Droideka sheild and wrist rockets.

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
EGG_GUTS
Master Bounty Hunter
Master Bounty Hunter
Posts: 1626
Joined: Thu Dec 07, 2006 7:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: CANADA!

Droideka sheild and wrist rockets.

Post 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
Darth_Z13
Jedi High Council
Jedi High Council
Posts: 2275
Joined: Sat Jun 17, 2006 9:51 am
xbox live or psn: Xanthius Wylon
Location: Canada

RE: Droideka sheild and wrist rockets.

Post 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.
EGG_GUTS
Master Bounty Hunter
Master Bounty Hunter
Posts: 1626
Joined: Thu Dec 07, 2006 7:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: CANADA!

Post 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
Darth_Z13
Jedi High Council
Jedi High Council
Posts: 2275
Joined: Sat Jun 17, 2006 9:51 am
xbox live or psn: Xanthius Wylon
Location: Canada

Post 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.
User avatar
authraw
1st Lieutenant
1st Lieutenant
Posts: 445
Joined: Mon Jun 26, 2006 3:45 pm

Post 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?
EGG_GUTS
Master Bounty Hunter
Master Bounty Hunter
Posts: 1626
Joined: Thu Dec 07, 2006 7:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: CANADA!

Post by EGG_GUTS »

I did that i the default folder and Darth Z13 it's not exactly a Wrist rocket :D
Darth_Z13
Jedi High Council
Jedi High Council
Posts: 2275
Joined: Sat Jun 17, 2006 9:51 am
xbox live or psn: Xanthius Wylon
Location: Canada

Post by Darth_Z13 »

Did my solution work?
EGG_GUTS
Master Bounty Hunter
Master Bounty Hunter
Posts: 1626
Joined: Thu Dec 07, 2006 7:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: CANADA!

Post by EGG_GUTS »

No the unit is still throwing it :cry:
JabbaLovesLava
Sith
Sith
Posts: 1396
Joined: Tue Jun 07, 2005 11:50 am

Post by JabbaLovesLava »

Throwing a missile?! ROFL! leave it like that! PLEASE!
EGG_GUTS
Master Bounty Hunter
Master Bounty Hunter
Posts: 1626
Joined: Thu Dec 07, 2006 7:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: CANADA!

Post by EGG_GUTS »

I wanted him to shoot lighting out of his wrist but instead he's throwing a line of lighting
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Fire lightning from wrist

Post 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.
EGG_GUTS
Master Bounty Hunter
Master Bounty Hunter
Posts: 1626
Joined: Thu Dec 07, 2006 7:38 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: CANADA!

Post 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
Post Reply