Hi I was wondering if someone could help me with a couple of questions I have.
1. Where can I edit the number of mines one player can have on the field?
2. Where can I set the percentages of how many bacta, ammo, etc tanks a unit will drop when it dies? (like bacta may drop 60% Ammo 20% etc.)
3. Is there a list of all AI goals anywhere? Is there any to make the AI: Make sure a certain turret or vehicle is always piloted, follow the player, or stand in one spot?
4. Does anyone know the location of some of the unused models in the mod tools? (The ones Teancum outlined in his bonus content section of the Conversion Pack; specificly the DH-17, Probe Droid, Rocket Lauchner, Long rifle, and new fussion cutter models. )
5. How can I make a effect longer (length wise) I'm trying to increase the length of the flamethrower effect but can only make it a bigger height and width wise. I know it probably has something to do with the particle editor but I don't know to much about how to use it.
6. Where can I edit muzzle flashes? Like make the "large muzzle flash" even larger.
7. Since the engineer class is immune to mines is it possible to make a unit immune to all weapons except for one?
Thanks for the help in advance!
Modding Questions
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Zaniac
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YankFan1950
RE: Modding Questions
for 1 you must edit a side and change it in the default unit (ie) rep_inf_default_rocketeer
2 you need to edit the default unit odf (com_inf_default) and edit this line
DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.25
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.08
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.08
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
3. That is planning and hintnodes never heard of any goals (or it could be scripting but I don't know how to do it)
4. Look in the sides folder in assets (ie) rep_hover_swampspeeder
5. Effect is either particle editor or changing the .fx of the effect
6. muzzle flashes are in the weap files (ie) rep_weap_inf_pistol (change the lines where it says muzzle flash (play around with the numbers)
7. Idk how to make a unit immune to all weapons but put this line in to make units immune to mines (not just engineer): ImmuneToMines = "1" (in the default unit odf) ie rep_inf_default_rifleman
Hope that helps and for all of this stuff except for 3 and maybe 5 you need to edit a side (THIS IS VERY IMPORTANT) other wise your changes will not take place and you will put your head through the screen.
Hope this helps
YaNkFaN 1950
2 you need to edit the default unit odf (com_inf_default) and edit this line
DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.25
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.08
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.08
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
3. That is planning and hintnodes never heard of any goals (or it could be scripting but I don't know how to do it)
4. Look in the sides folder in assets (ie) rep_hover_swampspeeder
5. Effect is either particle editor or changing the .fx of the effect
6. muzzle flashes are in the weap files (ie) rep_weap_inf_pistol (change the lines where it says muzzle flash (play around with the numbers)
7. Idk how to make a unit immune to all weapons but put this line in to make units immune to mines (not just engineer): ImmuneToMines = "1" (in the default unit odf) ie rep_inf_default_rifleman
Hope that helps and for all of this stuff except for 3 and maybe 5 you need to edit a side (THIS IS VERY IMPORTANT) other wise your changes will not take place and you will put your head through the screen.
Hope this helps
YaNkFaN 1950
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- Groove Walrus

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RE: Modding Questions
1. MaxItems = "3.0" which can be found in com_weap_inf_mine_dispener.odf
2.
3. I'm not sure, might be a good idea to look through common/scripts
4. DH-17 may be in sides/all/msh, probe is in imp/msh, dunno what u mean by rocket launcher there's plenty of those, sniper rifle?, dunno about fusion cutter.
5. I've been trying to find out how to use partical editor forever and there's no good tutorial on it that i can find, and no one seems to want to make one..i'm gonna make a question topic about that now actually
6. Same way you would 5
7. Hmm i don't that's possible, i mean you could try putting other ordnance classes into the immunetomines = "1" line like immunetomissiles = "1" maybe I'm not sure how that works.
2.
found in com_inf_default.odf (in common/odfs)DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.25
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.08
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.08
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
3. I'm not sure, might be a good idea to look through common/scripts
4. DH-17 may be in sides/all/msh, probe is in imp/msh, dunno what u mean by rocket launcher there's plenty of those, sniper rifle?, dunno about fusion cutter.
5. I've been trying to find out how to use partical editor forever and there's no good tutorial on it that i can find, and no one seems to want to make one..i'm gonna make a question topic about that now actually
6. Same way you would 5
7. Hmm i don't that's possible, i mean you could try putting other ordnance classes into the immunetomines = "1" line like immunetomissiles = "1" maybe I'm not sure how that works.
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Astute
- Rebel Colonel

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RE: Modding Questions
1. The mine limit is defined by MaxItems in the dispenser's odf. Just change the values to what you want. You can also consider changing the mine directly (com_weap_inf_landmine.odf), and making its lifespan longer so your mines will last longer.
2.You would need to add these lines to your (faction)_inf_default_(unit).odf, adjust as needed.
DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.10
3.I'm sure there are ai goals like those available, especially the occupied turret one. I've never really looked into it though, I would suggest looking through the different CTF script files for the answer.
4.There are unused assets all over the place, You'd just be best off searching around the assets for it.
5.It depends on what your working on. If it's just a jet of fire off of an object, then it's probably particle related and would require the editor. If it is part of a flamethrower, as you mentioned, you'd just edit the Ordinance file for your flamethrower and add the Lifespan = "#.0" line.
