In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.
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EGG_GUTS
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by EGG_GUTS » Sat Jun 16, 2007 9:50 pm
2 quick questions
1. How do I add fog?
2. I know barriers tell AIs where not to go. But what makes it a death zone? and how do you put invisible walls? Becuz yavin billboards you can walk through.
Thanks
Ipodzanyman
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by Ipodzanyman » Sat Jun 16, 2007 10:10 pm
fog is a setting in the sky file, you can edit the parameters........
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by EGG_GUTS » Sat Jun 16, 2007 10:54 pm
Ok. How would I do that?
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by FragMe! » Sat Jun 16, 2007 11:20 pm
For question 2
Need to use regions to create death zone Create a region make it the size and shape you want and in type make it deathregion.
For the billboards use the com_inv_col_8, 16, 32 or 64 objects they can be found in the data_xxx/common directory. They are fun to place because until you select them well they're invisible.
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by Ipodzanyman » Sat Jun 16, 2007 11:41 pm
EGG_GUTS wrote: Ok. How would I do that?
From one of my maps wrote: SkyInfo()
{
Enable(1);
FogColor(194,197,199);
FogRange(0.5, 600.0);
PS2()
{
NearSceneRange(0.5, 50.0,80.0);
NearSplitScreenRange(0.5, 50.0, 80.0);
FarSceneRange(300.0);
}
XBOX()
{
NearSceneRange(0.5, 60.0, 100.0);
FarSceneRange(1000.0);
NearSplitScreenRange(0.1, 50.0, 80.0);
SplitOptions()
{
FarSceneRange(0.0);
FogRange(5.0, 70.0);
EnableFadeAdjustWithZoom(0);
}
}
PC()
{
NearSceneRange(0.5, 60.0, 100.0);
FarSceneRange(10000.0);
}
}
DomeInfo()
{
Texture("myg1_sky_dome.tga");
Softness(1);
SoftnessParam(60);
DomeModel()
{
Geometry("myg1_sky_dome");
}
}
EnvTexture("");
SkyObject()
{
Geometry("cis_fly_gunship_dome");
NumObjects(4);
Height(90, 160);
VelocityZ(60, 100);
VelocityY(-10, 10);
Distance(350);
InDirectionFactor(0.5);
}
SkyObject()
{
Geometry("rep_fly_gunship_dome");
NumObjects(4);
Height(90, 160);
VelocityZ(60, 100);
VelocityY(-10, 10);
Distance(350);
InDirectionFactor(0.5);
}
-that's all you need....
EGG_GUTS
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by EGG_GUTS » Sun Jun 17, 2007 7:43 am
Thanks guys that will help alot. One more question. how would I put fog in selective areas only? Not the whole map?
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by Snork » Sun Jun 17, 2007 8:01 am
Go to the GEO assets. Theres Geo_prop_cloud, Geo_prop_mist and Geo_prop_dust.
Once you get all the files they require, you can place em in your level like objects, and they'll appear ingame.
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by EGG_GUTS » Sun Jun 17, 2007 8:30 am
Ok thanks. But I have 2 more questions
1. Is the geo prop cloud mist and dust spose to come out all weird in ZE?
2. How would I re-scale it to be bigger? I have to cover a large area around the battle field.
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by Ipodzanyman » Sun Jun 17, 2007 9:05 am
change the odf to make it bigger, and it looks like an arrow in ZE but not ingame..........
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by EGG_GUTS » Sun Jun 17, 2007 9:30 am
OK I put 2 death regions and they didn't work I put death region in the region type and every thing. Do I have to put it in the Lua? and what do I put in the odf to make the clouds bigger?
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by Ipodzanyman » Sun Jun 17, 2007 5:04 pm
LOOK at the ODF, is it obvious?:
[GameObjectClass]
ClassLabel = "dusteffect"
GeometryName = "geo_prop_cloud.msh"
[Properties]
MinPos = "-300 -20 -300"
MaxPos = "300 60 300"
MinVel = "0 0 0"
MaxVel = "5 1.5 5"
MinSize = "120"
MaxSize = "150"
MinLifeTime = "10"
MaxLifeTime = "15"
Alpha = "0.3"
NumParticles = "80"
MaxDistance = "2500"
Texture = "geo_prop_cloud"
RadiusFadeMin = "250"
RadiusFadeMax = "350"
HeightScale = "0.3"
SpawnSound = ""
EGG_GUTS
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by EGG_GUTS » Sun Jun 17, 2007 5:39 pm
Oh thanks I didn't look.
