SWBFGamers

Gaming for the Original SWBF1 and SWBF2/other games => Star Wars Battlefront 2 (2005 Original) => Topic started by: Bluetothestars on June 15, 2022, 04:12:08 AM

Title: Why don't Jedi's fall over when killed?
Post by: Bluetothestars on June 15, 2022, 04:12:08 AM
So in the cutscenes of Knightfall, it shows the Jedi's falling when killed by Anakin, but in game they don't, is there a mod to make it so Jedi's as well as maybe Jedi Heroes fall when killed?
Title: Re: Why don't Jedi's fall over when killed?
Post by: AnthonyBF2 on June 18, 2022, 02:35:18 AM
You'll have to mod the game, you have two methods of making the heroes die like soldiers:

1) In each character ODF file, add FleeLikeAHero = 0

or

2) In each mission script, after ScriptPostLoad() add this command and repeat the command for each ODF class name

SetClassProperty("rep_inf_example_trooper_name", "FleeLikeAHero", "0")
Title: Re: Why don't Jedi's fall over when killed?
Post by: Bluetothestars on June 21, 2022, 06:24:58 PM
Quote from: AnthonyBF2 on June 18, 2022, 02:35:18 AMYou'll have to mod the game, you have two methods of making the heroes die like soldiers:

1) In each character ODF file, add FleeLikeAHero = 0

or

2) In each mission script, after ScriptPostLoad() add this command and repeat the command for each ODF class name

SetClassProperty("rep_inf_example_trooper_name", "FleeLikeAHero", "0")

Where do I find the ODF files? Sorry I'm new! <3
Title: Re: Why don't Jedi's fall over when killed?
Post by: AnthonyBF2 on June 22, 2022, 06:44:25 PM
You have to learn to mod and produce a new copy of the "SIDE" files with your new ODFs.
Title: Re: Why don't Jedi's fall over when killed?
Post by: Bluetothestars on August 22, 2022, 04:34:32 PM
Quote from: AnthonyBF2 on June 18, 2022, 02:35:18 AMYou'll have to mod the game, you have two methods of making the heroes die like soldiers:

1) In each character ODF file, add FleeLikeAHero = 0

or

2) In each mission script, after ScriptPostLoad() add this command and repeat the command for each ODF class name

SetClassProperty("rep_inf_example_trooper_name", "FleeLikeAHero", "0")
Quote from: AnthonyBF2 on June 18, 2022, 02:35:18 AMYou'll have to mod the game, you have two methods of making the heroes die like soldiers:

1) In each character ODF file, add FleeLikeAHero = 0

or

2) In each mission script, after ScriptPostLoad() add this command and repeat the command for each ODF class name

SetClassProperty("rep_inf_example_trooper_name", "FleeLikeAHero", "0")

Okay, I did this, but it's not working.
Title: Re: Why don't Jedi's fall over when killed?
Post by: AnthonyBF2 on August 22, 2022, 07:39:35 PM
Then you did it wrong. I know ODF stuff very well, both of the options I posted work for sure.
Title: Re: Why don't Jedi's fall over when killed?
Post by: Bluetothestars on August 22, 2022, 09:20:04 PM
Quote from: AnthonyBF2 on August 22, 2022, 07:39:35 PMThen you did it wrong. I know ODF stuff very well, both of the options I posted work for sure.

Where abouts do I put the code?

I've been putting it at the bottom in the odf.
Title: Re: Why don't Jedi's fall over when killed?
Post by: AnthonyBF2 on August 22, 2022, 11:14:50 PM
You need to learn how to munge a new side with the extra ODF coding. I hope you're not just making the ODF edits to the source files without doing anything else.
Title: Re: Why don't Jedi's fall over when killed?
Post by: Bluetothestars on August 23, 2022, 02:56:41 AM
Quote from: AnthonyBF2 on August 22, 2022, 11:14:50 PMYou need to learn how to munge a new side with the extra ODF coding. I hope you're not just making the ODF edits to the source files without doing anything else.

