Sides help thread...
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- [RDH]Zerted
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PAN-Fnord
It's just EnterVehicle(vehicle, playerNumber)
Where "vehicle" is either a reference to a vehicle or a string that is the name of a vehicle. For vehicle names, vehicles take the name of their vehicle-spawns, so if your vehicle spawn is "snazzy" even if it's spawning X-Wings, they're snazzy1, etc. Otherwise you can actually just create a vehicle using
CreateEntity(ODFname, optionalMatrix, optionalNameForVehicle)
So you can do EnterVehicle(CreateEntity("all_fly_snowspeeder"), 1) hopefully.
Mike Z
Where "vehicle" is either a reference to a vehicle or a string that is the name of a vehicle. For vehicle names, vehicles take the name of their vehicle-spawns, so if your vehicle spawn is "snazzy" even if it's spawning X-Wings, they're snazzy1, etc. Otherwise you can actually just create a vehicle using
CreateEntity(ODFname, optionalMatrix, optionalNameForVehicle)
So you can do EnterVehicle(CreateEntity("all_fly_snowspeeder"), 1) hopefully.
Mike Z
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Penguin
- Jedi Admin

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Alpha
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Penguin
- Jedi Admin

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B.U.R.N_GT
modeler
Waht modeler do you suggest using, and where would I get it? (sorry if this has been covered before)
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Alpha
RE: modeler
You have to use XSI.
- [RDH]Zerted
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Player Numbers
I'm not clear on how you can get a player's number.PAN-Fnord wrote:It's just EnterVehicle(vehicle, playerNumber)...
...So you can do EnterVehicle(CreateEntity("all_fly_snowspeeder"), 1) hopefully.
Mike Z
And it is not documented or used anywhere, but is there a CharacterExitVehicle event?
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Dark_knight
the game crashes and it say fatal ereor when i have munged what did i do wrong
ERROR[levelpack mission\MMMc_con.req]:Expecting bracket, but none was found.
File : munged\pc\mmmc_con.script.req(1)...
ucft <--
ERROR[levelpack mission\MMMc_con.req]:Expecting bracket, but none was found.
File : munged\pc\mmmc_con.script.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack mission\MMMc_con.req]:Expecting bracket, but none was found.
File : munged\pc\mmmc_con.script.req(1)...
ucft <--
ERROR[levelpack mission\MMMc_con.req]:Expecting bracket, but none was found.
File : munged\pc\mmmc_con.script.req(1)...
ucft <--
2 Errors 0 Warnings
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Slayer_Hunter_J
Im having trouble with a geonosain jedi i am making. This is his odf, can you think of whats wrong? With all of the wing stuff its confusing. Also, i couldnt find the stuff about animations in his odf. Here it is:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "gej_geonosianjedi.msh"
[Properties]
AISizeType = "HOVER"
GeometryName = "cis_inf_geonosian"
GeometryLowRes = "cis_inf_geonosian_low1"
SkeletonName = "geo"
SkeletonLowRes = "geolz
ControlSpeed = "jet 2.00 1.25 1.25"
JetDuration = "30.0" //The duration of the jet push, until its turned off
JetJump = "8.0" //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetEffect = "geo_wingsfly"
// the cool bit - Mike Z
AnimatedAddon = "WINGS"
GeometryAddon = "geonosianwings_folded"
AddonAttachJoint = "bone_ribcage"
JetType = "hover"
JetFuelRechargeRate = "0.5" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.1" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.2" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.3" //minimum fuel to perform a jet jump(fuel is 0 to 1)
WEAPONSECTION = 1
WeaponName = "gej_weap_lightsabre"
WeaponAmmo = 0
WEAPONSECTION = 2
WeaponName = "center_of_gravity"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 3
WeaponName = "force_scream"
WeaponAmmo = 0
WeaponChannel = 1
CollisionScale = "0.0 0.0 0.0"
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "gej_geonosianjedi.msh"
[Properties]
AISizeType = "HOVER"
GeometryName = "cis_inf_geonosian"
GeometryLowRes = "cis_inf_geonosian_low1"
SkeletonName = "geo"
SkeletonLowRes = "geolz
ControlSpeed = "jet 2.00 1.25 1.25"
JetDuration = "30.0" //The duration of the jet push, until its turned off
JetJump = "8.0" //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetEffect = "geo_wingsfly"
// the cool bit - Mike Z
AnimatedAddon = "WINGS"
GeometryAddon = "geonosianwings_folded"
AddonAttachJoint = "bone_ribcage"
JetType = "hover"
JetFuelRechargeRate = "0.5" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.1" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.2" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.3" //minimum fuel to perform a jet jump(fuel is 0 to 1)
WEAPONSECTION = 1
WeaponName = "gej_weap_lightsabre"
WeaponAmmo = 0
WEAPONSECTION = 2
WeaponName = "center_of_gravity"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 3
WeaponName = "force_scream"
WeaponAmmo = 0
WeaponChannel = 1
CollisionScale = "0.0 0.0 0.0"
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Vyse
- General

