and i don't think the BF2_mod tools log would help. and i would giv e you a munge log but there was non at all.ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_rifleman_jungle",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_hero_darthvader")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_officer")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")
SetupTeams{
all = {
team = ALL,
units = 175,
reinforcements = 150,
soldier = { "all_inf_rifleman_jungle",9, 55},
assault = { "all_inf_rocketeer",1,40},
engineer = { "all_inf_engineer",1,40},
sniper = { "all_inf_sniper",1,40},
},
imp = {
team = IMP,
units = 125,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,25},
engineer = { "imp_inf_engineer",1,25},
sniper = { "imp_inf_sniper",1,25},
officer = { "imp_inf_officer",1,25},
},
}
SetHeroClass(ALL, "rep_inf_ep3_officer")
SetHeroClass(IMP, "imp_hero_darthvader")
I used obi's light saber becuase that was what i had befor, so i jsut created my own ODF with that.
[WeaponClass]
ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"
GeometryName = "sword_final.msh"
[Properties]
GeometryName = "sword_final"
ComboAnimationBank = "human_sabre melee imp_hero_darthvader"
FirePointName = "hp_fire"
THis is the Clone commanders' ODF and i used darth vaders Anim
also i put the JA sniper in, but when youu choose the sniper, a picture of the sniper is still there. Here is a file[GameObjectClass]
ClassParent = "rep_inf_default_officer"
[Properties]
GeometryName = "rep_inf_clonecommander"
GeometryLowRes = "rep_inf_clonecommander_low1"
FirstPerson = "REP\repcomm;rep_1st_clonecommander"
one more thing. How do you turn Water into lava? i have ben trying to but no luck. i put the texture as lava, and i got the .FX from mustafar should i change the water_ to lava_?
commanders ODF}
REQN
{
"texture"
"platform=pc"
"height0"
"fractal0"
"noise0"
"diffuse0"
"diffuse1"
"diffuse2"
"diffuse3"
"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"
"water_bumpmap_14"
"water_bumpmap_15"
"water_normalmap_0"
"water_normalmap_1"
"water_normalmap_2"
"water_normalmap_3"
"water_normalmap_4"
"water_normalmap_5"
"water_normalmap_6"
"water_normalmap_7"
"water_normalmap_8"
"water_normalmap_9"
"water_normalmap_10"
"water_normalmap_11"
"water_normalmap_12"
"water_normalmap_13"
"water_normalmap_14"
"water_normalmap_15"
"water_specularmask_0"
"water_specularmask_1"
"water_specularmask_2"
"water_specularmask_3"
"water_specularmask_4"
"water_specularmask_5"
"water_specularmask_6"
"water_specularmask_7"
"water_specularmask_8"
"water_specularmask_9"
"water_specularmask_10"
"water_specularmask_11"
"water_specularmask_12"
"water_specularmask_13"
"water_specularmask_14"
"water_specularmask_15"
"water_specularmask_16"
"water_specularmask_17"
"water_specularmask_18"
"water_specularmask_19"
"water_specularmask_20"
"water_specularmask_21"
"water_specularmask_22"
"water_specularmask_23"
"water_specularmask_24"
}
[GameObjectClass]
ClassParent = "rep_inf_default"
[Properties]
MaxHealth = 2000.0
UnitType = "support"
AnimationName = "vader"
SkeletonLowRes = "vaderlz"
SkeletonRootScale = "1.25"
MaxSpeed = 10.0 // base forward speed
MaxStrafeSpeed = 4.5 // base right/left speed
ScanningRange = 30.0
TransmitRange = 300.0
WEAPONSECTION = 1
WeaponName = "rep_weap_lightsaber_obiwan"
WeaponAmmo = 0
WEAPONSECTION = 2
WeaponName = "rep_weap_inf_buff_defense"
WeaponAmmo = 1
WeaponChannel = 1
WEAPONSECTION = 3
WeaponName = "rep_weap_inf_remotedroid"
WeaponAmmo = 1
WeaponChannel = 1
VOUnitType = 121



