Creating a spawn beacon

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
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Creating a spawn beacon

Post by Fiodis »

I am making a pseudo-sides mod, along the lines of BFX.

For it, I thought it'd be great if the commanders had a "spawn beacon". I don't see it on the BF2 limitations list, so I think, why not?

So I attempted to rig a recon droid to be a command vehicle. It doesn't crash, in-game, but on problem with it is that, well....

You know how with a normal recon droid you can press "e" to exit and go back to your main unit, and walk around as him with the recon droid still there? When I try that with the spawn beacon, I become the "invisible man". I have no geometry. I am totally invisible, and enemy shots pass right through me. I even fall through terrain. Is there any way to fix this?

My rep_weap_inf_spawn odf and ord.odf:
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_spawn"

[Properties]
HUDTag = "com_weap_probedroid"
GeometryName = "com_weap_inf_grenadethermal_ord"
OrdnanceName = "rep_weap_inf_spawn_ord"
LODPriorityMod = "10.0"

FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_med"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
[/code]
and the ord:
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "commandflyer"
GeometryName = "com_weap_probedroid.msh"

[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"

GeometryName = "com_weap_probedroid"

ExplosionName = "rep_weap_inf_spawn_exp1"

FLYERSECTION = "BODY"
VehicleType = "light"

PilotType = "remote"

MapTexture = "troop_icon"
HealthTexture = "HUD_com_probedroid_health_icon"
MapScale = 1.0

MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100

CollisionScale = 10.0

MaxHealth = 100.0
AddHealth = -1.0

EnergyAutoRestore = -1.7

SetAltitude = 2.0
GravityScale = 1.0//2
LiftSpring = 10.0 //10Lighter the veh the high the number
LiftDamp = 3.0

ScanningRange = 30.0
TransmitRange = 300.0

Acceleration = 25.0
Deceleration = 3.0
Traction = 22.0
ForwardSpeed = 3.5
ReverseSpeed = 3.5
StrafeSpeed = 0.25

SpinRate = 1.5
TurnRate = 1.5
TurnFilter = 5.0
PitchRate = 2.0
PitchFilter = 5.0
BankAngle = 0.0
BankFilter = 0

MoveTension = "30.0"//how much swim the craft has from the center of the screen


LevelSpring = 5.0
LevelDamp = 3.0

EyePointOffset = "0.0 0.5 0.0"
TrackOffset = "0.0 -0.25 1.8"
TiltValue = "5.0"

DestructTrackOffset = "0.0 0.0 18.0"
DestructTiltValue = "10.0"
DestructChargeEffect = "com_sfx_weap_remotedroidcharge2"

PitchLimits = "-50.0 50.0"
YawLimits = "-0.0 0.0"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

WEAPONSECTION = 1
WeaponAmmo = 0
WeaponChannel = 0

WEAPONSECTION = 2
WeaponAmmo = 1
WeaponChannel = 1

AISizeType = "SOLDIER"

AmbientSound = "remotedroid_engine_lp"
Ambient2Sound = "remotedroid_radio"
HurtSound = ""
DeathSound = ""

SpawnPointCount = "6"
SpawnPointLocation = "-6.0 0.0 4.0 0"
SpawnPointLocation = "6.0 0.0 4.0 0"
SpawnPointLocation = "-7.0 0.0 0.0 0"
SpawnPointLocation = "7.0 0.0 0.0 0"
SpawnPointLocation = "-6.0 0.0 -4.0 0"
SpawnPointLocation = "6.0 0.0 -4.0 0"
AllyCount = 65536
Radius = 0.0
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 0
Value_DEF_Alliance = 0
Value_DEF_CIS = 0
Value_DEF_Empire = 0
Value_DEF_Republic = 0
Value_DEF_Locals = 0
HUDIndexDisplay = 0

\\\\\\\\\\\\ Collision \\\\\\\\\\\\\\

BuildingCollision = "p_buildingsphere"
VehicleCollision = "p_buildingsphere"
OrdnanceCollision = "p_sphere"
SoldierCollision = "p_sphere"




[/code]
I copied the spawn lines out of the AT-TE's odf.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Creating a spawn beacon

Post by Maveritchell »

http://www.gametoast.com/forums/viewtop ... 6&start=20

Only way to really do it. Warning: you will have to learn how or know how to do some .lua coding.
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Creating a spawn beacon

Post by Fiodis »

Thanks, Mav! That was really helpful!

I tried setting the ordance to be that bldg_fowardcenter thing, and it does drop that foward center, and it does show up on the map as a spawn loaction, but I can't select it. All the other methods in that post seemed way too advanced for me, so if I can get this method to work that'd be great! :D

I think the can't-select problem is caused by it not being properly loaded in the LUA. Like, you know how if you add a command walker you have to add a line in the LUA specifying how many there are? And the same for flyers? What exactly would I put for this? Because it's not a walker, or a flyer; it's an object.

EDIT - D'oh! I'll look at the Hoth LUA and see how they set up the shield generator. Maybe that'll help; if not I'll edit this post.


EDIT 2 - I saw in the Endor and Hoth LUAs that they add an extra AddCommandPost line at the top, and no memorypool thing. My question is: how do I find the name of the command post I add? For that shield generator, it was CP7, for the Endor bunker, it was CP10. How to I find it for the forward center?


EDIT 3 - Saw Mav's post. I'll try to stumble through those formidable LUAs.

EDIT 4 - Mav, won't that just teleport them to you where ever you are, and it won't be onder their control? What I want to make is a trully dispensable cp. I know you say it absolutely can't be done - but then you "can't" make a grappling hook either. Basically, I want it to function like that beacon in BF2142, where you can choose it on the map and spawn to that location if you wish.
Last edited by Fiodis on Sat Jan 10, 2009 10:21 pm, edited 3 times in total.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Creating a spawn beacon

Post by Maveritchell »

You can't dispense a command post (and have it work as such), if you read through the thread. The solution starts on page 2 or page 3, and it involves using a LUA weapon (specifically a null dispenser) to teleport units to you on command.
User avatar
Sky_216
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2086
Joined: Mon Feb 13, 2006 3:28 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Re: Creating a spawn beacon

Post by Sky_216 »

@Fiodis: also, you should be aware that only one unit (per team I think) can use it at a time. So don't give it to a unit that there can be more than one of.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Creating a spawn beacon

Post by Maveritchell »

Fiodis wrote:EDIT 4 - Mav, won't that just teleport them to you where ever you are, and it won't be onder their control? What I want to make is a trully dispensable cp. I know you say it absolutely can't be done - but then you "can't" make a grappling hook either. Basically, I want it to function like that beacon in BF2142, where you can choose it on the map and spawn to that location if you wish.
You can't make a grappling hook and you can't dispense a command post. I made a .lua workaround to a grappling hook, this is the .lua workaround to the command post.
Post Reply