... All I want is to mod the current base game so heroes fall over when dying. I know I'm doing something correct because when I edit the mission scripts to get different heroes for the test map, it works. What exactly am I meant to do after doing extra ODF coding? From the tutorials I've followed I thought I edit the odf and can munch straight away?
Title: Re: Why don't Jedi's fall over when killed?
Post by: AnthonyBF2 on August 23, 2022, 01:17:54 PM
I really don't understand. You need to be way more clear.
Title: Re: Why don't Jedi's fall over when killed?
Post by: Bluetothestars on August 23, 2022, 02:18:16 PM
Quote from: AnthonyBF2 on August 23, 2022, 01:17:54 PMI really don't understand. You need to be way more clear.
So you know the maps that are already in the game? Like death star, dagobah, etc, I want to make it so heroes on any of the maps that come with the base game fall like regular troopers.
Title: Re: Why don't Jedi's fall over when killed?
Post by: AnthonyBF2 on August 23, 2022, 02:45:04 PM
I understand that fine. I don't understand at all what you were trying to do with mod tools.
Title: Re: Why don't Jedi's fall over when killed?
Post by: Bluetothestars on August 23, 2022, 10:40:26 PM
Quote from: AnthonyBF2 on August 23, 2022, 02:45:04 PMI understand that fine. I don't understand at all what you were trying to do with mod tools.
I tried editing the scripts and the odfs and leaving one and editing the other and vice versa. It's not working for me. Please can you write me out what I need to do in steps if I'm missing something. You mentioned needing to do something with the odfs, what do I need to do after adding the extra code? I usually just safe and munge then test in game.
Title: Re: Why don't Jedi's fall over when killed?
Post by: AnthonyBF2 on August 23, 2022, 11:49:15 PM
I still don't understand and I really don't want to spoonfeed people.

If you're editing the files inside "assets" folder then you done messed up. If that's the case, delete and re-install the mod tools and follow these steps:

1) Fresh mod tools, if needed.
2) Fresh game install, if needed.
3) Make a new "data_MOD" folder, the 3 letter ID can be anything since we are not building a mod map.
4) Copy the "sides" folder from "assets" and paste it inside "data_MOD"
5) Inside data_MOD\Sides\Common\odf\ use Notepad++ to edit com_hero_default.odf and com_jedi_default.odf and look for FleeLikeAHero and change the 1 to 0.
6) Save changes to the ODF files and close Notepad++
7) Go to data_MOD\_Build\ and right-click munge.bat and press "Edit" and where it says "set SIDE_PARAMETERS=" make it look like "set SIDE_PARAMETERS=EVERYTHING"
8) Save changes to munge.bat then double click munge.bat to run it.
9) When the black CMD window goes away, the munge is done.
10) Copy the newly compiled .LVL files from data_MOD\_LVL_PC\Sides\ and then paste and replace them over the side .LVL files in the game's _LVL_PC\SIDE\ folder.

The reason we are using munge.bat instead of visualmunge is simple, we're not making a mod map. If you use visualmunge you will just have a empty pointless mod map taking up space in your game.

The reason I wrote the ODF method is that it is less work than the scripting method. It's way easier to edit two ODF files compared to 90+ scripts.

This is as far as I'm willing to go, best of luck.
Title: Re: Why don't Jedi's fall over when killed?
Post by: Bluetothestars on August 25, 2022, 05:29:21 AM
Quote from: AnthonyBF2 on August 23, 2022, 11:49:15 PMI still don't understand and I really don't want to spoonfeed people.

If you're editing the files inside "assets" folder then you done messed up. If that's the case, delete and re-install the mod tools and follow these steps:

1) Fresh mod tools, if needed.
2) Fresh game install, if needed.
3) Make a new "data_MOD" folder, the 3 letter ID can be anything since we are not building a mod map.
4) Copy the "sides" folder from "assets" and paste it inside "data_MOD"
5) Inside data_MOD\Sides\Common\odf\ use Notepad++ to edit com_hero_default.odf and com_jedi_default.odf and look for FleeLikeAHero and change the 1 to 0.
6) Save changes to the ODF files and close Notepad++
7) Go to data_MOD\_Build\ and right-click munge.bat and press "Edit" and where it says "set SIDE_PARAMETERS=" make it look like "set SIDE_PARAMETERS=EVERYTHING"
8) Save changes to munge.bat then double click munge.bat to run it.
9) When the black CMD window goes away, the munge is done.
10) Copy the newly compiled .LVL files from data_MOD\_LVL_PC\Sides\ and then paste and replace them over the side .LVL files in the game's _LVL_PC\SIDE\ folder.

