SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Snake on April 26, 2012, 03:50:07 PM

Title: The "Strange things" Thread
Post by: Snake on April 26, 2012, 03:50:07 PM
There are many lines in .odf and .lua's that are unique to that one file they are in. I decided to make this thread so that if you find one, post it here and if you don't know what it does then hopefully we can figure it out.

To post a line you found please state the name of the .odf or .lua you found it in and then post the actual line.

I found this line in all_weap_inf_mortar_launcher.odf:

ExtremeRange        = "96"

I have never seen that in any other .odf but apparently this weapon has an extreme range.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Phobos on April 26, 2012, 04:27:08 PM
Extremerange doesn't really even do anything I remember psych0fred saying it was another redundant code somewhere.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Sereja on April 26, 2012, 04:43:51 PM
The ExtremeRange, is possible just a limit, how the grenade cud fly, after chargeup.
One of the realy strange line, I found, was in com_item_healthrecharge.odf:
[InstanceProperties]
EffectRegion        = ""
I think, it is somehow connected with regions, but how it cud be?
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Snake on April 26, 2012, 04:48:48 PM
Hmm, thats very strange, especially since it just has "" which gives us no example. Try removing the line and see what happens.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: SleepKiller on April 26, 2012, 04:49:06 PM
Quote from: Sereja on April 26, 2012, 04:43:51 PM
The ExtremeRange, is possible just a limit, how the grenade cud fly, after chargeup.
One of the realy strange line, I found, was in com_item_healthrecharge.odf:
[InstanceProperties]
EffectRegion        = ""
I think, it is somehow connected with regions, but how it cud be?
Well, here is what I think. I've never tested it but. You can either specify a sphere radius around the object for it to heel or manually create a region and define it there of were you want it to heel. This is also a way to create damage regions by setting a negative health value in the object.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Phobos on April 26, 2012, 04:58:53 PM
a few interesting lua codes

SetDefenderSnipeRange(170)
- Not tested, my theory is that it may increase or maximize (in terms of weapon ODF range) AI sniper bot shooting range.

SetAllowBlindJetJumps(1)
- Set to 0 by default, set to 1 makes AI jets randomly jump around as if jet nodes were everywhere on the map.


Something else very odd, I keep seeing random Ankh symbols in various ODF files, removing them seems to have no impact on the game. (https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fbits.wikimedia.org%2Fw%2Fextensions-1.20wmf1%2Fwikihiero%2Fimg%2Fhiero_S34.png&hash=abda8f0d6602a110b0d08e05cb43b881c09858e8)
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Sereja on April 26, 2012, 05:04:18 PM
But, for the spherical radius exist next line:
Radius          = 5.0
It is very hard, to making vacuum for my Polys Massa, cube shaped hangars with spherical radius .odf
It cud be realy nice, if it may lead to cube shaped regions...
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: SleepKiller on April 28, 2012, 01:18:12 AM
Quote from: Sereja on April 26, 2012, 05:04:18 PM
But, for the spherical radius exist next line:
Radius          = 5.0
It is very hard, to making vacuum for my Polys Massa, cube shaped hangars with spherical radius .odf
It cud be realy nice, if it may lead to cube shaped regions...
Yeah, make a region and call it through EffectRegion.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Unit 33 on April 28, 2012, 01:25:32 AM
Quote from: Phobos on April 26, 2012, 04:58:53 PM
Something else very odd, I keep seeing random Ankh symbols in various ODF files, removing them seems to have no impact on the game. (https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fbits.wikimedia.org%2Fw%2Fextensions-1.20wmf1%2Fwikihiero%2Fimg%2Fhiero_S34.png&hash=abda8f0d6602a110b0d08e05cb43b881c09858e8)

Obviously a Logans' Run reference.
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Ffusionanomaly.net%2Flogansrunankhsanctuary.jpg&hash=1e77da8ec272199797710bebe3e0e57faed9a8b0)
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Sereja on April 28, 2012, 06:10:48 PM
As I test it earlyer, this lines in .odf are totaly dead:
[InstanceProperties]
EffectRegion        = ""
Radius          = 5.0
But they works from zeroeditor! Well, at least the radius. I increase it to 99.0, and it's works fine. But with region I have no luck: I create effect region, and add this parameters:
EffectRegion: vacuum
Region ID: vacuum
Propertyes: FoleyFx vacuum
Type: FoleyFx
Gropup I.D. vacuum
I have no result, except, the game is crash after secondary loading. Well, I think it's better then nothing, and this mean, the game is "feel" this line.
The problem is, I probably choose wrong region type, or add some wrong parameters.
It cud be nice, if somebody, more experienced in region making, can test it, and in case of success, post a tutorial for this...
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Snake on May 10, 2012, 09:25:50 AM
I found this in a non-stock model .odf

GeometryScale         = 0.04

I didn't know this was possible to use in an .odf.  :blink:\

I also tested it out and it works. Although for some reason when I made it smaller and placed it in ZE it moved over several feet in game.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Sereja on May 10, 2012, 09:44:25 AM
The scale parameter in .odf must be similar with scale parameters in .msh.option file: .odf woks for zeroeditor view, .msh.option for game.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Snake on May 10, 2012, 10:10:08 AM
Ohhh, it all makes sense now, thanks, that helped a lot!
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Snake on June 08, 2012, 12:44:08 PM
I found these lines in cis_hover_mtt.odf

NoCombatInterrupt      = "1"

also,

ScanningRange      = "60.0"
TransmitRange      = "60.0"

The explanation line right above those last two lines is:
Quote// dont know if these are working for vehicles but it would be cool
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Phobos on June 08, 2012, 01:25:01 PM
Quote from: Snake on June 08, 2012, 12:44:08 PM
I found these lines in cis_hover_mtt.odf

NoCombatInterrupt      = "1"

also,

ScanningRange      = "60.0"
TransmitRange      = "60.0"

The explanation line right above those last two lines is:

Not sure what nocombatinterrupt is for, but the 2nd set of codes you posted I would suggest deleting due to this forums ethical view towards radar. (Edit: According to Led discussion of Radar is allowed) The larger the value, the further distance you can see enemies (red arrows) on your minimap.

