Boundary Problem and Award Weapon Glitch [Solved]

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MandeRek
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Boundary Problem and Award Weapon Glitch [Solved]

Post by MandeRek »

Well, I'm trying to add a boundary to my map but it's not completely working..

BZP.req

Code: Select all

ucft
{
	REQN
	{
		"config"
	}
	REQN
	{
		"boundary"
		"BZP"
	}

	REQN
	{
		"texture"
		"BZP_map"
		"water_bumpmap_0"
		"water_bumpmap_1"
		"water_bumpmap_2"
		"water_bumpmap_3"
		"water_bumpmap_4"
		"water_bumpmap_5"
		"water_bumpmap_6"
		"water_bumpmap_7"
		"water_bumpmap_8"
		"water_bumpmap_9"
		"water_bumpmap_10"
		"water_bumpmap_11"
		"water_bumpmap_12"
		"water_bumpmap_13"
                         etc...
In ZE, i added a boundary named 'boundary'.. Ideas?

Also, I've got the problem of my weapons, that the game freezes when switching them..
I added this to my weapon odfs:

Code: Select all

ScoreForMedalsType = -1
MedalsTypeToUnlock = -1
Will that do it?
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DarthD.U.C.K.
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Re: Boundary Problem and Award Weapon Glitch

Post by DarthD.U.C.K. »

you have to call the boundary in ZE "BZP" i think
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Re: Boundary Problem and Award Weapon Glitch

Post by 501st_commander »

the
ScoreForMedalsType = -1
MedalsTypeToUnlock = -1

will do that. I've used it many times.
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Re: Boundary Problem and Award Weapon Glitch

Post by Fiodis »

Only it's not working for him.

How about setting those two values to extremely high, unrealistic numbers instead?
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Re: Boundary Problem and Award Weapon Glitch

Post by FragMe! »

you also need to create a region and make it's type mapbounds, you can also name it mapbounds if you want.
MandeRek
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Re: Boundary Problem and Award Weapon Glitch

Post by MandeRek »

FragMe! wrote:you also need to create a region and make it's type mapbounds, you can also name it mapbounds if you want.
Man... I haven't spoken to you in months :runaway:
So a big, boxy region named mapbounds, which can be seen as my boundaries? No including in req for this region?
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Re: Boundary Problem and Award Weapon Glitch

Post by AQT »

MandeRek wrote:Also, I've got the problem of my weapons, that the game freezes when switching them..
I added this to my weapon odfs:

Code: Select all

ScoreForMedalsType = -1
MedalsTypeToUnlock = -1
Will that do it?
Don't use those lines at all. Make weapon .odfs that don't have class parents. For example
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "cannon"
GeometryName = "rep_weap_inf_new_rifle.msh"

[Properties]
GeometryName = "rep_weap_inf_new_rifle"
HighResGeometry = "rep_weap_inf_new_rifle"
OrdnanceName = "rep_weap_inf_dc15a_ord"
FirePointName = "hp_fire"
AnimationBank = "rifle"

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

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

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

MinRange = "0"
OptimalRange = "24"
MaxRange = "64"

LockOnRange = "40.0"
LockTime = "0.4"
lockOnAngle = "1.0"

ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"

YawSpread = "0.225"
PitchSpread = "0.225"

SpreadPerShot = "0.75"
SpreadRecoverRate = "2.0"
SpreadThreshold = "3.0"
SpreadLimit = "1.25"

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

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "50"
ReloadTime = "1.5"
ShotDelay = "0.2"
TriggerSingle = "0"

DisplayRefire = "0"

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


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


MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "1.0"
RecoilStrengthHeavy = "0.2"
RecoilDecayLight = "0.0"
RecoilDecayHeavy = "0.0"

FireSound = "rep_weap_inf_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"[/code]
and
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "cannon"
GeometryName = "rep_weap_dc15st.msh"

[Properties]
GeometryName = "rep_weap_dc15st"
HighResGeometry = "rep_1st_dc15st"
OrdnanceName = "rep_weap_inf_dc15s_pistol_ord"

AnimationBank = "pistol"

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

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

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

MinRange = "0"
OptimalRange = "16"
MaxRange = "24"

LockOnRange = "40.0"
LockTime = "0.4"
LockOnAngle = "1.0"

ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"

YawSpread = "0.4"
PitchSpread = "0.4"

SpreadPerShot = "1.1"
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 = "0.175"
HeatRecoverRate = "0.3"
HeatThreshold = "0.25"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "0"
ReloadTime = "2.0"
ShotDelay = "0.2"
TriggerSingle = "1"
MaxPressedTime = "0.0"

DisplayRefire = "0"

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

FirePointName = "hp_fire"

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

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

FireSound = "rep_weap_inf_commando_pistol_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = ""
ChargeSound = ""
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]
You see? No class parents! You won't earn medals but at least your game won't freeze.

P.S. Didn't I already send some class parent-free weapon .odfs to you? The day after the Alpha? Oh well.
MandeRek
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Re: Boundary Problem and Award Weapon Glitch

Post by MandeRek »

Yeah you did send me those.. But more weapons were having that glitch I guess.. Classparent free weapons.. That will be A LOT OF WORK :o

But okay.. I'll fix it :) Thanks AQT!

Btw, do you know anything about leaving-battlefield-messages? My boundary is still not working, even with the mapbounds region
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Re: Boundary Problem and Award Weapon Glitch

Post by AQT »

You're welcome. :) As for the boundary issue, well I got the message to work in my map. What I did was:

1. Placed a boundary in my map and named it "boundary1" (no quotes)
2. Edited my map's .req to include the boundary the same way you did but it was the second to last thing in the .req (before my map's mini-map texture)
3. Made a mapbounds-type region called "mapbounds" (no quotes)

Doing all these things got message to work. Make sure your .bnd and .pth files are being saved.
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Re: Boundary Problem and Award Weapon Glitch

Post by AceMastermind »

To make a working boundary read this:
http://www.gametoast.com/forums/viewtop ... 02#p219402

You don't need a mapbounds region to get your boundary working.
MandeRek
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Re: Boundary Problem and Award Weapon Glitch

Post by MandeRek »

AceMastermind wrote:To make a working boundary read this:
http://www.gametoast.com/forums/viewtop ... 02#p219402

You don't need a mapbounds region to get your boundary working.
Read that, but had problems, which is why i made this topic. I changed the name from boundary 'boundary' to 'boundary1' and now it's working?

Anyhow, this topic can be locked! Thanks for all help, all!
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Re: Boundary Problem and Award Weapon Glitch

Post by AceMastermind »

MandeRek wrote:I changed the name from boundary 'boundary' to 'boundary1' and now it's working?
Much like the other fellow in that topic, you probably had it right to begin with but the req or something else may not have munged, but when you made another change VM picked up on it.
A manual clean and re-munge may have gotten your original setup to work.
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