The reason we are using munge.bat instead of visualmunge is simple, we're not making a mod map. If you use visualmunge you will just have a empty pointless mod map taking up space in your game.

The reason I wrote the ODF method is that it is less work than the scripting method. It's way easier to edit two ODF files compared to 90+ scripts.

This is as far as I'm willing to go, best of luck.

Okay, so I just did the mission, the Jedi on knightfall do fall over when dying, but heroes don't... is there a way to make the heroes fall as well?
Title: Re: Why don't Jedi's fall over when killed?
Post by: AnthonyBF2 on August 25, 2022, 08:26:49 AM
Search the other character ODFs and look for that one command and if it doesn't exist, add it and make the value 0.
Title: Re: Why don't Jedi's fall over when killed?
Post by: Bluetothestars on August 26, 2022, 08:15:59 PM
Quote from: AnthonyBF2 on August 25, 2022, 08:26:49 AMSearch the other character ODFs and look for that one command and if it doesn't exist, add it and make the value 0.

Okay, so I've done this for EVERY hero and it still doesn't work, however, it works for the Jedi class on knightfall level... I think you may have missed something if you think it works for Jedi heroes because I've tried modifying the com_hero and com_jedi, the individual character odfs (which don't work for heroes but work for the regular jedi class on knightfall).
Title: Re: Why don't Jedi's fall over when killed?
Post by: AnthonyBF2 on August 26, 2022, 09:10:28 PM
I'm really not interested in spoonfeeding people every thing because no one learns that way.

You should read the script cor1c_c.lua from assets\scripts\cor\ and see where the padawans are coming from then go edit those ODFs.
Title: Re: Why don't Jedi's fall over when killed?
Post by: Bluetothestars on August 26, 2022, 10:22:37 PM
Quote from: AnthonyBF2 on August 26, 2022, 09:10:28 PMI'm really not interested in spoonfeeding people every thing because no one learns that way.

You should read the script cor1c_c.lua from assets\scripts\cor\ and see where the padawans are coming from then go edit those ODFs.
You're misunderstanding me, I've literally had it work for the Jedi on knightfall, in instant action though, for example if I play on Hoth and play as death Vader, he will kneel when I die no matter what I put in the odfs or scripts. This whole time I think you were thinking I was only taking about knightfall, I got it to work for that, just not instant action when I play conquest and play as a hero. Does that make sense? Not asking to be spoon fed, I just have a feeling it's either not possible or there's another file we've missed.
Title: Re: Why don't Jedi's fall over when killed?
Post by: AnthonyBF2 on August 26, 2022, 10:35:06 PM
You did something wrong somewhere. com_jedi_default is the class parent for all lightsaber characaters, minus a few weirdos like the wampas and acklays. Com_hero_default is for all shooter heroes. Changing both of those should absolutely make all hero units fall over like troopers. I don't know what else to tell you.
Title: Re: Why don't Jedi's fall over when killed?
Post by: Bluetothestars on August 27, 2022, 01:21:49 AM
Quote from: AnthonyBF2 on August 26, 2022, 10:35:06 PMYou did something wrong somewhere. com_jedi_default is the class parent for all lightsaber characaters, minus a few weirdos like the wampas and acklays. Com_hero_default is for all shooter heroes. Changing both of those should absolutely make all hero units fall over like troopers. I don't know what else to tell you.

