Remove award effects without having errors in log? [Solved]

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Deviss
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Joined: Tue Aug 12, 2008 7:59 pm
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Remove award effects without having errors in log? [Solved]

Post by Deviss »

hello to all bothering again :P, i was searching by any solution for no hero award effect (buffeddefense and buffedoffense) i used these ways and worked:
Modifying ingame.lvl
via ODF

but both then have this error into bfront2.txt

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(870)
BuffDefenseEffect(20ED70BA) not found!

note= i had many of that error basically i have bfront2 .txt 2 mb by only that error xD

so i am trying get one no troubles way i thought in:
how change effect name??
maybe make one invisible effect ??
reducing effect scale??

thanks in advance

NOTE: i tried editing buff odfs, and com_item_powerup_offense etc i tried many things :P
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AceMastermind
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Re: Remove award effects without having errors in log?

Post by AceMastermind »

ingame.lvl
This is the default ingame.lvl with only com_sfx_buffed_defense.fx and com_sfx_buffed_offense.fx edited in PE to be invisible therefore no errors appear in the log regarding these 2 effects.

If you need to create your own ingame.lvl for whatever reason you can use these edited fx files:
com_sfx_buffed_defense.fx
Hidden/Spoiler:
[code]ParticleEmitter("Aura")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0500, 0.0500);
BurstCount(1.0000,1.0000);
MaxLodDist(1100.0000);
MinLodDist(1000.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.2500,0.2500);
PositionZ(0.0000,0.0000);
}
PositionScale(1.0000,1.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 1.5000, 3.0000);
Hue(0, 120.0000, 140.0000);
Saturation(0, 255.0000, 255.0000);
Value(0, 100.0000, 100.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -2.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.2000);
Position()
{
LifeTime(0.5000)
}
Size(0)
{
LifeTime(1.0000)
}
Color(0)
{
LifeTime(0.0500)
Next()
{
LifeTime(0.1500)
Move(0.0000,0.0000,0.0000,-32.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_dirt2");
ParticleEmitter("Smoke")
{
MaxParticles(15.0000,15.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.2000);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-1.0000,1.0000);
PositionY(-1.0000,1.0000);
PositionZ(-1.0000,1.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.1000,0.1000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.6000, 0.9000);
Red(0, 240.0000, 255.0000);
Green(0, 240.0000, 255.0000);
Blue(0, 240.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, -50.0000, 0.0000);
RotationVelocity(0, -50.0000, 50.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(10.0000);
Position()
{
LifeTime(3.0000)
}
Size(0)
{
LifeTime(3.0000)
Scale(3.0000);
}
Color(0)
{
LifeTime(0.5000)
Move(255.0000,255.0000,255.0000,255.0000);
Next()
{
LifeTime(10.0000)
Reach(255.0000,255.0000,255.0000,255.0000);
Next()
{
LifeTime(0.0000)
Reach(255.0000,255.0000,255.0000,0.0000);
}
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("underlitesmoke2");
}
}
}
}
[/code]
com_sfx_buffed_offense.fx
Hidden/Spoiler:
[code]ParticleEmitter("Aura")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.0500, 0.0500);
BurstCount(1.0000,1.0000);
MaxLodDist(1100.0000);
MinLodDist(1000.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.2500,0.2500);
PositionZ(0.0000,0.0000);
}
PositionScale(1.0000,1.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 2.0000, 4.0000);
Hue(0, 0.0000, 10.0000);
Saturation(0, 200.0000, 200.0000);
Value(0, 100.0000, 100.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 360.0000);
RotationVelocity(0, -2.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(0.2000);
Position()
{
LifeTime(0.5000)
}
Size(0)
{
LifeTime(1.0000)
}
Color(0)
{
LifeTime(0.0500)
Next()
{
LifeTime(0.1500)
Move(0.0000,0.0000,0.0000,-32.0000);
}
}
}
Geometry()
{
BlendMode("ADDITIVE");
Type("PARTICLE");
Texture("com_sfx_flashball2");
ParticleEmitter("Smoke")
{
MaxParticles(15.0000,15.0000);
StartDelay(0.0000,0.0000);
BurstDelay(0.1000, 0.2000);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-1.0000,1.0000);
PositionY(-1.0000,1.0000);
PositionZ(-1.0000,1.0000);
}
Offset()
{
PositionX(0.0000,0.0000);
PositionY(0.0000,0.0000);
PositionZ(0.0000,0.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.1000,0.1000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 0.6000, 0.9000);
Red(0, 240.0000, 255.0000);
Green(0, 240.0000, 255.0000);
Blue(0, 240.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, -50.0000, 0.0000);
RotationVelocity(0, -50.0000, 50.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(10.0000);
Position()
{
LifeTime(3.0000)
}
Size(0)
{
LifeTime(3.0000)
Scale(3.0000);
}
Color(0)
{
LifeTime(0.5000)
Move(255.0000,255.0000,255.0000,255.0000);
Next()
{
LifeTime(10.0000)
Reach(255.0000,255.0000,255.0000,255.0000);
Next()
{
LifeTime(0.0000)
Reach(255.0000,255.0000,255.0000,0.0000);
}
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("underlitesmoke2");
}
}
}
}
[/code]
Note:
The 2 fx files above should replace the ones in data_ABC\Common\effects
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: Remove award effects without having errors in log?

Post by Deviss »

you saved me again , many thanks Ace :bowdown: , and very fast :D, problem solved
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