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Posted: Tue Dec 19, 2006 12:14 am
by Rikino
SBF_Dann_Boeing wrote:Ok, i've finished Durge's Wishlist, (tho i haven't had time to try the recon yet)
but I'm having trouble with Rikino's Poison Grenades tho; all i can do is just normal damage but with that green ring effect, i can't get the poison effect to work so it doesn't look like I'll be able to complete it.
Aww... oh well, they were both kinda long shots anyway.
New request, then. A
mouse droid-y thing. Prolly just a recon droid with a low hover height and the model of a grenade (or mine or something, doesn't have to look like a box).
If you can, maybe give it a jetpack (by jetpack, I mean, double jump=bigger jump. No actual new model or anything).
@Penguin-
Err... this may seem kind of silly, but
why do you have a rainbow snowball gun of death?
Posted: Tue Dec 19, 2006 12:26 am
by Penguin
Linus n' I are working on something >.>
Posted: Tue Dec 19, 2006 12:32 am
by Elmo
Wookie homing rocket launcher
Ok... or just a rocket launcher that can cause massive damage, and a very large explosion radius

And then the same thing, but with a blaster rifle. (thing is, I have tried everything that i know to do this, but can't figure it out)
Posted: Tue Dec 19, 2006 4:16 am
by wazmol
i have a good one, how about a rifle with the tie interceptors lasers so its fast and very very powerful.
Posted: Tue Dec 19, 2006 10:41 am
by 4815162342
So nobody can do what I asked?
I mean, you did say you know how to do this, so y can't you?
Posted: Tue Dec 19, 2006 11:19 am
by wazmol
"4815162342" there is that model out just ask someone for the model
Posted: Tue Dec 19, 2006 11:46 am
by Astute
Here is one i've been grappling with, Cryoban grenades. Any ideas?
Posted: Tue Dec 19, 2006 11:50 am
by The_Emperor
Those are the blue glue grenades that makes people stick to the floor, right? That'd be tough...
Posted: Tue Dec 19, 2006 2:24 pm
by SBF_Dann_Boeing
Penguin wrote:lol, no need. I was being silly ((+ i already have it lol))
lol ok
Elmo wrote:Wookie homing rocket launcher
Ok... or just a rocket launcher that can cause massive damage, and a very large explosion radius And then the same thing, but with a blaster rifle. (thing is, I have tried everything that i know to do this, but can't figure it out)
sounds doable, by homing, do you mean like heat seaking or do you mean like a remote rocket
wazmol69 wrote:i have a good one, how about a rifle with the tie interceptors lasers so its fast and very very powerful.
very doable
Astute wrote:Here is one i've been grappling with, Cryoban grenades. Any ideas?
i made those, but they are glitchy, when they stick to vehicles the vehicles can't move and they don't explode, even after the vehicle dies.
Posted: Tue Dec 19, 2006 2:34 pm
by wazmol
i did try the one i posted but it crashed, maybe you will have more luck.
Posted: Tue Dec 19, 2006 2:58 pm
by Jawaraider
What about a Crossbow
Pretty much a bowcaster firing ewok spears or something. Should be easy.
Posted: Tue Dec 19, 2006 2:59 pm
by SBF_Dann_Boeing
For Elmo:
Homing Rocket
Contents of all_weap_rocket_launcher.odf
[WeaponClass]
ClassParent = "com_weap_inf_rocket_launcher"
GeometryName = "all_weap_inf_launcher.msh"
[Properties]
GeometryName = "all_weap_inf_launcher"
HighResGeometry = "all_1st_weap_inf_launcher"
OrdnanceName = "all_weap_inf_rocket_launcher_ord"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "0"
AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "1"
AITargetBuilding = "0"
LockOnRange = "550.0"
LockOnAngle = "6.0"
LockOffAngle = "10.0"
LockTime = "1.5"
MinSpread = "0.0"
MaxSpread = "0.0"
TargetLockMaxDistance = "5000"
TargetLockMaxDistanceLose = "10000"
//******************************************************
//*************** SOUND ****************
//******************************************************
FireSound = "all_weap_inf_rocket_launcher_fire"
FireLoopSound = ""
ChargeSound = "all_weap_inf_rocket_launcher_tracking"
ChargeSoundPitch = "0.6"
ReloadSound = "com_weap_inf_reload_lg"
ChangeModeSound = "com_weap_inf_equip_lg"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_lg"
JumpSound = "com_weap_inf_bazooka_mvt_jump"
LandSound = "com_weap_inf_bazooka_mvt_land"
RollSound = "com_weap_inf_bazooka_mvt_roll"
//ProneSound = "com_weap_inf_bazooka_mvt_lie"
SquatSound = "com_weap_inf_bazooka_mvt_squat"
//StandSound = "com_weap_inf_bazooka_mvt_getup"
I couldn't get the rifle to work, i think targeting only works on missles and torpedos.