Try it yourself and you'll see it doesn't work.
Title: Re: Why don't Jedi's fall over when killed?
Post by: AnthonyBF2 on August 27, 2022, 02:56:59 AM
I know it works. I've been modding BF2 forever. You messed up somewhere.
Title: Re: Why don't Jedi's fall over when killed?
Post by: Bluetothestars on August 27, 2022, 05:05:10 AM
Quote from: AnthonyBF2 on August 27, 2022, 02:56:59 AMI know it works. I've been modding BF2 forever. You messed up somewhere.
Okay, so I've tested Tatooine heroes vs villains and it works there, the heroes drop dead like normal infantry, but when I do normal conquest, they kneel, any ideas?
Title: Re: Why don't Jedi's fall over when killed?
Post by: AnthonyBF2 on August 27, 2022, 05:34:54 AM
You probably have other mods causing a conflict. That's the only thing I can think of. If your game is clean then I truly have no idea.
Title: Re: Why don't Jedi's fall over when killed?
Post by: Led on August 27, 2022, 07:13:10 AM
Quote from: Bluetothestars on August 27, 2022, 05:05:10 AMOkay, so I've tested Tatooine heroes vs villains and it works there, the heroes drop dead like normal infantry, but when I do normal conquest, they kneel, any ideas?
Here is an idea...maybe they are normal infantry with a Jedi skin.
Title: Re: Why don't Jedi's fall over when killed?
Post by: AnthonyBF2 on August 27, 2022, 04:19:51 PM
I just did a test with conquest heroes on my game and they fall over dead like a trooper when I set FleeLikeAHero to 0.
Title: Re: Why don't Jedi's fall over when killed?
Post by: Bluetothestars on August 27, 2022, 06:03:24 PM
Quote from: AnthonyBF2 on August 27, 2022, 04:19:51 PMI just did a test with conquest heroes on my game and they fall over dead like a trooper when I set FleeLikeAHero to 0.
WHAT?! Okay, so I've done everything you've said, maybe it's the placement of where I'm putting the FleeLikeAHero??

So in the character ODF's I'm just putting it at the bottom, or under JetEnergyDrain.
In mission scripts I'm putting it right after ScriptPostLoad like this:

function ScriptPostLoad()
    SetClassProperty("rep_hero_ep3cloakedanakin", "FleeLikeAHero", "0")
    UnblockPlanningGraphArcs("Connection74")
        DisableBarriers("1")
        --This defines the CPs.  These need to happen first
    cp1 = CommandPost:New{name = "cp1"}
    cp2 = CommandPost:New{name = "cp2"}
    cp3 = CommandPost:New{name = "cp3"}
    cp4 = CommandPost:New{name = "cp4"}
    cp5 = CommandPost:New{name = "cp5"}
    cp6 = CommandPost:New{name = "cp6"}
Title: Re: Why don't Jedi's fall over when killed?
Post by: Bluetothestars on August 28, 2022, 02:43:42 AM
Quote from: Led on August 27, 2022, 07:13:10 AMHere is an idea...maybe they are normal infantry with a Jedi skin.
So...?
Title: Re: Why don't Jedi's fall over when killed?
Post by: AnthonyBF2 on August 28, 2022, 02:51:40 AM
I can't contribute anything to this topic. It has become pretty annoying. I explained very well what works and how to do it. If it's not working then something else is goofed up on your game.
Title: Re: Why don't Jedi's fall over when killed?
Post by: Bluetothestars on August 28, 2022, 04:43:56 PM
Quote from: AnthonyBF2 on August 28, 2022, 02:51:40 AMI can't contribute anything to this topic. It has become pretty annoying. I explained very well what works and how to do it. If it's not working then something else is goofed up on your game.
Do you think it's because I'm using the steam version?
Title: Re: Why don't Jedi's fall over when killed?
Post by: AnthonyBF2 on August 28, 2022, 10:13:18 PM
Game version has nothing to do with ODF settings.
Title: Re: Why don't Jedi's fall over when killed?
Post by: Bluetothestars on September 02, 2022, 03:46:01 PM
Quote from: AnthonyBF2 on August 28, 2022, 10:13:18 PMGame version has nothing to do with ODF settings.
Hmm. Does it matter where I put the "FleeLikeAHero"? In my common folder there is no odf for characters, but in the actual side folder the char odf's are in the side files (ie all, rep, cis). For the mission scripts, I've been putting the "SetClassProperty("example_name", "FleeLikeAHero", "0")" right under ScriptPostLoad(). For actual char odfs I'm putting "FleeLikeAHero = 0" under "JetEnergyDrain      = 40.0".
Title: Re: Why don't Jedi's fall over when killed?
Post by: Ty294 on September 02, 2022, 06:55:17 PM
Okay, I dunno if this will be helpful at all, but I went and tried to make this work myself. I'm kinda novice when it comes to BF2 modding (more of a BF1 guy), so I just combined all the specs from both the com_inf_jedi with my individual unit .odf. The fleelikeahero line is right under the geometry and override texture lines. I did NOT put anything into the LUAs. It works perfectly in-game:

