Unit's explosion odf doesn't work [Solved]

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Anakin
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Projects :: RC Side Mod - Remastered - SWBF3 Legacy
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Unit's explosion odf doesn't work [Solved]

Post by Anakin »

Hi,

i have an explosion odf for an Geonosian, but it doesn't work.

Here the Geonosian files.
Hidden/Spoiler:
geo_inf_geonosian_elite.odf
[code][GameObjectClass]
ClassParent = "geo_default_geonosian"
GeometryName = "geo_inf_elite.msh"

[Properties]

Label = "Geonosian"
GeometryName = "geo_inf_elite"
GeometryLowRes = "geo_inf_elite"
FirstPerson = "geo\geo_inf_geonosian_elite;geo_1st_elite"

SkeletonName = "rcgeo"
SkeletonLowRes = "rcgeo"
SkeletonRootScale = "1.25"
SkeletonRootScaleLowRes = "1.25"
CollisionRootScale = "1.25"


PointsToUnlock = 10

MaxHealth = "2500.0"

JetDuration = "60.0" //The duration of the jet push, until its turned off

WEAPONSECTION = 1
WeaponName = "geo_weap_inf_beam"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "geo_weap_grenade_sonic"
WeaponAmmo = 5
WeaponChannel = 1[/code]

geo_default_geonosian.odf
[code][GameObjectClass]
ClassParent = "com_inf_default"

[Properties]
//this keeps the player from entering first person with this char
ExplosionName = "geo_damage_death"

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


JetType = "hover"
JetFuelRechargeRate = "0.1" //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)

CAMERASECTION = "STAND"

EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.25 5.0"
TiltValue = "8"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.25 5.0"
TiltValue = "8"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 -0.3 4.8"
TiltValue = "3.5"

CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.25 5.0"
TiltValue = "8"
CameraBlendTime = "0.75"

Acceleraton = 30.0
MaxSpeed = 6.0
MaxStrafeSpeed = 5.0
MaxTurnSpeed = 2.25

CollisionScale = "0.0 0.0 0.0"

NoEnterVehicles = 0

VOUnitType = 177

HurtSound = "geo_inf_hurt"
DeathSound = "geo_inf_die"
//LeftFootstepSound = "soldierstepleft"
//RightFootstepSound = "soldierstepright"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
WaterWadingSound = ""
ShockFadeOutTime = ""
ShockFadeOutGain = ""
ShockFadeInTime = ""
ShockSound = ""
RollSound = ""
JumpSound = ""
LandSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
LowHealthThreshold = ""
EngineSound = "geo_inf_fly_parameterized"
TurnOnSound = ""
TurnOffSound = ""
FoleyFXClass = "cis_inf_droid"

AISizeType = "HOVER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.08
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.08
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.02[/code]

geo_damage_death.odf
[code][ExplosionClass]
ClassLabel = "explosion"

[Properties]
WaterEffect = "com_sfx_watersplash_md"

Damage = "1000.0"
DamageRadiusInner = "8.0"
DamageRadiusOuter = "10.0"

Push = "3.0"
PushRadiusInner = "8.0"
PushRadiusOuter = "10.0"

Shake = "0.35"
ShakeLength = "0.75"
ShakeRadiusInner = "4.0"
ShakeRadiusOuter = "7.0"

Effect = "geo_fx_geo_explosion_elite"
LightColor = "255 255 50 255"
LightRadius = "4.0"
LightDuration = "1.0"

BuildingScale ="0.5"
VehicleScale ="1.0"
HealthScale ="1.0"
ShieldScale ="0.5"
DroidScale ="1.0"

SoundProperty = "com_weap_obj_small_exp"[/code]

I have the same values used for an magnaguard explosion odf and for this unit it works. Here the Magnaguard's odf files.
Hidden/Spoiler:
cis_inf_magnaguard.odf
[code][GameObjectClass]
ClassParent = "cis_default_magnaguard"


[Properties]
UnitType = "support"
GeometryName = "cis_inf_magnaguard"
GeometryLowRes = "cis_inf_magnaguard_low1"
SkeletonName = "magnaguard"
SkeletonLowRes = "magnaguardlz"
SkeletonRootScale = "1.24"
AnimationName = "magnaguard"

PointsToUnlock = 20
MaxHealth = 1800.0
MaxSpeed = 12.0 // base forward speed
MaxStrafeSpeed = 10.0 // base right/left speed


WEAPONSECTION = 1
WeaponName = "cis_weap_electrostaff"
WeaponAmmo = 0


VOUnitType = 093
[/code]

cis_deafult_magnaguard.odf
[code][GameObjectClass]
ClassParent = "com_jedi_default"


[Properties]
ExplosionName = "cis_droid_damage_exp"
HealthType = "droid"

FleeLikeAHero = 0
NoEnterVehicles = 1
ForceMode = 1


MinFootHeight = 0.3
CollisionHeadOffset = "0.0 0.0 0.0"

CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 4"
TiltValue = "10.0"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "10.0"
CameraBlendTime = "0.75"

CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 5.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"


ChunkFrequency = 0.6

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_inf_magnaguard_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_inf_magnaguard_chunk2"
ChunkNodeName = "bone_l_upperarm"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_inf_magnaguard_chunk3"
ChunkNodeName = "bone_l_calf"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "cis_inf_magnaguard_chunk4"
ChunkNodeName = "bone_r_thigh"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "cis_inf_magnaguard_chunk5"
ChunkNodeName = "bone_a_spine"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0


HurtSound = "cis_inf_com_chatter_wound"
DeathSound = "droid_death"
DamageRegionSound = "cis_inf_com_chatter_wound"
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "cis_inf_droid"


VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"

VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
[/code]

cis_droid_damage_exp.odf
[code][ExplosionClass]
ClassLabel = "explosion"

[Properties]
WaterEffect = "com_sfx_watersplash_md"

Damage = "1000.0"
DamageRadiusInner = "8.0"
DamageRadiusOuter = "10.0"

Push = "3.0"
PushRadiusInner = "8.0"
PushRadiusOuter = "10.0"

Shake = "0.35"
ShakeLength = "0.75"
ShakeRadiusInner = "4.0"
ShakeRadiusOuter = "7.0"

Effect = "cis_sfx_buff_mag"
LightColor = "255 255 50 255"
LightRadius = "4.0"
LightDuration = "1.0"

BuildingScale ="0.5"
VehicleScale ="1.0"
HealthScale ="1.0"
ShieldScale ="0.5"
DroidScale ="1.0"

SoundProperty = "com_weap_obj_small_exp"[/code]

I hope someone can tell me how to fix.
Last edited by Anakin on Thu Aug 07, 2014 8:23 am, edited 1 time in total.
Marth8880
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Re: unit's explosion odf doesn't work

Post by Marth8880 »

Pretty sure the unit has to use chunks. Try putting ChunkFrequency = 1.0 in the unit ODFs (pretty sure you don't actually need CHUNKSECTIONs).
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: unit's explosion odf doesn't work

Post by Anakin »

Thanks! It now works. Just the ChunkFrequency = 1.0 made the game crash. I made some chunks (maybe invisible once would do, too) and an new default odf where i put them in.
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