Quote from: Psych0fredScanningRange - range within which enemy units show up on the map display
TransmitRange - range within which friendly units receive scan data
(These only affect the map display)

Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Sereja on June 08, 2012, 01:28:02 PM
NoCombatInterrupt      = "1", mean this vehicle never stop for shoot somebody, and just transport infantry to CPs.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Led on June 08, 2012, 01:28:44 PM
There is no issue with discussing radar in a downloadable mod.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Snake on June 08, 2012, 02:55:26 PM
Ah, very cool, and very useful. I also found this:

ChunkPhysics            = "FULL"

In chunks and I was thinking that maybe this could be adapted to make things obey physics? Apparently SWBF has physics but the trick is to get it on a regular object..
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: jdee-barc on June 19, 2012, 09:48:28 AM
ReserveOneForPlayer = ("0" or "1") in vehicle odfs speaks for itself i guess...the ai will reserve one vehicle with the value set to "1" just for you to use.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Phobos on July 13, 2012, 12:08:07 AM
Shotgun
ModeTexture = "HUD_weap_scatter"
I found this in the shotgun odf. I can't find a texture named hud_weap_scatter.tga in any of the LVL builders so I assume ModeTexture might be something controlled by the EXE.

Here's a few more:

Rifle
ModeTexture = "HUD_weap_fullauto"

Pistol, Sniper, Rocket, and Recon Blaster
ModeTexture = "HUD_weap_semiauto"

Bowcaster
ModeTexture = "HUD_weap_charge"

Mortar Launcher
ModeTexture     = "HUD_weap_impact"

Time Bombs, Land Mines
ModeTexture = "HUD_weap_mine"

Thermal Detonators
ModeTexture = "HUD_weap_bounce"
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Sereja on July 13, 2012, 12:28:44 AM
I think, this textures, are hidden somewhere, inside the game lvl's, and responsible for color of the weapon "bar huds".
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Phobos on July 13, 2012, 12:31:33 AM
I have checked almost all of the game LVLs and cannot find them, or any references in the exe to anything starting with hud_weap_

But it might not actually be a texture even though it implies that it would be, we don't know yet. What is a "bar hud"?
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Sereja on July 13, 2012, 12:38:23 AM
Usualy it is blue, or green (when charged), or red (when overheated) stripe, in top, left corner of game huds.
-Edit
No. Just check it. I change the odf lines, and even delete them, but have no any effect. :confused: Probably it is just another abandoned idea of the creators.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Snake on September 03, 2012, 06:23:08 PM
Found this cool line in a prop .odf: OrdnanceCollision =   "none" it lets all guns shoot through it but you cant walk through it, interesting..
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: jdee-barc on September 18, 2012, 03:33:04 PM
This is commented out on almost every vehilce I can think of. What does it do, exactly?

HitLocation       = "p_crithit 0"
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: SleepKiller on September 18, 2012, 03:36:33 PM
Defines a critical hit collision primitive, much like in SWBFII. It probably still works try it.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Snake on April 19, 2013, 08:51:06 PM
I just found these lines in the ATTE .odf

//PassengerSlots          = "4"
//PassengerEyePoint       = "hp_passenger"
//EyePointOffset        = "5.0 3.0 -10.0"

Tried removing the dashes but the ATTE crashed upon entering. :/ Is there a way to make this work? I'd think it would make the ATTE a lot more realistic since it is supposed to hold plenty of troops.

http://www.dk.co.uk/static/html/features/starwars/technology_gallery/images/AT-TE%20Cutaway.jpg
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: tirpider on April 19, 2013, 09:01:57 PM
The rep_walk_atte.msh.option:
[spoiler]-bump Rep_walk_sixleg
-keep aimer_Fgun_1 aimer_Fgun_2 aimer_Fgun_3 aimer_Fgun_4 aimer_maincannon_x aimer_maincannon_y aimer_Rgun_1 aimer_Rgun_2 -nocollision -lodgroup bigmodel  -donotmergeskins
[/spoiler]

I'm thinking that "hp_passenger" may need to be added to the "-keep" list.
[spoiler]-bump Rep_walk_sixleg
-keep aimer_Fgun_1 aimer_Fgun_2 aimer_Fgun_3 aimer_Fgun_4 aimer_maincannon_x aimer_maincannon_y aimer_Rgun_1 aimer_Rgun_2 hp_passenger -nocollision -lodgroup bigmodel  -donotmergeskins
[/spoiler]

(I may also be dead wrong about that.)
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Snake on April 19, 2013, 09:07:57 PM
That makes sense but it still crashes.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: tirpider on April 19, 2013, 09:17:00 PM
I grepped around and there are several msh files with hp_passenger, but all the odf lines that mention it are commented out except for rep_fly_gunship.odf and tat_hover_landspeeder.odf

They refer to hp_passenger with PilotPosition instead of PassengerEyePoint.

Every odf that contains PassengerEyePoint has it commented out.
(imp_walk_atat.odf rep_fly_gunship.odf and rep_walk_atte.odf)
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: tirpider on April 19, 2013, 09:37:55 PM
Here is a wild guess.
I'm thinking the -keep line was dead wrong. (I'd try it onece with and once without to be sure.)

I noticed in the ODFs that each position comes after a classlable specific *SECTION change.
Perhaps the passengers need their own section:

WALKERSECTION      = "TURRET2"
//PassengerSlots     = "4"
PassengerEyePoint  = "hp_passenger"
//PilotPosition      = "hp_passenger" // incase PassengerEyePoint doesn't work
EyePointOffset     = "5.0 3.0 -10.0"


I'm unsure about the passenger slots so I left it commented, and I am also unsure if the walker section needs to be right after the other position sections or not.  As-is, it is after all the chunksections.

The "TURRET2" bit is because there is a "TURRET1" so I just added the 2.  Perhaps there is a more appropriate example somewhere.

