How do you add a Custom Vehicle?

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ARCTroopaNate
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How do you add a Custom Vehicle?

Post by ARCTroopaNate »

So I have an AT-ST and an Imperial Shuttle in Galactic Civil War and already have a Republic Gunship in Clone Wars so I tried to add the AT-XT from the ConvoPack but it didn't work. I'm in need of help for adding custom vehicles. I have tried SO many things and none of it has worked. :cry: Someone help me please!

Here's my CW lua
Hidden/Spoiler:
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_engineer",
"rep_fly_gunship_sc")
ReadDataFile("dc:SIDE\\vehicle.lvl",
"rep_walk_atxt")

ReadDataFile("SIDE\\imp.lvl",
"imp_walk_atst")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_marine",
"cis_inf_rocketeer")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_hoth_lasermortar")
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Firefang
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Re: How do you add a Custom Vehicle

Post by Firefang »

If it's from the conversion pack, you don't need th dc: because you're not loading it from your world's side folder.
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Re: How do you add a Custom Vehicle

Post by ARCTroopaNate »

Thanks.

Bleh! It's still not working! :faint:
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Re: How do you add a Custom Vehicle

Post by Firefang »

Did you raise the walker memory pools for both the atst and atxt?
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Re: How do you add a Custom Vehicle?

Post by ARCTroopaNate »

No. Silly me. Testing now.

EDIT: The AT-ST is not on the map so I don't think it made a difference. Teancun had a trick for putting in the AT-XT by adding the AT-ST in the lua. I don't think it worked. :cry:
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Re: How do you add a Custom Vehicle?

Post by THEWULFMAN »

Routine question, did you make a custom side for the vehicle?
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Re: How do you add a Custom Vehicle?

Post by ARCTroopaNate »

Yep. It's called vehicle. BTW Wulf I can't wait for your Mod to come out!
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Re: How do you add a Custom Vehicle?

Post by THEWULFMAN »

ARCTroopaNate wrote:Yep. It's called vehicle. BTW Wulf I can't wait for your Mod to come out!

Well then your Lua that you posted at the top should be fine, its most likely just something wrong with the custom side, go and double check all the odf, and req names so that you can rule out a mistake there.


/Offtopic, thanks :)
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Re: How do you add a Custom Vehicle?

Post by ARCTroopaNate »

I looked through the AT-XT odf and it says
Hidden/Spoiler:
DeathAnimationExplosion = "med_explosion"
I don't have that file in my vehicle side.
Does anyone know where I can find that file?
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Re: How do you add a Custom Vehicle?

Post by AQT »

Why not just use the regular explosion ODF for the death animation ODF as well?
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Re: How do you add a Custom Vehicle?

Post by ARCTroopaNate »

Change the odf. Good point AQT

EDIT: It still doesn't work :( :( :(
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Re: How do you add a Custom Vehicle?

Post by Jendo7 »

The AT-XT that I use has this in the .odf:

DeathAnimationExplosion = "atat_explosion"

Here's the complete rep_walk_atxt.odf if that helps:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "walker"
GeometryName = "rep_walk_atxt.msh"

[Properties]

WALKERSECTION = "BODY"
VehicleType = "medium"
AISizeType = "MEDIUM"
Label = "AT-XT"
GeometryName = "rep_walk_atxt"
AnimationName = "imp_walk_atst"
ExplosionName = "rep_walk_atxt_exp"
//FirstPerson = "REP\repatxtp;rep_1st_cockpit_ATXT"
DeathAnimationExplosion = "atat_explosion"
FinalExplosion = "imp_walk_atst_finalexp"
VehiclePosition = "common.vehiclepositions.pilot"
HealthTexture = "HUD_rep_atxt_icon"
MapTexture = "atxt_icon"
MapScale = "1.6"
NoCombatInterrupt = 1

///////////////////////////////////
////// HEALTH, DAMAGE, CHUNKS /////
///////////////////////////////////
MaxHealth = "8000.0"

DamageStartPercent = 75.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_l_calf"

DamageStartPercent = 75.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_r_calf"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_l_foot"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_r_foot"

DamageStartPercent = 50.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 19.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 19.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_3"

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "imp_walk_atst_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.65
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "6.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "imp_walk_atst_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "explosion"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 1.0"
ChunkBounciness = 0.35
ChunkStickiness = 0.45
ChunkSpeed = "9.0"
ChunkUpFactor = "5.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "imp_walk_atst_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkBounciness = 0.25
ChunkStickiness = 0.25
ChunkSpeed = "6.0"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke2"

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "imp_walk_atst_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 1.0 1.5"
ChunkBounciness = 0.55
ChunkStickiness = 0.25
ChunkSpeed = "5.0"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"


TimeRequiredToEject = "10.0"
EjectResistance = "0.03"
TimeTilReboard = "5.0"

//***********************************************
//*********** MOVEMENT VALUES *****************
//***********************************************

MaxTerrainAngle = "30.0"

Acceleraton = "2.4"
MaxSpeed = "5.0"
MaxStrafeSpeed = "3.5"
//MaxTurnSpeed = "0.6"

StoppedTurnSpeed = "0.5"
ForwardTurnSpeed = "0.5"
BoostTurnSpeed = "0.3"
TurnThreshold = "0.6"

SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place

LegRayHitLength = "5"

EnergyBar = 80
EnergyAutoRestore = 9.0
EnergyBoostDrain = 20
BoostSpeed = 10
BoostAcceleration = 100.0
BoostFOV = 60