For Wazmol69
Enhanced Rifle
Contents of imp_weap_rifle.odf
[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "imp_weap_inf_rifle.msh"
[Properties]
GeometryName = "imp_weap_inf_rifle"
HighResGeometry = "imp_1st_weap_inf_rifle"
OrdnanceName = "imp_weap_inf_rifle_ord"
FirePointName = "hp_fire"
ShotDelay = "0.036"
//******************************************************
//*************** SOUND ****************
//******************************************************
FireSound = "imp_weap_fly_tiefighter_cannon_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_reload_med"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
Contents of imp_weap_rifle_ord.odf
[OrdnanceClass]
ClassParent = "com_weap_inf_rifle_ord"
[Properties]
LaserTexture = "com_sfx_laser_green"
LaserGlowColor = "61 252 56 100"
MaxDamage = "60.0"
DamageTransitionDelay = "0.4" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.2" //How long in seconds the damage change lasts.
DamageFinalDamage = "40.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
ImpactEffectSoft = "com_sfx_weap_greenbolt_exp_sm"
ImpactEffectRigid = "com_sfx_weap_greenbolt_exp_sm"
ImpactEffectStatic = "com_sfx_weap_greenbolt_exp_sm"
ImpactEffectTerrain = "com_sfx_weap_greenbolt_exp_sm"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_weap_greenbolt_exp_sm"
ExpireEffect = "com_sfx_weap_greenbolt_exp_sm"
There you go, all finished and working, except for the homing rifle
Posted: Tue Dec 19, 2006 3:02 pm
by SBF_Dann_Boeing
Jawaraider wrote:What about a Crossbow
Pretty much a bowcaster firing ewok spears or something. Should be easy.
hmm i'll try it out, i think its doable.
Posted: Tue Dec 19, 2006 3:13 pm
by 4815162342
SBF_Dann_Boeing wrote:4815162342 wrote:So you wont actually "make" the mods, just tell us how?

I don't know how to make mods, so...
If you are actually mod-making, then could you replace the Republic Side's pistol with the DC-15S rifle, as shown on the game box of SWB2?
http://www.starwars.com/episode-iii/rel ... 5_3_bg.jpg
I'm asking this for a couple reasons: 1) The way the Clone Troopers hold their "pistol" is wrong, because the weapon's model is that of the DC-15S rifle, therfore should be recognized as a rifle. 2) This weapon was featured in some mods, such as the Rise of the Empire mods, and I thought it was SWEET
thanks, and
MERRY CHRISTMAS
http://starwars.wikia.com/wiki/DC-15S_blaster
PS: i like your Realm of Chaos mod a LOT

well I know how to do this...
Then tell me how. I'll learn.