-edit sorry about the double post...
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Sereja on April 19, 2013, 11:43:50 PM
Well, as you probably know, memory of SWBF1, do not allow as to make more than 5 vehicles position. I am sure, creators, planing to make them more, but seems, just abandon this idea. So, this is the reason of crash.
Each vehicle, may have 1 pilot and no more, then 4 gunners or passengers. This mean, if AT-TE, have 1 pilot, and already 2 turret positions, it may have only 2 empty slots, for new turret or passengers.
So, if you put exactly this line:
PassengerSlots          = "2"
It should not crash.
As far as I know, the most important difference, between usual "fake passenger" positions (turrets, with no weapons), and rarely used "real passenger" slots, is next:
the "real passengers" may "feel" vehicles health bar meter.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Snake on July 05, 2013, 01:48:38 PM
//SuppressRadius            = "1.0"

I found this in the mine .odf

It's marked out so I assume its useless.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Phobos on July 05, 2013, 01:54:15 PM
LowHealthThreshold      = "1.1"
this is a nice little code, when set above 1 the sound specified by LowHealthSound will always play in a loop (see jawa ODF).

thats what battlebelk did with tauntaun here
http://fr.xfire.com/video/839a6/
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Kit Fisto on July 05, 2013, 02:18:43 PM
Quote from: Phobos on July 05, 2013, 01:54:15 PM
LowHealthThreshold      = "1.1"
this is a nice little code, when set above 1 the sound specified by LowHealthSound will always play in a loop (see jawa ODF).

thats what battlebelk did with tauntaun here
http://fr.xfire.com/video/839a6/
Another BattleBelk mystery solved! :happy:
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Snake on July 07, 2013, 01:53:32 PM
I'm not sure if there's a line that causes this but I noticed that AI exit all vehicles when their reinforcement count gets to about 20. You can call them back into the vehicle but they'll go right back out. Strange..
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Phobos on July 07, 2013, 01:57:57 PM
Quote from: Snake on July 07, 2013, 01:53:32 PM
I'm not sure if there's a line that causes this but I noticed that AI exit all vehicles when their reinforcement count gets to about 20. You can call them back into the vehicle but they'll go right back out. Strange..
thats programmed into the exe it has nothing to do with lua or odf. just like only 2 ai can follow you max :/
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Snake on July 07, 2013, 02:54:29 PM
That's lame.. I wish we could change that. It'd be awesome to have an army following you everywhere.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Sereja on July 07, 2013, 02:56:32 PM
Very wise system, for me. In SWBF2, the last AI unit, can jump into the tank, and kill all the rest (more then 100) of almost winner team. And that's realy sad. :whip:
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Kit Fisto on July 07, 2013, 03:25:49 PM
Yes that's one of the reasons I don't like SWBFII's AI.

You could solve this problem by letting both teams have locals. They get in vehicles even when their friendly faction gets out.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Snake on July 15, 2013, 03:37:47 PM
I found this in the ATTE

CargoNodeName       = "hp_link_1"
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: tirpider on July 15, 2013, 04:41:10 PM
I seem to remember they were playing with the gunships that could drop an ATTE onto the battlefield.
That may be a left over from that.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Phobos on July 15, 2013, 05:27:43 PM
Quote from: tirpider on July 15, 2013, 04:41:10 PM
I seem to remember they were playing with the gunships that could drop an ATTE onto the battlefield.
That may be a left over from that.
yes, that is what it was meant for

from https://sites.google.com/site/swbf2modtoolsdocumentation/odf_parameters

QuoteCommandFlyer
                    Carrier
                                        CargoNodeName
                                        CargoNodeOffset
                                        PickupSound
                                        DropoffSound 
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Snake on July 17, 2013, 01:34:05 PM
Let's not derail this topic, please.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Phobos on July 22, 2013, 05:18:09 PM
SetAIVehicleNotifyRadius(64)

This is taken from platforms LUA and can be seen in various other stock maps with flyer vehicles.
Title: Re: The "Strange things" Thread
Post by: Snake on August 10, 2013, 10:55:12 AM
I found assets for an imp_hover_aat in the CIS msh files.. How weird is that? It has a grey skin instead of the tan/brown.

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi414.photobucket.com%2Falbums%2Fpp226%2Faatcfett%2Fimp_hover_aat_zps8604df22.jpg&hash=a5e28e9c7b30a3a99696359e689a436e649191c9) (http://s414.photobucket.com/user/aatcfett/media/imp_hover_aat_zps8604df22.jpg.html)

Also, I changed this to the "Strange things" thread so post anything you find that is strange.
Title: Re: The "Strange things" Thread
Post by: Ltin on August 10, 2013, 11:50:28 AM
i'v seen something similar to that somewhere in universe, but i cant remember where
Title: Re: The "Strange things" Thread
Post by: Kit Fisto on August 10, 2013, 11:52:03 AM
Quote from: Ltin on August 10, 2013, 11:50:28 AM
i'v seen something similar to that somewhere in universe, but i cant remember where
Thule Moon: Remnants
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=944
Title: Re: The "Strange things" Thread
Post by: Sereja on August 10, 2013, 01:31:55 PM
If I remember, I saw this, in "Myrkr: Show of Force" map...
Title: Re: The "Strange things" Thread
Post by: Gold Man on August 10, 2013, 01:49:59 PM
Quote from: Snake on August 10, 2013, 10:55:12 AM
I found assets for an imp_hover_aat in the CIS msh files.. How weird is that? It has a grey skin instead of the tan/brown.

[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi414.photobucket.com%2Falbums%2Fpp226%2Faatcfett%2Fimp_hover_aat_zps8604df22.jpg&hash=a5e28e9c7b30a3a99696359e689a436e649191c9) (http://s414.photobucket.com/user/aatcfett/media/imp_hover_aat_zps8604df22.jpg.html)[/spoiler]

Also, I changed this to the "Strange things" thread so post anything you find that is strange.