[GameObjectClass]
ClassLabel              = "soldier"
GeometryName            = "jed_inf_jedi.msh"

[Properties]
FootWaterSplashEffect   = "com_sfx_watersplash_sm"
WaterSplashEffect       = "com_sfx_watersplash_md"
WakeWaterSplashEffect   = "com_sfx_watersplash_wade"

AISizeType              = "HOVER"

GeometryName        = "jed_inf_jedi"
GeometryLowRes      = "jed_inf_jedi_low1"
OverrideTexture     = "jed_inf_jedi01"

FleeLikeAHero = 0

AnimationName        = "aalya"

MapTexture              = "troop_icon"
MapScale                = 1.4
MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100


FirstPersonFOV          = "70"
ThirdPersonFOV          = "65"

CAMERASECTION           = "STAND"
EyePointOffset          = "0.0 2.0 0.0"
TrackCenter = "0.0 1.7 0.0"
TrackOffset             = "0.0 0.0 5.2"
TiltValue               = "10"

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 3.0"
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        = "PRONE"
EyePointOffset      = "0.0 0.5 0.0"
TrackCenter          = "0.0 0.5 0.0"
TrackOffset          = "0.0 0.0 3.0"
TiltValue            = "5.0"
CameraBlendTime      = "1.0"

CAMERASECTION        = "PRONEZOOM"
EyePointOffset      = "0.0 0.5 0.0"
TrackCenter          = "0.0 0.5 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 4.0"
TiltValue            = "10.0"
CameraBlendTime      = "0.75"



HealthType              = "person"
//MaxHealth               = 1200.0
MaxHealth           = 200.0
AddHealth           = 20.0

NoEnterVehicles      = 0


MaxSpeed                = 9.0 //8.0
MaxStrafeSpeed          = 6.6 //6.0
MaxTurnSpeed            = 5.0
JumpHeight              = 3.5
RecoverFromTumble       = "1"

JumpForwardSpeedFactor  = 1.3
JumpStrafeSpeedFactor   = 1.0
RollSpeedFactor         = 1.5

Acceleration            = 70.0      // accelerate to full run in about 7/70 = 0.1 seconds
SprintAccelerateTime    = 0.35      // accelerate from run to sprint in this time

ControlSpeed            = "stand  1.00 1.00 1.00"
ControlSpeed            = "crouch 0.70 0.60 1.00"
ControlSpeed            = "prone  0.30 0.20 0.50"
ControlSpeed            = "sprint 2.50 0.50 0.50"
ControlSpeed            = "jet    1.50 1.25 1.25"
ControlSpeed            = "jump   0.10 0.10 0.60"
ControlSpeed            = "roll   0.02 0.02 0.35"
ControlSpeed            = "tumble 0.00 0.00 0.10"

// Energy bar defaults
EnergyBar               = 100.0     // Max energy
EnergyRestore           = 15.0      // energy regained per second if moving
EnergyRestoreIdle       = 25.0      // energy regained per second if not
EnergyDrainSprint       = 15.0      // energy spent per second of sprinting
EnergyMinSprint         = 20.0      // min energy to start sprinting
EnergyCostJump          = 0.0      // energy cost to jump
EnergyCostRoll          = 25.0      // energy cost to roll



NoEnterVehicles      = 1

BlurEffect          = "0.8"

//Jet Jump
JetJump             = "10.0"    //The initial jump-push given when enabling the jet
JetPush             = "0.0"     //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration     = "10.0"    // for characters with jet jump, use this acceleration for in air control
JetEffect           = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost         = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost  = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder    = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud          = 0
JetEnergyDrain      = 40.0