Posted: Tue Dec 19, 2006 3:31 pm
by SBF_Dann_Boeing
Well, i assuming u have the BF2 Mod Tools, and you have made your data_ABC folder (ABC im just using for ur map's 3-letter code), u go to BF2_ModTools/assets, copy the common, rep, cis, all, imp folders to your BF2_ModTools/data_ABC/sides folder. Then go to data_ABC/common/scripts/ABC/ABCg_con.lua and ABCc_lua. Open those with notepad. Scroll to where it says ReadDataFile("SIDE\\all.lvl", and change it to ReadDataFile("DC:SIDE\\all.lvl", then repeat for ReadDataFile("SIDE\\imp.lvl", and then ReadDataFile("SIDE\\rep.lvl", and ReadDataFile("SIDE\\cis.lvl", in the ABCc_con.lua, adding the DC's. Save those. Then go to data_123/sides/common/odf and open com_weap_inf_rifle.odf with notepad and change AnimationBank = "rifle" to AnimationBank = "pistol" Save that, then go to data_123/_Build and open ModTools_VisualMunge.exe then click on the Sides Dropdown box that would currently be labeled with "NOTHING" and change that to "EVERYTHING" and then click the Munge button. After a few minutes, it will say it is finished Munging and u can now Test your map.
Posted: Tue Dec 19, 2006 3:48 pm
by SBF_Dann_Boeing
For Jawaraider
Crossbow
Contents of all_weap_inf_bowcaster.odf
[WeaponClass]
ClassParent = "com_weap_inf_rocket_launcher"
GeometryName = "all_weap_inf_bowcaster.msh"
[Properties]
GeometryName = "all_weap_inf_bowcaster"
OrdnanceName = "all_weap_inf_bowcaster_ord"
HighResGeometry = "all_1st_weap_inf_bowcaster"
ReloadTime = "1.5"
ShotElevate = "0.15"
AnimationBank = "rifle"
//******************************************************
//*************** SOUND ****************
//******************************************************
FireSound = "all_weap_inf_bowcaster_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_reload_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"'
Contents of all_weap_inf_bowcaster_ord.odf
[OrdnanceClass]
ClassLabel = "sticky"
[Properties]
ImpactEffectWater = "com_sfx_watersplash_sm"
LifeSpan = "10.0"
MinSpeed = "20.0"
Acceleration = "80.0"
Velocity = "100.0"
Gravity = "1.0"
Rebound = "0.35"
Friction = "1.25"
WaverRate = "0.33" //how often it starts wavering
WaverTurn = ".75"
GeometryName = "ewk_spear"
//ExplosionExpire = "rep_weap_inf_grenadefrag_exp"
//OrdnanceEffect = "com_sfx_weap_grenade_red"
ImpactEffect = "com_sfx_explosion_lg"
//TrailEffect = "com_sfx_weap_grenade_gold"
MaxDamage = "500.0"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.5" //How long in seconds the damage change lasts.
DamageFinalDamage = "1500.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
VehicleScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
AnimalScale = "1.0"
BuildingScale = "1.0"
OrdnanceSound = "com_weap_inf_ord_hum_rocket"
BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
delete all_weap_inf_bowcaster_ord_high.odf
copy ewk_spear.msh from assets/sides/ewk/msh to data_ABC/sides/all/msh
Works fine, one issue with it is the angle of the spear is messed up, so it can sometimes come out horizontally instead of straight, and I don't know yet how to fix that but you can ask around if you want.
Posted: Tue Dec 19, 2006 4:08 pm
by 4815162342
Ok, thanks! But can I used a shipped map(s), or does it have to be custom? Because i just want this for the normal maps, not for use in a new one.
Posted: Tue Dec 19, 2006 4:14 pm
by SBF_Dann_Boeing
using it for shipped maps would require hex editting which i don't know how to do. The Mod Tools Are used only to make Custom-Made-Maps
Posted: Tue Dec 19, 2006 4:15 pm
by 4815162342
Oh, so who can I ask for this? Do you know anybody or anyway that this can be done?
Posted: Tue Dec 19, 2006 4:52 pm
by Zaniac

Thank you Dann! I have to go try these out
But to stay ontopic I was watching the trailer for the new Star Wars 2007 (the one with all the crazy force moves) and wondered if the force push could be modded to make the trooper fly to the left, then the right, up down,etc. But I figured that would just be to much to do, so then I wonder can the force puch be modded just to make the trooper/s fly straight up, high enough so they'll take damage when they fall?