AIUseHoverPhysics = "1"

//***********************************************
//*********** CAMERA VALUES *******************
//***********************************************

EyePointOffset = "0.0 8.0 0.0"
TrackCenter = "0.0 9.25 -3.0"
TrackOffset = "0.0 0.0 13.0"
TiltValue = "6.0"

YawLimits = "-90 90"
PitchLimits = "-35 40"

MaxPitchSpeed = "0.4"
MaxYawSpeed = "0.7"
MaxTurnSpeed = "1.5"

PCMaxYawSpeed = 2.0
PCMaxTurnSpeed = 2.0
PCPitchRate = 1.6


//***********************************************
//*********** MAIN WEAPON VALUES **************
//***********************************************

//TurretNodeName ="bone_root"
TurretNodeName = "cube5"
PitchLimits = "-25 40"
YawLimits = "-60 60"

WEAPONSECTION = 1
WeaponName = "rep_weap_hover_fightertank_cannon"
WeaponAmmo = "0"

HierarchyLevel = "1"
AimerNodeName = "cube5"
AimerYawLimits = "-90 90"
AimerPitchLimits = "-25 40"

BarrelNodeName = "barrel_3"
FirePointName = "hp_cannon_1"
BarrelRecoil = "0.3"

NextBarrel = "-"

BarrelNodeName = "barrel_1"
FirePointName = "hp_cannon_2"
BarrelRecoil = "0.3"


WEAPONSECTION = 2
WeaponName = "rep_weap_hover_fightertank_missile"
WeaponAmmo = "6"


AimerNodeName = "aimer_mortar_L"
AimerYawLimits = "-0 0"
AimerPitchLimits = "-0 0"

NextAimer = "-"

BarrelNodeName = "barrel_mortar_L"
BarrelRecoil = "0.3"
FirePointName = "hp_mortar_1"

NextBarrel = "-"


AimerNodeName = "aimer_mortar_R"
AimerYawLimits = "-0 0"
AimerPitchLimits = "-0 0"


BarrelNodeName = "barrel_mortar_R"
BarrelRecoil = "0.3"
FirePointName = "hp_mortar_2"


///////////////////////////////////
///// COLLISION, MUSIC, BONES /////
///////////////////////////////////

//SoldierCollision = "p_sphere_lfoot"
//SoldierCollision = "p_sphere_rfoot"
//SoldierCollision = "p_r_ankle"
//SoldierCollision = "p_r_leg"
//SoldierCollision = "p_r_thigh"
//SoldierCollision = "p_l_ankle"
//SoldierCollision = "p_l_leg"
//SoldierCollision = "p_l_thigh"
//SoldierCollision = "p_mainbody"

TerrainCollision = "p_l_foot"
TerrainCollision = "p_r_foot"


BuildingCollision = "p_sphere_lfoot"
BuildingCollision = "p_sphere_rfoot"
BuildingCollisionPrim = "BldgCylinder aacylinder NULL 0.0 4.7 0.0 3.0 7.6 0.0"


StompEffect = "com_sfx_walkerstomp"
StompDecal = "decal_atst_footprint"


RepMusic = ""
CISMusic = ""
TurnOffSound = ""
FoleyFXGroup = "metal_foley"
LegPairCount = "1"

WalkerLegPair = "LEGS"

LegBoneLeft = "bone_l_thigh"
LegBoneRight = "bone_r_thigh"

LegBoneTopLeft = "bone_l_thigh"
LegBoneTopRight = "bone_r_thigh"

TerrainLeft = "p_l_foot"
TerrainRight = "p_r_foot"

FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"

//*****************************************
//*********** SOUND VALUES **************
//*****************************************

VOUnitType = 125
FootstepSound0 = "com_weap_layered_at_step"
FootstepSound1 = "com_weap_layered_at_step"
HydraulicSound = "atst_leg_up"
HydraulicSoundHeight = "0.2"
HydraulicLowerSound = ""
//HydraulicLowerHeight = "0.5"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
RepMusic = "rep_vehicle"
CisMusic = "cis_vehicle"
MusicSpeed = "0.2"
MusicDelay = "4.0"
EngineSound = "atst_engine_parameterized"
TurnOnSound = ""
TurnOnTime = "1.0"
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = "5.0"
//FoleyFXClass = "imp_walk_atst"
FoleyFXGroup = "metal_foley"
You would also need to put imp_walk_atst_chunk1.msh, imp_walk_atst_chunk2.msh, imp_walk_atst_chunk3.msh, imp_walk_atst_chunk4.msh, and imp_vehicle_atst.tga from the imp side assets in your sides msh folder.
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Re: How do you add a Custom Vehicle?

Post by ARCTroopaNate »

I've tried everything and nothing seems to work.
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Re: How do you add a Custom Vehicle?

Post by AQT »

Are your vehicle spawns and control regions and their corresponding CP's even set up correctly? Missing explosion ODF's shouldn't stop vehicles from spawning.
ARCTroopaNate
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Re: How do you add a Custom Vehicle?

Post by ARCTroopaNate »

Yes they are. They work for Galactic Civil War and the work with the Republic Gunship.
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Re: How do you add a Custom Vehicle?

Post by CalvaryCptMike »

I have a couple of suggestions, first, up the memory pools, just try it.
Second, load the at-st BEFORE the at-xt, which one is loaded first can effect alot of stuff.
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