6.I'm not that versed in muzzle flashes, But I believe the muzzle flash is a mesh, essentially a flat surface that displays an image of the flash. The other muzzle flash values are controlled in the weapon's main file.
MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 55"
FlashLength = 0.025
FlashLightColor = "255 192 192 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
7.Yes, techinally you can, but you'd have to be very sneaky about it, and it would require a lot more work than you'd want to do. To do it though, you would probably have to manipulate the unit and the weapons ingame with the damage scales. Say for example, you have your droideka. The droideka has a shield, so you set all of the weapons except one to have a shield scale of 0.0. Then you can have one weapon with a shieldscale of 1.0, making it the only weapon that can do damage to the shield.
2.You would need to add these lines to your (faction)_inf_default_(unit).odf, adjust as needed.
DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.10
3.I'm sure there are ai goals like those available, especially the occupied turret one. I've never really looked into it though, I would suggest looking through the different CTF script files for the answer.
4.There are unused assets all over the place, You'd just be best off searching around the assets for it.
5.It depends on what your working on. If it's just a jet of fire off of an object, then it's probably particle related and would require the editor. If it is part of a flamethrower, as you mentioned, you'd just edit the Ordinance file for your flamethrower and add the Lifespan = "#.0" line.
6.I'm not that versed in muzzle flashes, But I believe the muzzle flash is a mesh, essentially a flat surface that displays an image of the flash. The other muzzle flash values are controlled in the weapon's main file.
MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 55"
FlashLength = 0.025
FlashLightColor = "255 192 192 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
7.Yes, techinally you can, but you'd have to be very sneaky about it, and it would require a lot more work than you'd want to do. To do it though, you would probably have to manipulate the unit and the weapons ingame with the damage scales. Say for example, you have your droideka. The droideka has a shield, so you set all of the weapons except one to have a shield scale of 0.0. Then you can have one weapon with a shieldscale of 1.0, making it the only weapon that can do damage to the shield.
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Zaniac
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Sweet Thanks alot Yankfan, Dann, and Astute.
So my 1st and 2nd questions are solved.
For Six I'll work around with the flash lenghs/durations and sees what happens.
Well thanks agian, I'm off to go search the assets and scripts until I find the answers. (unless any more of you guys want to help me out.
)
So my 1st and 2nd questions are solved.
Thanks for the direction, I'll look into it.3.I'm sure there are ai goals like those available, especially the occupied turret one. I've never really looked into it though, I would suggest looking through the different CTF script files for the answer.
Was afraid I would have to do that. Was hoping someone might save me the time by knowing them all, but oh well. Thanks alot Dann though for the DH-17 and Probe droid4.There are unused assets all over the place, You'd just be best off searching around the assets for it.
I know I increased the range on the flamethrower and it allowed me to reach opponents further away and set them on fire, but the effect of the flame was the same size. Not reaching the opponent as they light on fire. I tought if in Particle Editor if you could add the flamethrower ordances multiple times and then line them and save it as a new longer flamethrower effect, but me, not being the Particle Editor wiz, couldn't do this. (Don't know if its even possible) Like Dann said a good particle editor tutorial would be nice...you'd just edit the Ordinance file for your flamethrower and add the Lifespan = "#.0" line.
For Six I'll work around with the flash lenghs/durations and sees what happens.
Woah, that is sneaky, and like you said, more work than I'd want to do. But its good to know if I'll ever need it in the future.Yes, techinally you can, but you'd have to be very sneaky about it, and it would require a lot more work than you'd want to do. To do it though, you would probably have to manipulate the unit and the weapons ingame with the damage scales. Say for example, you have your droideka. The droideka has a shield, so you set all of the weapons except one to have a shield scale of 0.0. Then you can have one weapon with a shieldscale of 1.0, making it the only weapon that can do damage to the shield.
Well thanks agian, I'm off to go search the assets and scripts until I find the answers. (unless any more of you guys want to help me out.
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Zaniac
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Hey I back and guess what, I've managed to run into a couple more questions. But first a sort of update on the AI objective of piloting a vehicle/turret. I found out in a space script. you set up a enter region over the vehicle spawn, simple enough. So now what I still need to find is how to set up the objective so every time the vehicle spawns again/turret is rebuilt the objective is renewed. Still haven't found much on following the player because the scripts still seem very confusing to me, I understand some of it but then there always seems to be some lines in there that I have no idea what they do... guess I better start some trial and error to understand it all. Also I've gotten the flamethrower effect to the size I wanted, thanks Dann and Astute for pointing to the lifespan function.
Also I have a couple more questions I'm curious about
-Is there a way to have one unit class score more points for a team in a mode like hero assult (Ex. Defeat Mace team gets 5 points instead of 1)
-Is there a limit to the amount of AI Goals you can have? Or if you keep adding reinforcements after each objective can you create one long campagin mission?
Thanks in advance for the help
Also thanks Darth D.U.C.K for setting up the bonus content topic.
Also I have a couple more questions I'm curious about
-Is there a way to have one unit class score more points for a team in a mode like hero assult (Ex. Defeat Mace team gets 5 points instead of 1)
-Is there a limit to the amount of AI Goals you can have? Or if you keep adding reinforcements after each objective can you create one long campagin mission?
Thanks in advance for the help
Also thanks Darth D.U.C.K for setting up the bonus content topic.