That thing needs to be painted in CIS colours (add some blue to it), and it would fit amazingly in a Clone Wars map! :D
Title: Re: The "Strange things" Thread
Post by: Snake on August 10, 2013, 02:13:19 PM
Yeah, it makes me wonder what Pandemic was planning for it.. Like why was it labeled "imp" for imperial? Strange..
Title: Re: The "Strange things" Thread
Post by: Ltin on August 13, 2013, 08:33:34 AM
Quote from: Kit Fisto on August 10, 2013, 11:52:03 AM
Thule Moon: Remnants
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=944
actually, i saw it outside of swbf
Title: Re: The "Strange things" Thread
Post by: RepComm on August 23, 2013, 09:48:18 PM
WHAT. THE. FRIPPIN. HECK.
--I here by claim I have found the "Strangest Thing" and am now king of the thread :P
[spoiler](https://www.swbfgamers.com/index.php?action=dlattach;topic=4487.0;attach=2803;image)[/spoiler]
-No I didn't edit it to look that way, just ask Tirpider or Sereja, they have XSI too.
The model is called \Worlds\Rhn1\MSH\rhn1_bldg_fortified_tower_f.msh

All the names are collisions/shadow volumes named after people... I assume one of the modellers got bored and thought he'd/she'd leave a permanent mark in SWBF? I would so totally do that xD
Title: Re: The "Strange things" Thread
Post by: SleepKiller on August 23, 2013, 10:37:29 PM
Whatever you do, do not go into BFBuilder/Assets/Shipped Common Effects and then open geo_rainwash.msh in a text editor. Whatever you do, do not do that.
Title: Re: The "Strange things" Thread
Post by: tirpider on August 23, 2013, 10:41:30 PM
lol

I live for stuff like this.

*verified*

Quote from: SleepKiller on August 23, 2013, 10:37:29 PM
Whatever you do, do not go into BFBuilder/Assets/Shipped Common Effects and then open geo_rainwash.msh in a text editor. Whatever you do, do not do that.
:ohmy:
Title: Re: The "Strange things" Thread
Post by: RepComm on August 23, 2013, 11:23:54 PM
Quote from: SleepKiller on August 23, 2013, 10:37:29 PM
Whatever you do, do not go into BFBuilder/Assets/Shipped Common Effects and then open geo_rainwash.msh in a text editor. Whatever you do, do not do that.
W....
You really meant it. Geez...
--
What kind of crazy bozos are they hiring at pandemic studios!?>?!
I'd bet it was an intern XD
Title: Re: The "Strange things" Thread
Post by: Sereja on August 24, 2013, 05:58:11 AM
In BF2 assets, most of collisions, named "mitsuko". Perhaps, it's some japan name...
Quote from: SleepKiller on August 23, 2013, 10:37:29 PM
Whatever you do, do not go into BFBuilder/Assets/Shipped Common Effects and then open geo_rainwash.msh in a text editor. Whatever you do, do not do that.
Well, I hope, it's not become a Star Wars canon now, after it was officialy released... :D
Title: Re: The "Strange things" Thread
Post by: Kit Fisto on August 24, 2013, 06:31:48 AM
Quote from: SleepKiller on August 23, 2013, 10:37:29 PM
Whatever you do, do not go into BFBuilder/Assets/Shipped Common Effects and then open geo_rainwash.msh in a text editor. Whatever you do, do not do that.
Do I really have to download the mod tools to see what it is? Someone a screenshot! :D
Title: Re: The "Strange things" Thread
Post by: SleepKiller on August 24, 2013, 07:02:49 AM
Quote from: Kit Fisto on August 24, 2013, 06:31:48 AM
Do I really have to download the mod tools to see what it is? Someone a screenshot! :D
I said specifically to not look at.  Suffice to say a screenshot would break forum rules due to the content.
Title: Re: The "Strange things" Thread
Post by: Snake on August 24, 2013, 07:19:21 AM
Quote from: -RepublicCommando- on August 23, 2013, 09:48:18 PM
WHAT. THE. FRIPPIN. HECK.
--I here by claim I have found the "Strangest Thing" and am now king of the thread :P
[spoiler](https://www.swbfgamers.com/index.php?action=dlattach;topic=4487.0;attach=2803;image)[/spoiler]
-No I didn't edit it to look that way, just ask Tirpider or Sereja, they have XSI too.
The model is called \Worlds\Rhn1\MSH\rhn1_bldg_fortified_tower_f.msh

All the names are collisions/shadow volumes named after people... I assume one of the modellers got bored and thought he'd/she'd leave a permanent mark in SWBF? I would so totally do that xD

Hahaha, I'd totally do that too. Or maybe each one of those people made that specific part of the model?

Quote from: SleepKiller on August 23, 2013, 10:37:29 PM
Whatever you do, do not go into BFBuilder/Assets/Shipped Common Effects and then open geo_rainwash.msh in a text editor. Whatever you do, do not do that.

LOL!! What the crap! Don't worry about it kitfisto xP
Title: Re: The "Strange things" Thread
Post by: Carbon27 on August 24, 2013, 07:52:51 AM
Quote from: Snake on August 24, 2013, 07:19:21 AM
Hahaha, I'd totally do that too. Or maybe each one of those people made that specific part of the model?

I doubt someone by the name of "dad" worked for Pandemic.  ;)
Title: Re: The "Strange things" Thread
Post by: Phobos on August 24, 2013, 08:25:56 AM
Quote from: SleepKiller on August 23, 2013, 10:37:29 PM
Whatever you do, do not go into BFBuilder/Assets/Shipped Common Effects and then open geo_rainwash.msh in a text editor. Whatever you do, do not do that.
I just checked this (mostly cause you said not to) and I am surprised pandemic would publicly release something like that for a game rated T.
Title: Re: The "Strange things" Thread
Post by: Unit 33 on August 24, 2013, 08:41:45 AM
Quote from: SleepKiller on August 23, 2013, 10:37:29 PM
Whatever you do, do not go into BFBuilder/Assets/Shipped Common Effects and then open geo_rainwash.msh in a text editor. Whatever you do, do not do that.
Hahahaha!
That's just the sort of naming scheme I used to have on my computer library... And then I sank to different sort of immature humour.
Title: Re: The "Strange things" Thread
Post by: Gold Man on August 24, 2013, 08:49:13 AM
If you guys can't show us what's there, can you at least tell us? Just enough so we get an idea as to what it really is. :P
Title: Re: The "Strange things" Thread
Post by: Phobos on August 24, 2013, 09:01:37 AM
vulgar profanity
Title: Re: The "Strange things" Thread
Post by: Unit 33 on August 24, 2013, 09:03:02 AM
Quote from: {Alpha}Gold Man on August 24, 2013, 08:49:13 AM
If you guys can't show us what's there, can you at least tell us? Just enough so we get an idea as to what it really is. :P
It's three naughty words.
"The excrement of a bull", "the... act between at least two human beings (usually)" and an "human male reproductive system".