CollisionScale      = "0.0 0.0 0.0" // don't take damage from collisions
//Jet Jump End


WEAPONSECTION = 1
WeaponName1           = "all_weap_lightsaber"
WeaponAmmo1           = 0

//SOUND
//SndHeroSelectable           = ""
//SndHeroSpawned              = "hero_secura_spawn"
//SndHeroDefeated             = "hero_secura_exhausted"
//SndHeroKiller               = "hero_secura_exhausted"

//VOSound = "hero_secura_AcquiredTarget      AcquiredTarget"
//VOSound = "hero_secura_KillingSpree4      KillingSpree4"

VOUnitType                  = 0181
//SoldierMusic            = "rep_hero_secura_lp"
HurtSound                   = ""
DeathSound                  = ""
AcquiredTargetSound         = ""
HidingSound                 = ""
//ApproachingTargetSound    = ""
FleeSound               = ""
PreparingForDamageSound = ""
HeardEnemySound         = ""
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
//LowHealthSound          = "com_inf_saber_ambient"
LowHealthThreshold      = "1.1"
FoleyFXClass            = "all_inf_soldier"


DropItemClass           = "com_item_powerup_ammo"
DropItemProbability     = 0.05
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_health100"
DropItemProbability     = 0.05
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_dual"
DropItemProbability     = 0.20
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_energy"
DropItemProbability     = 0.10
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_offense"
DropItemProbability     = 0.15
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_defense"
DropItemProbability     = 0.15


Title: Re: Why don't Jedi's fall over when killed?
Post by: Bluetothestars on September 04, 2022, 03:11:11 AM
Quote from: Ty294 on September 02, 2022, 06:55:17 PMOkay, I dunno if this will be helpful at all, but I went and tried to make this work myself. I'm kinda novice when it comes to BF2 modding (more of a BF1 guy), so I just combined all the specs from both the com_inf_jedi with my individual unit .odf. The fleelikeahero line is right under the geometry and override texture lines. I did NOT put anything into the LUAs. It works perfectly in-game:

[GameObjectClass]
ClassLabel              = "soldier"
GeometryName            = "jed_inf_jedi.msh"

[Properties]
FootWaterSplashEffect   = "com_sfx_watersplash_sm"
WaterSplashEffect       = "com_sfx_watersplash_md"
WakeWaterSplashEffect   = "com_sfx_watersplash_wade"

AISizeType              = "HOVER"

GeometryName        = "jed_inf_jedi"
GeometryLowRes      = "jed_inf_jedi_low1"
OverrideTexture     = "jed_inf_jedi01"

FleeLikeAHero = 0

AnimationName        = "aalya"

MapTexture              = "troop_icon"
MapScale                = 1.4
MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100


FirstPersonFOV          = "70"
ThirdPersonFOV          = "65"

CAMERASECTION           = "STAND"
EyePointOffset          = "0.0 2.0 0.0"
TrackCenter = "0.0 1.7 0.0"
TrackOffset             = "0.0 0.0 5.2"
TiltValue               = "10"

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 3.0"
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        = "PRONE"
EyePointOffset      = "0.0 0.5 0.0"
TrackCenter          = "0.0 0.5 0.0"
TrackOffset          = "0.0 0.0 3.0"
TiltValue            = "5.0"
CameraBlendTime      = "1.0"

CAMERASECTION        = "PRONEZOOM"
EyePointOffset      = "0.0 0.5 0.0"
TrackCenter          = "0.0 0.5 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 4.0"
TiltValue            = "10.0"
CameraBlendTime      = "0.75"



HealthType              = "person"
//MaxHealth               = 1200.0
MaxHealth           = 200.0
AddHealth           = 20.0

NoEnterVehicles      = 0


MaxSpeed                = 9.0 //8.0
MaxStrafeSpeed          = 6.6 //6.0
MaxTurnSpeed            = 5.0
JumpHeight              = 3.5
RecoverFromTumble       = "1"

JumpForwardSpeedFactor  = 1.3
JumpStrafeSpeedFactor   = 1.0
RollSpeedFactor         = 1.5

