Problem - Shipped HUD Icon is messed (SOLVED)

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DarthFannel
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Problem - Shipped HUD Icon is messed (SOLVED)

Post by DarthFannel »

I am currently making some tweaks to the award weapons for my sides mod, the guided rocket was just too simple so I decided to give it a self-destruct mechanism by recycling the one on remote droids, the main problem now is the Icon, even for a shipped icon it is out of place, nothing seems to make a difference, I tried using a different geometry but is all the same.

Here is the ORD's ODF (AKA the missile): (def_weap_award_rocket_launcher_ord.odf)
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "flyer"
GeometryName = "com_weap_missile.msh"

[Properties]

VehicleType = "fighter"
MapTexture = "x-wing_icon"
HealthTexture = "HUD_all_xwing_icon"

MapScale = "1.0"
PathFollowerClass = "Fighter"
GeometryName = "com_weap_missile"

ForceMode = "1"
CollisionScale = "1.5"
CollisionThreshold = "5"
MaxHealth = "1"
HealthType = "droid"
PathFollowerBranchPaths = "5"
PilotSkillRepairScale = "0.00"
TakeoffTime = "1"
TakeoffSpeed = "3"
LandingTime = "2"
LandingSpeed = "5"
TakeoffHeight = "2.5"
PathFollowerBranchMaxAngle = "60"

WeaponName = "def_weap_veh_guided_rocket_destruct" //"com_weap_null"
WeaponAmmo = "1"

TerrainCollision = "p_front_sphere"
ExplosionExpire = "def_weap_veh_guided_rocket_noncrit_exp"
ExplosionDestruct = "def_weap_veh_guided_rocket_crit_exp"
ExplosionCritical = "def_weap_veh_guided_rocket_exp"
VehicleCollision = "p_front_sphere"
BuildingCollision = "p_front_sphere"



ThrustEffect = "def_sfx_exhaust_award_missile"
ThrustAttachPoint = "xwing_br_hatch3"
ThrustAttachOffset = "0.0 0.0 0.0"

ThrustEffectMinScale = "0.25"
ThrustEffectMaxScale = "0.75"
ThrustEffectScaleStart = "0"

ContrailEffect = "com_sfx_contrail"

ContrailAttachOffset = "0.0 0.0 0.0"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.2"


DamageEffectScale = "1"
DamageInheritVelocity = "0.75"



EnergyBar = "200"
EnergyBoostDrain = "20"
EnergyTrickDrainSingleTap = "10"
EnergyTrickDrainDoubleTap = "20"
EnergyAutoRestore = "-5.0"

FirstPersonFOV = "52"
CockpitTension = "22"
PitchRate = "1.2"
PitchFilter = "6"
PitchFilterDecel = "6"
PitchBuildupMultiplier = "1.5"
TurnRate = "1.2"
TurnFilter = "6"
TurnFilterDecel = "6"
TurnBuildupMultiplier = "1.25"
BankAngle = "0.1"
BankFilter = "3.5"
LevelFilter = "1.5"
LevelFilterLanding = "5"
RollRate = "3.15"
PCPitchRate = "15"
PCSpinRate = "15"
PCTurnRate = "25"
EyePointOffset = "0.0 3.0 2.0"
TrackCenter = "0.0 1.0 -3.0"
TiltValue = "0"
AimTension = "20"
MoveTensionX = "8"
MoveTensionY = "20 10"
MoveTensionZ = "4.25"
BlurEffect = "0.9"
BlurStart = "50"
FOVEffect3rd = "90"
FOVEFFectMinCamOffset3rd = "0.0 -1.75 -3.0"
FOVEFFectMaxCamOffset3rd = "0.0 -1.0 -14"
FOVEffect1st = "90"

Acceleraton = "80"
MinSpeed = "05"
MidSpeed = "20"
MaxSpeed = "40"
BoostAcceleration = "50"
BoostSpeed = "80"

MomentumFilter = 9.0
TrickRollSpeed = "7.0"
TrickFlipSpeed = "10.0"
TrickSideRollStrafeSpeed = "8.0"
TrickFlipCameraDetach = "0.24"
TrickSideRollCameraDetach = "1.0"
TrackOffset = "0.0 2.0 6.0"

TargetableCollision = "CollisionMesh"

GuidedMissile = 1
GuidedMissileDamage = 1000.0
GuidedMissileDamageBoost = 2000.0
GuidedMissileDeathCamPause = 1.0
GuidedMissileDeathCamPullbackSpeed = 60.0
GuidedMissileDeathCamMinDistance = 20.0
GuidedMissileBoostExplosionSpeedThreshold = 0.8

EngineSound = "rep_inf_grocket_engine_parameterized"
TakeoffSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = ""
TurningOffSound = ""

FoleyFXGroup = "metal_foley"
And here is the missile's weapon: (def_weap_veh_guided_rocket_destruct.odf)
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "destruct"

[Properties]
HUDTag = "hud_detpack_plunger"
RoundsPerClip = "1"
MaxPressedTime = "0.1"
InitialSalvoDelay = "0.0"

SalvoCount = "4"
SalvoDelay = "0.75"

OrdnanceName = "def_weap_veh_rocket_ignition_ord"
Both are parent clases, that means every award weapon I make gets is properties from them, it never happened before, when I added a new model or something I just recycled a shipped hud tag, but this is the first time a shipped icon is out of place.
Last edited by DarthFannel on Thu Aug 04, 2011 1:52 pm, edited 1 time in total.
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Firefang
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Joined: Mon Nov 15, 2010 8:55 pm
Location: California

Re: Problem - Shipped HUD Icon is messed

Post by Firefang »

Is this a primary weapon? Because the plunger HUD is translated for a secondary weapon slot.
User avatar
DarthFannel
Private Second Class
Posts: 60
Joined: Tue Jul 20, 2010 9:53 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Mexico City

Re: Problem - Shipped HUD Icon is messed

Post by DarthFannel »

Yep, it was primary weapon, it took me some time to find out some HUD icons aren't "used" to be on primary slots, anyway, I added a blank primary weapon now to "track" objectives and put the self-destruct mechanism on the second channel.
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