Now quit asking and/or go look for yourself. BUT REALLY DON'T LOOK BECAUSE SK OUT-RANKS ME
Title: Re: The "Strange things" Thread
Post by: Black Water on August 24, 2013, 09:28:36 AM
All I got was this :(                              âââ ââââââ#âââ ââââââ   âââ âââââââââââââââââââââââââââ!âââ âââââââââ âââ âââ ââââââââââââââââââ âââââââââ âââ
âââ ââââââââââââââââââ ââââââ!âââââââââââââââ
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âââ âââââââââââââââ ââââââ
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ââââââ ââââââ
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ââââââââââââââââââââââââââââââ âââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
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âââ âââ ââââââââââââââââââââââââââââââââââââââââââ#âââââââââ
ââââââ âââ   ââââââââââââââââââââââââ
âââ
âââââââââââââââââââââââââââ
ââââââââââââ   ââââââ        TRUEVISION-XFILE.   
Title: Re: The "Strange things" Thread
Post by: {PLA}gdh92 on August 24, 2013, 09:39:46 AM
It doesn't work if you open it in notepad, try Word if you have it ;)

[spoiler]Has anyone ever been told not to look at something and actually listened?[/spoiler]
Title: Re: The "Strange things" Thread
Post by: RepComm on August 24, 2013, 09:41:45 AM
Quote from: {PLA}gdh92 on August 24, 2013, 09:39:46 AM
It doesn't work if you open it in notepad, try Word if you have it ;)

[spoiler]Has anyone ever been told not to look at something and actually listened?[/spoiler]
Um, Notepad works just fine for me, maybe he has it set on some other encoding? Maybe a goofy font that doesn't have the characters?...
-As for your spoiler
I do not believe I've ever listened before :P
==============
Now lets try to stay on topic, I think we're pushing the limit as it is :P .
Title: Re: The "Strange things" Thread
Post by: Black Water on August 24, 2013, 09:46:28 AM
Oh, I don't have word installed on my laptop..
Title: Re: The "Strange things" Thread
Post by: RepComm on August 24, 2013, 03:15:52 PM
I guess it is possible to have 2 terrains in a map...
ZE duplicated everything in my modification of RhenVar, and automatically filtered out the duplicate objects. It didn't do it for the terrain though, which I find neat.
Title: Re: The "Strange things" Thread
Post by: RepComm on September 25, 2013, 09:24:09 PM
[spoiler=Bes2_carbon_forklift.ODF][GameObjectClass]

ClassLabel      =   "animatedprop" //I guess I didn't realize this existed, guess a little ignorant on my part.
GeometryName   =   "bes2_carbon_forklift.msh"


[Properties]

GeometryName   =   "bes2_carbon_forklift"
AnimationName    =    "bes2_carbon_forklift"
Animation      =   "basepose"
Animation      =   "activate"

AnimationTrigger   =   "activate hp_activate 0.5"
DisableForCloneWars = "1"  // This is cool, I wonder what else it could be used for...
IdleDelay = "10.0"
//KillSoldierSound  = "sarlac_belch" // That would be a funny sound to hear when you die.[/spoiler]
Title: Re: The "Strange things" Thread
Post by: Kit Fisto on September 25, 2013, 09:30:41 PM
Quote from: -RepublicCommando- on September 25, 2013, 09:24:09 PM
DisableForCloneWars = "1"  // This is cool, I wonder what else it could be used for...
This is used for stock CC for the Carbon Freezing Chamber. In CW you don't see Han Solo get grabbed by the claw in the CFC.
Title: Re: The "Strange things" Thread
Post by: RepComm on September 25, 2013, 09:32:48 PM
Quote from: Kit Fisto on September 25, 2013, 09:30:41 PM
This is used for stock CC for the Carbon Freezing Chamber. In CW you don't see Han Solo get grabbed by the claw in the CFC.
Yes, I knew that. But I wonder what exactly it controls. Of course the immediate idea is that it doesn't do the animation (makes sense.) But if it does more, I'd be interested.
Title: Re: The "Strange things" Thread
Post by: RepComm on September 30, 2013, 08:58:56 PM
Virtual         = "1"
Found in the ewok catapult ODF under its turret section.
--
I think I just didn't know about this one, has anyone else seen it or know what it does?
StatusTexture       = "HUD_all_minigun_icon"
--
SoundProperty = "com_amb_fire"
AttachToHardPoint = "hp_fire"

Apparently you can attach sound to a point in a MSH? Thats cool. -Probably just me not knowing what I'm doing.
--
Title: Re: The "Strange things" Thread
Post by: tirpider on September 30, 2013, 09:04:43 PM
StatusTexture

Possibly the icon on the weapon/health/ammo bar?
I say that because all the other hud_*_icon.tga's are tiny blue silhouettes.

Though that file seems to not exist, anywhere.
Title: Re: The "Strange things" Thread
Post by: Phobos on September 30, 2013, 09:31:03 PM
Quote from: -RepublicCommando- on September 30, 2013, 08:58:56 PM
Virtual         = "1"
Found in the ewok catapult ODF under its turret section.

SoundProperty = "com_amb_fire"
AttachToHardPoint = "hp_fire"

Apparently you can attach sound to a point in a MSH? Thats cool. -Probably just me not knowing what I'm doing.
--
well idk what the virtual = 1 thing really does but maybe it was intended to be a vehicle classlabel function similar to autopilot for remotedroid classlabel?