Acceleration            = 70.0      // accelerate to full run in about 7/70 = 0.1 seconds
SprintAccelerateTime    = 0.35      // accelerate from run to sprint in this time

ControlSpeed            = "stand  1.00 1.00 1.00"
ControlSpeed            = "crouch 0.70 0.60 1.00"
ControlSpeed            = "prone  0.30 0.20 0.50"
ControlSpeed            = "sprint 2.50 0.50 0.50"
ControlSpeed            = "jet    1.50 1.25 1.25"
ControlSpeed            = "jump   0.10 0.10 0.60"
ControlSpeed            = "roll   0.02 0.02 0.35"
ControlSpeed            = "tumble 0.00 0.00 0.10"

// Energy bar defaults
EnergyBar               = 100.0     // Max energy
EnergyRestore           = 15.0      // energy regained per second if moving
EnergyRestoreIdle       = 25.0      // energy regained per second if not
EnergyDrainSprint       = 15.0      // energy spent per second of sprinting
EnergyMinSprint         = 20.0      // min energy to start sprinting
EnergyCostJump          = 0.0      // energy cost to jump
EnergyCostRoll          = 25.0      // energy cost to roll



NoEnterVehicles      = 1

BlurEffect          = "0.8"

//Jet Jump
JetJump             = "10.0"    //The initial jump-push given when enabling the jet
JetPush             = "0.0"     //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration     = "10.0"    // for characters with jet jump, use this acceleration for in air control
JetEffect           = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost         = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost  = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder    = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud          = 0
JetEnergyDrain      = 40.0

CollisionScale      = "0.0 0.0 0.0" // don't take damage from collisions
//Jet Jump End


WEAPONSECTION = 1
WeaponName1           = "all_weap_lightsaber"
WeaponAmmo1           = 0

//SOUND
//SndHeroSelectable           = ""
//SndHeroSpawned              = "hero_secura_spawn"
//SndHeroDefeated             = "hero_secura_exhausted"
//SndHeroKiller               = "hero_secura_exhausted"

//VOSound = "hero_secura_AcquiredTarget      AcquiredTarget"
//VOSound = "hero_secura_KillingSpree4      KillingSpree4"

VOUnitType                  = 0181
//SoldierMusic            = "rep_hero_secura_lp"
HurtSound                   = ""
DeathSound                  = ""
AcquiredTargetSound         = ""
HidingSound                 = ""
//ApproachingTargetSound    = ""
FleeSound               = ""
PreparingForDamageSound = ""
HeardEnemySound         = ""
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
//LowHealthSound          = "com_inf_saber_ambient"
LowHealthThreshold      = "1.1"
FoleyFXClass            = "all_inf_soldier"


DropItemClass           = "com_item_powerup_ammo"
DropItemProbability     = 0.05
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_health100"
DropItemProbability     = 0.05
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_dual"
DropItemProbability     = 0.20
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_energy"
DropItemProbability     = 0.10
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_offense"
DropItemProbability     = 0.15
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_defense"
DropItemProbability     = 0.15




Strange, my jedi inf odf doesn't have that line. The issue isn't with making the jedi inf on knightfall fall over when dying though, that works, for some reason the jedi heroes like anakin don't, unless it's in heroes vs. villains
Title: Re: Why don't Jedi's fall over when killed?
Post by: Ty294 on September 04, 2022, 08:12:41 AM
Quote from: Bluetothestars on September 04, 2022, 03:11:11 AMStrange, my jedi inf odf doesn't have that line. The issue isn't with making the jedi inf on knightfall fall over when dying though, that works, for some reason the jedi heroes like anakin don't, unless it's in heroes vs. villains


Oh, I should have noted that the FleeLikeAHero line I added myself, that was the a new addition. The rest is a combination of the two defaults.



Anyway, so I think maybe there were some misunderstandings going on here in this thread. So Bluetothestars is talking about the unit in the actual hero slot, not necessarily the hero units, if I'm not mistaken? While I think Anthony was talking about the hero odf classes, but not the actual slot in the LUA they are put in.