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>Slave Hunter
I think this is whats happening. The animation for the unit defaults in the weapon, so if you just tell him to have a pistol it defaults to the pistol animation but since you have a lightsaber its defaulting to the lightsaber animation and these lines conflict with that
SkeletonName = "geo"
SkeletonLowRes = "geolz
The animation for the lightsaber is trying to pull one way that those lines pull another way. Only prob is (which happened to my yoda when I gave him another lightsaber) the animation will pulled his bones to look like a human.(wasn't pretty) Try deleting those lines, although it may pull the geosian to look all weird!
I think this is whats happening. The animation for the unit defaults in the weapon, so if you just tell him to have a pistol it defaults to the pistol animation but since you have a lightsaber its defaulting to the lightsaber animation and these lines conflict with that
SkeletonName = "geo"
SkeletonLowRes = "geolz
The animation for the lightsaber is trying to pull one way that those lines pull another way. Only prob is (which happened to my yoda when I gave him another lightsaber) the animation will pulled his bones to look like a human.(wasn't pretty) Try deleting those lines, although it may pull the geosian to look all weird!
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Dark_knight
Hello! In the documentations the jedi creation.doc says like this
From there, in your mod’s mission scripts, you can load your character into your level:
ReadDataFile(“dc:SIDE\\jdi.lvl”, “jdi_demojedi”)
I've tried to put it in the C:\BF2_ModTools\data_modid\Common\scripts\modid lua but when i start the game it crashes down to the deskop. Where in the lua shal i put it in?
From there, in your mod’s mission scripts, you can load your character into your level:
ReadDataFile(“dc:SIDE\\jdi.lvl”, “jdi_demojedi”)
I've tried to put it in the C:\BF2_ModTools\data_modid\Common\scripts\modid lua but when i start the game it crashes down to the deskop. Where in the lua shal i put it in?
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Slayer_Hunter_J
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diabloschild
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MercuryNoodles
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Are you trying to modify the CIS files themselves, or are you trying to do a custom side with it's own folder? Well, either way, you have to put the unit odf names in the lua under the "ReadDataFile" line for whatever the side (IMP, ALL, CIS, Other3LetterSide....followed by .lvl ) is that your actual files are under. Then, you have to put them under SetupTeams so that they actually appear in the game.
Read over this thread a few times from the beginning, and ask for more specific help as needed. Most of the info you need is likely here somewhere, though it might take some time for you to actually get to what you need.
Read over this thread a few times from the beginning, and ask for more specific help as needed. Most of the info you need is likely here somewhere, though it might take some time for you to actually get to what you need.
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-_-
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Since PAN doesnt seem to be answering, I'll answer the questions I know. Mwahaha :twisted:

The new animation in that SIDE is screwed up. That's what's causing the problem. I thought it was a problem with my map earlier, guess not.Hello! In the documentations the jedi creation.doc says like this
From there, in your mod’s mission scripts, you can load your character into your level:
ReadDataFile(“dc:SIDE\\jdi.lvl”, “jdi_demojedi”)
I've tried to put it in the C:\BF2_ModTools\data_modid\Common\scripts\modid lua but when i start the game it crashes down to the deskop. Where in the lua shal i put it in? Confused
Just a reminder, remember to set things like this if you have more than one WeaponChannel = 1'sWEAPONSECTION = 1
WeaponName = "gej_weap_lightsabre"
WeaponAmmo = 0
WEAPONSECTION = 2
WeaponName = "center_of_gravity"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 3
WeaponName = "force_scream"
WeaponAmmo = 0
WeaponChannel = 1
I'm not sure what's causing your Genosian edi to crash, I'll see if I can help ya later.WEAPONSECTION = 3
WeaponName3 = "force_scream"
WeaponAmmo3 = 0
WeaponChannel3 = 1
- [RDH]Zerted
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I though I knew how to create a side, but I guess not. I copied the entire all side into my side folder. I changed the line to load from my side folder:
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_walk_tauntaun",
"all_hero_hansolo_tat")
Now the grame crashes when it attempts to load the level. I though that was all you needed to do. I munged the all side, then I tried munging all the sides. What step did I miss?
Edit I figured it out. I forgot the Common folder.
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_walk_tauntaun",
"all_hero_hansolo_tat")
Now the grame crashes when it attempts to load the level. I though that was all you needed to do. I munged the all side, then I tried munging all the sides. What step did I miss?
Edit I figured it out. I forgot the Common folder.
Last edited by [RDH]Zerted on Tue Apr 18, 2006 10:42 am, edited 1 time in total.
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ruasoh
Way back on page one, PAN mentioned
when talking about changing an existing models texture. I want to use the same model for two units (heroes that can't use multiple textures) and I need to know how to hex edit the file. I tried hex editing the .msh and changing the .tga file name, but that just causes the game to crash...Anyone know the answer?For all others, you do indeed need to either hex edit the file or change the actual texture.
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PvtParts
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I'm using custom sides, and for some reason (i cant pinpoint exactly whats causing this) I can spawn as my side, but no one else spawns on either team.
Any Ideas?
If anyone is willing to help me out here, ill send em my lua and custom side folder, and anyhting else they need..
or just post my lua here...
Any Ideas?
If anyone is willing to help me out here, ill send em my lua and custom side folder, and anyhting else they need..
or just post my lua here...
- [RDH]Zerted
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