YankFan1950
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by YankFan1950 » Sun Jun 17, 2007 8:25 pm
for death regions you need to put this line in the .lua
AddDeathRegion("************") where the *s are the name of your death region also in the second region name in ZE put deathregion
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by EGG_GUTS » Sat Jun 23, 2007 12:36 pm
It didn't work can you see what I did wrong
Here's My Lua and pic of ZE
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")
---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end
---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
--tell the game to load our loading image
ReadDataFile("dc:Load\\common.lvl")
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo
ReadDataFile("ingame.lvl")
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_rifleman",
"all_hero_chewbacca")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_officer",
"rep_inf_ep2_jettrooper",
"rep_inf_ep3_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep3_jettrooqer")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_sniper",
"imp_hero_emperor",
"imp_inf_dark_trooper")
ReadDataFile("dc:SIDE\\pha.lvl",
"pha_inf_elite")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_knight_02")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_hero_grievous",
"cis_hero_jangofett")
ReadDataFile("dc:SIDE\\gt.lvl",
"jed_master_guru")
ReadDataFile("dc:SIDE\\GAM.lvl",
"gam_inf_gamorreanguard")
ReadDataFile("dc:SIDE\\geo.lvl",
"gen_inf_geonosian")
ReadDataFile("dc:SIDE\\snw.lvl",
"snw_inf_wampa")
ReadDataFile("dc:SIDE\\elmo.lvl",
"elmo_inf_trooper")
--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]
--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")
SetupTeams{
hero = {
team = ALL,
units = 40,
reinforcements = -1,
soldier = { "all_inf_rifleman",5,8},
assault = { "rep_inf_ep2_jettrooper", 5,8},
engineer= { "jed_master_guru", 5,8},
sniper = { "rep_inf_ep2_rocketeer", 5,8},
officer = { "rep_inf_ep3_rifleman", 5,8 },
special = { "elmo_inf_trooper", 5,8},
},
}
AddUnitClass(ALL,"pha_inf_elite",5,8)
AddUnitClass(ALL,"imp_inf_sniper",5,8)
SetupTeams{
villain = {
team = IMP,
units = 40,
reinforcements = -1,
soldier = { "rep_inf_ep3_officer", 5,8},
assault = { "gam_inf_gamorreanguard",5,8},
engineer= { "snw_inf_wampa", 5,8},
sniper = { "cis_hero_jangofett", 5,8},
officer = { "cis_hero_grievous", 5,8},
special = { "imp_inf_dark_trooper", 5,8},
},
}
AddUnitClass(IMP,"imp_hero_emperor",5,8)
AddUnitClass(IMP,"rep_inf_ep3_jettrooqer",5,8)
SetTeamName (3, "desertlocals")
AddUnitClass (3, "jed_knight_02", 10,15)
SetUnitCount (3,
AddAIGoal(3, "Deathmatch", 100)
SetTeamName (4, "giantinsects")
AddUnitClass (4, "geo_inf_geonosian", 10,15)
SetUnitCount (4, 9)
AddAIGoal(4, "Deathmatch", 100)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
SetTeamAsEnemy(4,3)
SetTeamAsEnemy(3,4)
SetTeamAsEnemy(4,ATT)
SetTeamAsEnemy(ATT,4)
SetTeamAsEnemy(4,DEF)
SetTeamAsEnemy(DEF,4)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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)
AddDeathRegion("deathregion")
AddDeathRegion("deathregion1")
local weaponCnt = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:GT1\\GT1.lvl", "GT1_eli")
SetDenseEnvironment("false")
-- Sound Stats
ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")
SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--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")
SetAttackingTeam(ATT)
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
Thanks
AceMastermind
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by AceMastermind » Sat Jun 23, 2007 2:00 pm
Try putting your AddDeathRegion lines at the bottom of the function ScriptPostLoad section under EnableSPHeroRules() in your LUA.
I have it done this way on a testmap and it works fine.
Code: Select all
function ScriptPostLoad()
EnableSPHeroRules()
AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
end
EGG_GUTS
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by EGG_GUTS » Tue Jun 26, 2007 9:04 am
Thanks Ace. But only one is working. For some weird reason. Does anyone know why the other one isn't?
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by AceMastermind » Tue Jun 26, 2007 5:25 pm
Here are some conclusions of my DeathRegion testing.
You can create deathregions in any layer in ZE.
Go into Region Edit mode and create a region, you can leave it the default name if you want or call it deathregion, the name in the Class Properties box is the name that is used to reference in the LUA, hence:
AddDeathRegion("deathregion")
I never could get a single group of deathregions to work from 1 group name, so when creating another deathregion, click on "New Region", then "New Group", give it the DeathRegion prefix just as we did above, except this time just add a 1 at the end, so it looks like this in the class properties box:
deathregion1
this is the name that will be used as reference for your second deathregion in the LUA, hence:
AddDeathRegion("deathregion1")
And if you add more just keep following the steps above for the same as the second one except name them:
deathregion3
deathregion4
and so forth in the class properties for your deathregions.
then munge and play your map and walk into them and watch yourself die.