I'm not sure if you even need to reference the hardpoint to add sound to an object. Unless Animation       =   "idle" is triggering it. I remember modding this file and nulling out the sound line to make the screaming droid on jabba shut up lol

Code (tat3_bldg_torturedroid.odf) Select

[GameObjectClass]

ClassLabel      =   "animatedprop"
GeometryName    =   "tat3_bldg_torturedroid.msh"


[Properties]

GeometryName    =   "tat3_bldg_torturedroid"
AnimationName   =   "tat3_bldg_torturedroid"
Animation       =   "idle"

SoundProperty = "victim_amb"
Title: Re: The "Strange things" Thread
Post by: RepComm on September 30, 2013, 09:34:59 PM
Quote from: Phobos on September 30, 2013, 09:31:03 PM
I remember modding this file and nulling out the sound line to make the screaming droid on jabba shut up lol
LOL. I keep thinking that every time I play that map..
Title: Re: The "Strange things" Thread
Post by: tirpider on September 30, 2013, 09:55:33 PM
... Screaming droids running around during a Jawa attack ... I Like It!
Title: Re: The "Strange things" Thread
Post by: Snake on April 29, 2014, 11:41:21 AM
Fun Fact: It looks like we were supposed to be able to throw nades different distances by charging it like the crossbow.

ChargeRateLight         = "1.0"
MaxChargeStrengthLight  = "1.0"
ChargeDelayLight        = "0.0"
ChargeRateHeavy         = "1.0"
MaxChargeStrengthHeavy  = "0.25"
ChargeDelayHeavy        = "1.45"
Title: Re: The "Strange things" Thread
Post by: Led on April 29, 2014, 11:46:11 AM
Nice.  Now we can make a baseball mod  ;)
Title: Re: The "Strange things" Thread
Post by: RepComm on April 29, 2014, 12:15:35 PM
Quote from: Led on April 29, 2014, 11:46:11 AM
Nice.  Now we can make a baseball mod  ;)
Yes yes yes yes yes!

http://www.swbfgamers.com/index.php?topic=7263.0

Just have this bad boy deflect and that's half the mod XD
Title: Re: The "Strange things" Thread
Post by: Snake on April 29, 2014, 12:43:20 PM
Hahaha! Unfortunately deflect only works with lasers.
Title: Re: The "Strange things" Thread
Post by: RepComm on April 29, 2014, 01:00:02 PM
Quote from: Snake on April 29, 2014, 12:43:20 PM
Hahaha! Unfortunately deflect only works with lasers.
I swear on my life that I've played a mod where the jedi had a saber that deflected EVERYTHIng.. including rockets (projectiles, you could just substitute a rocket model with a baseball and make some sort of wing effect behind it instead of a fire trail) It was kind of retarded :P

edit- Even if it only did deflect lasers, we could still just have "Laser Ball," which could be just short and a little bit wide lasers with a low terrain glow.
Title: Re: The "Strange things" Thread
Post by: Snake on April 29, 2014, 01:10:48 PM
Quote from: -RepublicCommando- on April 29, 2014, 01:00:02 PM
I swear on my life that I've played a mod where the jedi had a saber that deflected EVERYTHIng.. including rockets (projectiles, you could just substitute a rocket model with a baseball and make some sort of wing effect behind it instead of a fire trail) It was kind of retarded :P

edit- Even if it only did deflect lasers, we could still just have "Laser Ball," which could be just short and a little bit wide lasers with a low terrain glow.

Ah, yeah thats a good idea. Well, I meant it only deflects projectiles from guns. But a ball launcher is possible. The other team could all have ball launchers and you have to run to where the ball is hit (deflected) to, before you can throw (shoot) a ball to the 1st baseman. It's definitely possible!
Title: Re: The "Strange things" Thread
Post by: MileHighGuy on April 29, 2014, 02:53:34 PM
What about when the ball get deflected into the ground? do sabers deflect the sticky class
Title: Re: The "Strange things" Thread
Post by: Snake on April 29, 2014, 03:02:48 PM
Quote from: MileHighGuy on April 29, 2014, 02:53:34 PM
What about when the ball get deflected into the ground? do sabers deflect the sticky class

Hmm, maybe a mortar launcher could be deflected? That way the ball would roll for a few feet atleast. And no, I don't think so.
Title: Re: The "Strange things" Thread
Post by: Snake on May 10, 2014, 11:23:28 AM
SetMemoryPoolSize("FlyGotoHelper", 64)

I wonder what this does..

Found it in the bes1 lua
Title: Re: The "Strange things" Thread
Post by: Sereja on May 10, 2014, 02:33:51 PM
I may only guess: this memory pool, helping flyers, to choose: where are they need to go... :shrug:
Title: Re: The "Strange things" Thread
Post by: MileHighGuy on May 13, 2014, 09:58:07 AM
 :rofl:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fc2EI1IP.jpg&hash=25f6ff5991e969f5da86bb81db9748df408468a0)[/spoiler]

They look like ants making an ant tower. Yes i was able to climb them to the top.
Title: Re: The "Strange things" Thread
Post by: Droideka on May 13, 2014, 01:05:45 PM
Quote from: MileHighGuy on May 13, 2014, 09:58:07 AM
:rofl:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fc2EI1IP.jpg&hash=25f6ff5991e969f5da86bb81db9748df408468a0)[/spoiler]

They look like ants making an ant tower. Yes i was able to climb them to the top.

Are those AI? How did that even happen?
Title: Re: The "Strange things" Thread
Post by: MileHighGuy on May 13, 2014, 01:08:23 PM
I made a unit dispenser and went crazy.
Title: Re: The "Strange things" Thread
Post by: {TCE}Call-of-Duty on May 13, 2014, 04:57:51 PM
Quote from: MileHighGuy on May 13, 2014, 09:58:07 AM
:rofl:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fc2EI1IP.jpg&hash=25f6ff5991e969f5da86bb81db9748df408468a0)[/spoiler]

They look like ants making an ant tower. Yes i was able to climb them to the top.
its wwzii, kill milehighguy he's the patient zero :mf:


Please refrain from posting in ALLCAPS - Unit 33
Title: Re: The "Strange things" Thread
Post by: MileHighGuy on May 17, 2014, 11:58:43 AM
Just when I thought I was close to a breakthrough

https://vidd.me/dLJ
Title: Re: The "Strange things" Thread
Post by: {PLA}gdh92 on May 17, 2014, 12:20:50 PM
I got really excited thinking what could be done with a mod like that.... and then the end bit happened.   :(
Title: Re: The "Strange things" Thread
Post by: MileHighGuy on May 17, 2014, 12:24:46 PM
I know!I was able to stack them like I wanted and they were not able to be pushed around. But they "explode" if you have too many together, killing troops nearby. It also really lags the map.

