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Droideka sheild and wrist rockets.

Posted: Thu Mar 22, 2007 4:47 pm
by EGG_GUTS
two problems again. sorry

1. My droideka sheild isn't showing up and I put the odf in the reps odf and the msh and tga file in the effects folder. (because it was in the cis effects folder)

2. How would you make a normal unit use wrist rockets like Boba, Jango and the SBDs?

thanks

RE: Droideka sheild and wrist rockets.

Posted: Thu Mar 22, 2007 5:17 pm
by Darth_Z13
For number two, you need to make the unit use Jango's animations.

Put this line into the ODF after the geometry:

Code: Select all

AnimationName = "fett"
And then load Jango in the LUA like this:

Code: Select all

    ReadDataFile("SIDE\\cis.lvl",
                        "cis_hero_jangofett")
And you'll get a proper wrist rocket fire.

Posted: Fri Mar 23, 2007 3:10 pm
by EGG_GUTS
Ok I did that and it didn't work: here is the odf and Lua

rep_inf_ep2_rocketeer.odf

[GameObjectClass]
ClassLabel = "soldier"
ClassParent = "rep_inf_default_rocketeer"

[Properties]
UnitType = "assault"
IconTexture = "rep_gunner_icon"

GeometryName = "rep_inf_arctrooper"
FirstPerson = "REP\reparc;rep_1st_arctrooper"
GeometryLowRes = "rep_inf_arctrooper_low1"
ClothODF = "rep_inf_arctrooper_cape"

AnimationName = "fett"

OverrideTexture = "rep_inf_arc_blue"
OverrideTexture2 = "rep_inf_arc_pack_blue"


My Lua
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()


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_sniper",
"rep_inf_ep3_rifleman",
"rep_inf_ep2_rocketeer")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_rifleman")

ReadDataFile("dc:SIDE\\pha.lvl",
"pha_inf_elite")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_hero_grievous",
"cis_hero_jangofett")

ReadDataFile("dc:SIDE\\GAM.lvl",
"gam_inf_gamorreanguard")

ReadDataFile("dc:SIDE\\snw.lvl",
"snw_inf_wampa")

--[[ 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 = 12,
reinforcements = -1,
soldier = { "all_inf_rifleman",5,8},
assault = { "rep_inf_ep2_jettrooper", 5,8},
engineer= { "rep_inf_ep3_sniper", 5,8},
sniper = { "rep_inf_ep2_rocketeer", 5,8},
officer = { "rep_inf_ep3_rifleman", 5,8 },
special = { "all_hero_chewbacca", 5,8},
},
}

AddUnitClass(ALL,"pha_inf_elite",5,8)

SetupTeams{
villain = {
team = IMP,
units = 12,
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 = { "", 1,2},

},
}


-- 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)

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

Posted: Fri Mar 23, 2007 4:03 pm
by Darth_Z13
What?!? You're giving me a wrist rocket? :D

Thanks!

All right, copy the Animations folder from your assets into your data_GT1 folder saying yes if it asks you if you want to replace. Then munge. That should work.

Posted: Fri Mar 23, 2007 4:11 pm
by authraw
EGG_GUTS wrote:Ok I did that and it didn't work: here is the odf and Lua

rep_inf_ep2_rocketeer.odf

[GameObjectClass]
ClassLabel = "soldier"
ClassParent = "rep_inf_default_rocketeer"

[Properties]
UnitType = "assault"
IconTexture = "rep_gunner_icon"

GeometryName = "rep_inf_arctrooper"
FirstPerson = "REP\reparc;rep_1st_arctrooper"
GeometryLowRes = "rep_inf_arctrooper_low1"
ClothODF = "rep_inf_arctrooper_cape"

AnimationName = "fett"

OverrideTexture = "rep_inf_arc_blue"
OverrideTexture2 = "rep_inf_arc_pack_blue"

thanks
It doesn't look like you actually gave the unit the weapon -- or did you do that in rep_inf_default_rocketeer.odf?

Posted: Fri Mar 23, 2007 5:50 pm
by EGG_GUTS
I did that i the default folder and Darth Z13 it's not exactly a Wrist rocket :D

Posted: Fri Mar 23, 2007 6:02 pm
by Darth_Z13
Did my solution work?

Posted: Fri Mar 23, 2007 8:47 pm
by EGG_GUTS
No the unit is still throwing it :cry:

Posted: Sat Mar 24, 2007 1:02 am
by JabbaLovesLava
Throwing a missile?! ROFL! leave it like that! PLEASE!

Posted: Sat Mar 24, 2007 7:44 am
by EGG_GUTS
I wanted him to shoot lighting out of his wrist but instead he's throwing a line of lighting

Fire lightning from wrist

Posted: Sat Mar 24, 2007 7:06 pm
by AceMastermind
classlabel = "emitterordnance"
is what the arccaster uses as it's parent ordnance classlabel which is similar to what you are trying to do.

Posted: Sat Apr 07, 2007 10:01 am
by EGG_GUTS
*Bump* sorry about it but I didn't want to start a new topic for the Droideka shield problem.

Does anybody know why it doesn't show up It's there and when it's up and I get shot the ripples appear but the shield it self doesn't