Posted: Thu Apr 16, 2009 3:09 pm
by Xterminator
kinetosimpetus wrote:did you add a section for ENT in
data***\_BUILD\SIDES\
?
He already said he tryed that.

Re: Need help with custom sides

Posted: Sat Apr 18, 2009 9:36 pm
by [TFA]Padawan_Fighter
Did you make a side .req (NOT the unit's .req) ? And did you manually clean? And did you edit the map's .LUA (dunno if its necessary, but it's worth a shot) ?