Making the SWBF2 vanilla weapons stronger

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TK421
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Making the SWBF2 vanilla weapons stronger

Post by TK421 »

Would it be difficult to mod the vanilla weapons to be stronger? I'd like to up the damage to one shot kills for extreme realism.
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Re: Making the SWBF2 vanilla weapons stronger

Post by Marth8880 »

TK421 wrote:Would it be difficult to mod the vanilla weapons to be stronger? I'd like to up the damage to one shot kills for extreme realism.
No, all it would just be a simple increase to the MaxDamage value in each weapon's ordnance ODF.
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Re: Making the SWBF2 vanilla weapons stronger

Post by THEWULFMAN »

If you're going for "realism" you might want to keep it somewhat balanced in terms of gameplay. Try one shot kills for sniper rifles, two shot kills for rifles, and 3 shot kills for pistols.

My opinion anyway. :wink:
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Re: Making the SWBF2 vanilla weapons stronger

Post by TGB »

Just my thoughts; Before starting a big project you should get the hang of the basic structure of the swbf2 data and go step by step. For instance; make a minor but noticeable change such as weapon ammo then go about getting the change in-game. Once you know how to do that without trouble start modding the sides but without adding any extra lines in the ODFs.

Also you should read up on the guides in the FAQ forums/viewtopic.php?f=27&t=13806
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Re: Making the SWBF2 vanilla weapons stronger

Post by SAMofBIA »

imo not a big project at all, all you would have to do is change a few things in the common folder and BAM, weapons kill in 1 shot.
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Re: Making the SWBF2 vanilla weapons stronger

Post by Dakota »

THEWULFMAN wrote:If you're going for "realism" you might want to keep it somewhat balanced in terms of gameplay. Try one shot kills for sniper rifles, two shot kills for rifles, and 3 shot kills for pistols.

My opinion anyway. :wink:

thats exactly the first thought i had when i made my realistic weapons mod...
Hidden/Spoiler:
...that got a bit carried away after i spent a lot of time playing it on the server seeing how i could improve it and by taking a few client requests
ontopic: changing the weapons to one hit kill wouldn't be that hard at all, either set the damage value of each weapon to be high or the multiplier to about 10, that would usually kill a unit (ok maybe 30 for rifles and pistols if you want to kill a wookie). you would have to also check in the odfs for the sides too because some weapons have different damage values based on the team, just look at the rifles...

fancy looking example using the rifle ord in the common folder:
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "bolt"

[Properties]
LaserTexture = "com_sfx_laser_red"
LaserGlowColor = "253 43 43 100"
LightColor = "253 43 43 150"
LightRadius = "4.0"

LaserLength = "1.0"
LaserWidth = "0.1"
GlowLength = "3"
BlurLength = "5"

LifeSpan = "0.80"
Velocity = "300.0"
Gravity = "1.0"
Rebound = "0.0"

MaxDamage = "75.0"DamageTransitionDelay = "0.2" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.1" //How long in seconds the damage change lasts.
DamageFinalDamage = "50.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "1" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "160 43 43 100" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "160 43 43 150" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.

VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"

ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"

OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"

BonusAmplification = "0.25" //how much more damage will be done when
the things in red directly effect damage and the thing in blue is the percentage more damage the weapon would do if you had the bonus that makes weapons stronger in the galactic conquest. Note that the second set of red code is saying what percent of the damage that object would take, for example a tank would take 10% of the damage while a unit takes 100%, this can be set to over 100% for greater effect.
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Re: Making the SWBF2 vanilla weapons stronger

Post by Marth8880 »

Dakota wrote:
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "bolt"

[Properties]
LaserTexture = "com_sfx_laser_red"
LaserGlowColor = "253 43 43 100"
LightColor = "253 43 43 150"
LightRadius = "4.0"

LaserLength = "1.0"
LaserWidth = "0.1"
GlowLength = "3"
BlurLength = "5"

LifeSpan = "0.80"
Velocity = "300.0"
Gravity = "1.0"
Rebound = "0.0"

MaxDamage = "75.0"DamageTransitionDelay = "0.2" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.1" //How long in seconds the damage change lasts.
DamageFinalDamage = "50.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "1" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "160 43 43 100" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "160 43 43 150" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.

VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"

ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"

OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"

BonusAmplification = "0.25" //how much more damage will be done when
Note that the second set of red code is saying what percent of the damage that object would take, for example a tank would take 10% of the damage while a unit takes 100%, this can be set to over 100% for greater effect.
To avoid any confusion, the [HealthType]Scale parameter value is a multiplier, not a percentage, though it could be thought of as a percentage if you define "1.0" as 100%.
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Re: Making the SWBF2 vanilla weapons stronger

Post by Dakota »

sorry about that, i tend to use those interchangably when it comes to things like this.
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Re: Making the SWBF2 vanilla weapons stronger

Post by kinetosimpetus »

Marth8880 wrote:
Dakota wrote:
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "bolt"

[Properties]
LaserTexture = "com_sfx_laser_red"
LaserGlowColor = "253 43 43 100"
LightColor = "253 43 43 150"
LightRadius = "4.0"

LaserLength = "1.0"
LaserWidth = "0.1"
GlowLength = "3"
BlurLength = "5"

LifeSpan = "0.80"
Velocity = "300.0"
Gravity = "1.0"
Rebound = "0.0"

MaxDamage = "75.0"DamageTransitionDelay = "0.2" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.1" //How long in seconds the damage change lasts.
DamageFinalDamage = "50.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "1" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "160 43 43 100" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "160 43 43 150" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.

VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"

ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"

OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"

BonusAmplification = "0.25" //how much more damage will be done when
Note that the second set of red code is saying what percent of the damage that object would take, for example a tank would take 10% of the damage while a unit takes 100%, this can be set to over 100% for greater effect.
To avoid any confusion, the [HealthType]Scale parameter value is a multiplier, not a percentage, though it could be thought of as a percentage if you define "1.0" as 100%.
% = per cent = per hundred = /100
100% = 100/100 = 1
What other way to define 100% is there?
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Re: Making the SWBF2 vanilla weapons stronger

Post by Marth8880 »

kinetosimpetus wrote:
Marth8880 wrote:
Dakota wrote:
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "bolt"

[Properties]
LaserTexture = "com_sfx_laser_red"
LaserGlowColor = "253 43 43 100"
LightColor = "253 43 43 150"
LightRadius = "4.0"

LaserLength = "1.0"
LaserWidth = "0.1"
GlowLength = "3"
BlurLength = "5"

LifeSpan = "0.80"
Velocity = "300.0"
Gravity = "1.0"
Rebound = "0.0"

MaxDamage = "75.0"DamageTransitionDelay = "0.2" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.1" //How long in seconds the damage change lasts.
DamageFinalDamage = "50.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "1" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "160 43 43 100" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "160 43 43 150" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.

VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"

ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"

OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"

BonusAmplification = "0.25" //how much more damage will be done when
Note that the second set of red code is saying what percent of the damage that object would take, for example a tank would take 10% of the damage while a unit takes 100%, this can be set to over 100% for greater effect.
To avoid any confusion, the [HealthType]Scale parameter value is a multiplier, not a percentage, though it could be thought of as a percentage if you define "1.0" as 100%.
% = per cent = per hundred = /100
100% = 100/100 = 1
What other way to define 100% is there?
One must also think about his or her audience; GT's community consists primarily of middle/high schoolers, and even then, most people typically would not think about it that way. :s
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Re: Making the SWBF2 vanilla weapons stronger

Post by TGB »

Marth8880 wrote:
kinetosimpetus wrote:
Marth8880 wrote:
Dakota wrote:
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "bolt"

[Properties]
LaserTexture = "com_sfx_laser_red"
LaserGlowColor = "253 43 43 100"
LightColor = "253 43 43 150"
LightRadius = "4.0"

LaserLength = "1.0"
LaserWidth = "0.1"
GlowLength = "3"
BlurLength = "5"

LifeSpan = "0.80"
Velocity = "300.0"
Gravity = "1.0"
Rebound = "0.0"

MaxDamage = "75.0"DamageTransitionDelay = "0.2" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.1" //How long in seconds the damage change lasts.
DamageFinalDamage = "50.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "1" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "160 43 43 100" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "160 43 43 150" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.

VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"

ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"

OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"

BonusAmplification = "0.25" //how much more damage will be done when
Note that the second set of red code is saying what percent of the damage that object would take, for example a tank would take 10% of the damage while a unit takes 100%, this can be set to over 100% for greater effect.
To avoid any confusion, the [HealthType]Scale parameter value is a multiplier, not a percentage, though it could be thought of as a percentage if you define "1.0" as 100%.
% = per cent = per hundred = /100
100% = 100/100 = 1
What other way to define 100% is there?
One must also think about his or her audience; GT's community consists primarily of middle/high schoolers, and even then, most people typically would not think about it that way. :s
A multiplier is the same as a percentage. The value that can be expressed as a percentage, fraction or decimal.
1.5 = 150% = 3/2 (this applies to most topics within maths as a whole can be expressed as 100% or 1 or an infinite number of fractions e.g 1/1 2/2 etc)
People should be able to do conversions of percentages fractions and decimals by the time they are year 5 / grade 5. It is also a fair bit more clear to say a weapon does 50% more damage to a unit than 1.5 times more damage.
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