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Ewok Thrower
Posted: Tue Nov 25, 2008 6:00 pm
by bokkenblader56
Hey, all. I'm trying to set up a unit to throw exploding Ewoks, but it isn't working out too well. First of all, there's the huge Ewok to the left and center of the screen (is that what is referred to as a floating weapon icon?). Next up is the projected Ewok itself; it looks like it has been thrown into a blender along with lava. I'll attach a screenshot.
Also, as a side note, is there anything I could add to the BF2_ModTools.exe shortcut that could automatically load my map? I know that you can set a shortcut to directly go into any multiplayer server, and it follows logically that you could do the same for single player, but I haven't the faintest idea how.
Thanks!
Re: Ewok Thrower
Posted: Tue Nov 25, 2008 6:05 pm
by obiboba3po
im not sure what youve done so far, but heres what i would do:
use the com_weap_inf_thermaldetonator to work with
add a
Code: Select all
GeometryName = "whateverthe ewok msh is called"
and then just edit the exp of the odf to make it like really big. im not sure if this is what youre trying to do though
Re: Ewok Thrower
Posted: Tue Nov 25, 2008 6:09 pm
by bokkenblader56
I've already got it set so that the Ewok gets thrown; it works, but the Ewok is not recognizable as an Ewok.
Re: Ewok Thrower
Posted: Tue Nov 25, 2008 6:19 pm
by obiboba3po
lol i tried making a gun that was an ewok once and it ended up as a huge tangled mass

is it anything like that? cause if it is i suggest adding the geometry in the odf ord or have you done that?
Re: Ewok Thrower
Posted: Tue Nov 25, 2008 6:23 pm
by bokkenblader56
Yes, it's exactly like that. And yep, I've already added the geometry into the ordnance file.
Re: Ewok Thrower
Posted: Tue Nov 25, 2008 6:50 pm
by Grev
Im not sure, but I think it needs the ewok skeleton.
Re: Ewok Thrower
Posted: Tue Nov 25, 2008 6:58 pm
by Maveritchell
bokkenblader56 wrote:I've already got it set so that the Ewok gets thrown;
And what did you do to do this? You didn't do something silly like setting the unit's .odf as the ord, did you?
Re: Ewok Thrower
Posted: Tue Nov 25, 2008 7:05 pm
by bokkenblader56
Nope, I just set the weapon's geometry to "ewk_inf2"; right now, it's only in the main ODF file rather than the ordnance. I removed that line when it didn't do anything.
Re: Ewok Thrower
Posted: Tue Nov 25, 2008 7:13 pm
by Maveritchell
You'll want to set the ordnance geometry to the geometry you're trying to use, not the weapon geometry.
Re: Ewok Thrower
Posted: Tue Nov 25, 2008 7:25 pm
by bokkenblader56
Here're some parts of the ODFs.
sea_weap_inf_ewoks
Code: Select all
[WeaponClass]
ClassLabel = "grenade"
[Properties]
GeometryName = ""
HighResGeometry = ""
OrdnanceName = "sea_weap_inf_ewoks_ord"
OffhandWeapon = 1
sea_weap_inf_ewoks_ord
Code: Select all
[OrdnanceClass]
ClassLabel = "sticky"
[Properties]
GeometryName = "ewk_inf2"
Re: Ewok Thrower
Posted: Wed Nov 26, 2008 12:04 am
by Teancum
The model is trying to find the animations that go with it. I'm pretty sure you can't load animations for an ordnance. You could have someone re-export a static (completely still) model to use. That'd work.