If anyone is wondering they are hover entities with a crate msh

EDIT: I think i might have fixed it... I got them to not lag or explode, but there are still some kinks

EDIT2: IT WORKS!! you can stack them, destroy them, and they block the movement of the enemy. The enemy also targets them!
Title: Re: The "Strange things" Thread
Post by: Led on May 17, 2014, 03:34:43 PM
nice work   :cheers:
Title: Re: The "Strange things" Thread
Post by: Snake on May 17, 2014, 04:01:52 PM
Sweet! Memory pool sizes may need to be adjusted too. What's the odf's you used?
Title: Re: The "Strange things" Thread
Post by: MileHighGuy on May 17, 2014, 04:06:32 PM
yes i had to add an entityhover memory pool. I started with the speederbike odf but heavily modified it. I also had to adjust the mshs so they arent created inside your guy's head when you fire. I will upload a pack soon.
Title: Re: The "Strange things" Thread
Post by: MileHighGuy on May 18, 2014, 04:55:57 PM
anyone know why this is happening? It doesnt happen with sereja's droid, which I based this off of.

[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FJyLhRl3.jpg&hash=ef8c665f676f9b9e047952ccc184c3e5fe4f128a)[/spoiler]

if you cant tell the shield is rapidly turning on and turning off

EDIT: fixed it. addshield had to be positve.
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Phobos on October 16, 2014, 09:46:06 AM
DisableTime      = "10.0"
Adding this line to a grenade or haywire ORD ODF will temporarily disable enemy vehicles it damages for 10 seconds.
Title: Re: The "Strange things" Thread
Post by: Snake on November 21, 2014, 03:48:00 PM
Wow that's neat..
Title: Re: The "Strange things" Thread
Post by: {TCE}Call-of-Duty on November 21, 2014, 04:51:55 PM
Can you get a vid or pic for us, this would be interesting to see.
Title: Re: The "Strange things" Thread
Post by: Ultimo on November 21, 2014, 05:48:23 PM
Along with that disabling vehicles, it would be nice to see if the disablement also forced the occupants out of the vehicle...
Title: Re: The "Strange things" Thread
Post by: Snake on November 21, 2014, 07:04:23 PM
I could see some kind of emp grenade using that..
Title: Re: The "Strange things" Thread
Post by: Gold Man on November 21, 2014, 07:13:50 PM
Quote from: Snake on November 21, 2014, 07:04:23 PM
I could see some kind of emp grenade using that..
DO WANT!

It would make my dream of a TCW mod/mod map come true! :D
Title: Re: The "Strange things" Thread
Post by: Snake on December 17, 2014, 01:54:07 PM
Fun fact: Did you know that command centers (Like the clone one at geonosis) was supposed to be used like a non-moving vehicle to order orbital strikes?

[spoiler]
[GameObjectClass]
ClassLabel             = "armedbuildingdynamic"
GeometryName          = "imp_bldg_forwardcenter.msh"

[Properties]
Label             = "forward command center"
GeometryName          = "imp_bldg_forwardcenter"

RespawnTime          = 75.0
MaxHealth             = "2000.0"

BUILDINGSECTION          = "TURRET1"

//WeaponName             = "imp_weap_inf_orbital_attack"
//WeaponAmmo             = "0"   

PilotPosition          = "hp_main_gunner"
PilotAnimation          = "drive"

TrackCenter            = "3.0 4.0 -10.0"
PitchLimits            = "-10 30"
YawLimits            = "-50 50"


BUILDINGSECTION          = "TURRET2"

//WeaponName             = "imp_weap_inf_orbital_attack"
//WeaponAmmo             = "0"   

PilotPosition          = "hp_main_gunner1"
PilotAnimation          = "drive"

TrackCenter            = "3.0 4.0 -10.0"
PitchLimits            = "-10 30"
YawLimits            = "-50 50"


[/spoiler]
Title: Re: The "Strange things" Thread
Post by: Giftheck on December 17, 2014, 02:01:04 PM
Neat! Does that actually still work, though?
Title: Re: The "Strange things" Thread
Post by: Ultimo on December 17, 2014, 02:24:10 PM
Actually, I heard something like that in 2008, when I started playing. Now, Snake can prove the theory! Awesome find, man!
Title: Re: The "Strange things" Thread
Post by: Snake on December 17, 2014, 03:23:28 PM
The scratched imperial command center is the one with the coding like that. I tested it out and I see why they left it out of the game. You have to aim the orbital strike from a poorly situated camera angle and fire the orb thing that signals the orbital strike. It would be cool if you could do have an above angle of the map, as if one was controlling the gun of a ship in orbit.

Title: Re: The "Strange things" Thread
Post by: Ginev on May 06, 2015, 03:54:28 PM
Sorry guys i am little late in this topic here but i am sure i can solve some misterys.
I will answer to few questions.Some of them are from page one.

---------------------------------
1.Sereja:
[InstanceProperties]
EffectRegion        = ""
I think, it is somehow connected with regions, but how it cud be?


I remember i tryed this.
Let say you make a custom healthrecharge odf and you use it on your map.
In the EffectRegion section you add the name of your region (also placed ingame)
Dont forget to add the region in your lua aswell.The result?
Well ingame when you go to that region the healtrecharge droid will heal you for example.
----------------------------------

2.Phobos:
SetDefenderSnipeRange(170)
- Not tested, my theory is that it may increase or maximize (in terms of weapon ODF range) AI sniper bot shooting range.

SetAllowBlindJetJumps(1)
- Set to 0 by default, set to 1 makes AI jets randomly jump around as if jet nodes were everywhere on the map.



I test this lines aswell.The first one works with in combination with defence hint node.
You can place the hint node in zeroeditor.When a sniper class soldier go to that hint node
he will ahve increased range of fire.