Case in point here, I just went and tried putting my jedi unit in the hero slot, and it does the hero kneel down thing, even though it literally just had the regular death animation when it was in a trooper slot. So I decided to try adding the lines in the LUA, and in order cross-reference to see if they worked, I had one of them set a regular trooper in one of the common slots to do the kneel down.

    SetClassProperty("pct_inf_hero", "FleeLikeAHero", "0")
    SetClassProperty("pct_inf_assault", "FleeLikeAHero", "1")

So that assault trooper is in the "sniper" slot. While the hero unit is the one set to be a hero.

sniper = { "pct_inf_assault",1,4},



    SetHeroClass(IMP, "pct_inf_hero")

The LUA override works and makes the assault trooper kneel when killed, but it doesn't not affect the hero, which still kneels down like a normal hero. That same pct_inf_hero unit, if I remove it from the hero slot and put it into a common trooper slot, will do the regular death animation. I did several switches of different units and whatever unit is set as the hero class will always kneel. I even just copied the trooper in the rifleman slot so that it was in both the rifleman slot and the hero slot, and just being in the hero slot causes it to kneel down.

In other words, I think any unit that is put in the "SetHeroClass" slot will always kneel no matter what. I don't know if there is a different way to override that or not.

Hopefully all that rambling makes sense!
Title: Re: Why don't Jedi's fall over when killed?
Post by: AnthonyBF2 on September 04, 2022, 08:34:55 AM
QuoteIn other words, I think any unit that is put in the "SetHeroClass" slot will always kneel no matter what. I don't know if there is a different way to override that or not.

Hopefully all that rambling makes sense!

This is absolutely correct. The SetHeroClass will always cause the character to kneel down. This is a hard coded limit in the game EXE.
I didn't understand the entire thread until you mentioned that but now I get it and it's not possible fix.
Title: Re: Why don't Jedi's fall over when killed?
Post by: Bluetothestars on September 04, 2022, 05:35:29 PM
Quote from: Ty294 on September 04, 2022, 08:12:41 AMOh, I should have noted that the FleeLikeAHero line I added myself, that was the a new addition. The rest is a combination of the two defaults.



Anyway, so I think maybe there were some misunderstandings going on here in this thread. So Bluetothestars is talking about the unit in the actual hero slot, not necessarily the hero units, if I'm not mistaken? While I think Anthony was talking about the hero odf classes, but not the actual slot in the LUA they are put in.

Case in point here, I just went and tried putting my jedi unit in the hero slot, and it does the hero kneel down thing, even though it literally just had the regular death animation when it was in a trooper slot. So I decided to try adding the lines in the LUA, and in order cross-reference to see if they worked, I had one of them set a regular trooper in one of the common slots to do the kneel down.

    SetClassProperty("pct_inf_hero", "FleeLikeAHero", "0")
    SetClassProperty("pct_inf_assault", "FleeLikeAHero", "1")

So that assault trooper is in the "sniper" slot. While the hero unit is the one set to be a hero.

sniper = { "pct_inf_assault",1,4},



    SetHeroClass(IMP, "pct_inf_hero")

The LUA override works and makes the assault trooper kneel when killed, but it doesn't not affect the hero, which still kneels down like a normal hero. That same pct_inf_hero unit, if I remove it from the hero slot and put it into a common trooper slot, will do the regular death animation. I did several switches of different units and whatever unit is set as the hero class will always kneel. I even just copied the trooper in the rifleman slot so that it was in both the rifleman slot and the hero slot, and just being in the hero slot causes it to kneel down.

In other words, I think any unit that is put in the "SetHeroClass" slot will always kneel no matter what. I don't know if there is a different way to override that or not.

Hopefully all that rambling makes sense!


Oh my god, thank you so much for this! That's what I meant this whole time! The heroes in the hero slots always kneel no matter what, so I did do everything right but it seems to be hard coded into the game. Thank you so much for your help  :cheer:
Title: Re: Why don't Jedi's fall over when killed?
Post by: Ty294 on September 04, 2022, 10:14:55 PM
Glad to be of service!
Title: Re: Why don't Jedi's fall over when killed?
Post by: Unit 33 on September 05, 2022, 01:09:19 AM
Another mystery solved, good job folks!
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