About the SetAllowBlindJetJumps this prevent all units with jets to jump when its set to (1)
You can add jump hint nodes in zeroeditor and when the jetroopers find the node then they will jump.
This line is used in BF2 Kashyyyk map.You know on the beach there is alot of barricades.Sometimes all
unit classes simply jump over them.
----------------------------------

3.Snake:
ChunkPhysics            = "FULL"



I test this on a ball shaped object.I made it destroyable and when i destroy it the ball
simply start to rolling on the ground.However the ball dont have collision.
I found also that there is other
ChunkPhysics types.If i remember correctly they was "SIMPLE" which is the same like
"FULL" but they have collision and my ball dont roll but more like sliding downhill.
I think this was used for the Endor woods trap with the rolling woods which destroys the passing AT-ST.
The other was "COCKPIT".The problem is i dont remember what this actually do.It was not interesting
otherwise ill probably remember it.The next one was "LEAF".This is used for example destroyable trees
where when you destroy them you can make the leafs msh models fall just like real leafs on the ground.
There was one more type that i dont remember...sorry about that.
---------------------------------

4.Phobos:
Code: [Select]

SetAIVehicleNotifyRadius(64)


This is taken from platforms LUA and can be seen in various other stock maps with flyer vehicles.



This is used for AIs.I think 64 is default.AIs in 64 range away from any vehicle will return and
will try to enter the vehicle.If the Ai is too far away for example (65) he will not come back for
the vehicle.Its not good to set this value too high because bots will return from far away just to
enter a vehicle.
----------------------------------
Title: Re: The "Strange things" Thread
Post by: Phobos on May 07, 2015, 07:21:02 PM
Quote from: Ginev on May 06, 2015, 03:54:28 PM
Sorry guys i am little late in this topic here but i am sure i can solve some misterys.
I will answer to few questions.Some of them are from page one.
----------------------------------
2.Phobos:
SetDefenderSnipeRange(170)
- Not tested, my theory is that it may increase or maximize (in terms of weapon ODF range) AI sniper bot shooting range.

I test this lines aswell.The first one works with in combination with defence hint node.
You can place the hint node in zeroeditor.When a sniper class soldier go to that hint node
he will ahve increased range of fire.

Nice discovery. So the SetDefenderSnipeRange code allows sniper AI (UnitType=Scout) to shoot players from further distance than default limit for other units? I'm wondering if you made a giant sniper hintnode that covered the entire map, and set the LUA line to 9999, if AI could snipe players from across the map. The default cutoff range for stock sniper is 2000 velocity * 0.15 lifespan so would want to increase that for testing. If this trick worked you could in theory add unlimited shot range to all AI units :o
Title: Re: The "Strange things" Thread
Post by: Ginev on May 21, 2015, 03:10:19 AM
The only mistery that i didn't solve is how to increase the number of shots that are produced at once ingame.Before some time i made a cool winter map and all my classes were using machine guns (they shoot really fast).When i test the map i found out that when alot of Ais are shooting when i try to shoot i lose ammo but laser dont come out of my weapon and i cant kill no one.This mean that the game have limit for laser shots.I was thinking that if i increase the number of this line in the lua: SetMemoryPoolSize("Aimer", 200) it will work but sadly no.(I dont know what this line mean anyway :D )
Title: Re: The "Strange things" Thread
Post by: RepComm on May 21, 2015, 07:06:31 AM
Sereja once had some clever explanation of the Aimer memory pool, but I can only remember it being something about how AIs were programmed.
--
That would be effect over load. The guns still fire with an internal (not visible) shot, but the effects will be ignored if there are too many on the map at once. (Increase the life of the sniper laser for example. You can shoot a few hundred of them off and have a bunch of long beams on your map, but then the gun just won't fire until they start disappearing).

edit- If you try to fire any weapon that uses a visual effect (all of them) near a large number of particles/effects, one or the other may start disappearing (I think battlefront is optimized to always choose the leave dynamically spawned particle systems (such as weapon fire and explosions) out in the event of particle overload).
Title: Re: The "Strange .odf/.lua Line" Thread
Post by: Phobos on May 01, 2017, 12:01:49 PM
Based on recent mod testing this appears to be what certain vehicle properties do:

AvailableForAnyTeam = "1" // 1 allows AI from other teams to take the vehicle if unoccupied
IsPilotExposed = "1" // 0 prevents pilot death unless the vehicle is destroyed, 1 exposes pilot to being shot and killed while in the vehicle
MovingTurnOnly = "1" // 0 enables vehicular strafing like the AAT, 1 prevents strafing like the hailfire droid
NoCombatInterrupt = "1" // 1 makes AI use vehicle only for transport other AI directly to cps while avoiding combat
Title: Re: The "Strange things" Thread
Post by: Giftheck on May 11, 2017, 03:09:08 AM
Though not listed under the ODF list for "soldier" in the documentation, any "Soldier" class unit can use the command "ForceMode" to stop people from going into FPS mode with their unit. I just discovered this while testing my Jyn Erso models and A180 ODFs. It comes in handy if you're making Jedi playable units.
Title: Re: The "Strange things" Thread
Post by: Dark_Phantom on January 17, 2019, 06:36:45 PM
SALLY can apparently only count to 5.  First 5 units, which even after exe editing to get 6 doesn't work right, and now with 6 eras it magically moves the button list and breaks mouse control
Title: Re: The "Strange things" Thread
Post by: Snake on November 13, 2019, 04:39:15 PM
Sally... my old arch nemesis
Title: Re: The "Strange things" Thread
Post by: wsa30h on November 14, 2019, 08:23:05 AM
wait so is more than 5 eras possible ?
Title: Re: The "Strange things" Thread
Post by: Dark_Phantom on November 14, 2019, 10:53:15 AM
Possible, yet impractical as you lose mouse control for no reason.  It seems that it overloads into the mouse functionality after 5 eras.
Title: Re: The "Strange things" Thread
Post by: Unit 33 on November 14, 2019, 01:34:30 PM
Quote from: Dark_Phantom on November 14, 2019, 10:53:15 AM
Possible, yet impractical as you lose mouse control for no reason.  It seems that it overloads into the mouse functionality after 5 eras.
I'm partial to the theory that modding in five eras causes the game to become sentient and attempt to take control of the mouse.

s a l l y   l i v e s

Do not anger me, mortal!
Title: Re: The "Strange things" Thread
Post by: Giftheck on November 14, 2019, 01:36:20 PM
Quote from: Unit 33 on November 14, 2019, 01:34:30 PM
I'm partial to the theory that modding in five eras causes the game to become sentient and attempt to take control of the mouse.

s a l l y   l i v e s

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