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Messages - AnthonyBF2

#18
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.
#19
I have figured out that SWBF2 has a limit how many AddCameraShot lines we are allowed to have in our mission scripts.

I originally wanted to create a lot of new camera shot angles for Polis Massa that cover just about every aspect of the level including the outside areas.
I began with the first camera shot starting in the northeast hangar then worked my way around the map in a clock-wise fasion, finishing off with the outside areas.
When I tested these new camera shots, I noticed that the only camera shots I were seeing were from the northeast hangar area to around the middle of the map and hallway areas.
None of my camera shots from the western half section of the level were ever being displayed, despite clicking through a few thousand times total over the course of several minutes.

My camera shots were 46 total:
AddCameraShot(-0.193204, 0.020136, -0.975667, -0.101688, 112.649200, 17.623613, -117.789055);
AddCameraShot(0.584935, -0.031815, 0.809260, 0.044016, 113.651199, 15.829309, -115.886131);
AddCameraShot(0.736033, -0.065748, 0.671074, 0.059945, 153.837189, 20.048080, -63.497570);
AddCameraShot(0.790976, -0.073693, -0.604774, -0.056345, 64.175720, 21.036154, -56.964710);
AddCameraShot(-0.185849, 0.018834, -0.977392, -0.099047, 111.285927, 28.223373, -54.238270);
AddCameraShot(-0.001280, 0.000083, -0.997900, -0.064766, 109.011116, 28.223373, -22.601974);
AddCameraShot(-0.183012, 0.013717, -0.980266, -0.073470, 113.267677, 30.263466, 29.434828);
AddCameraShot(0.964453, -0.104699, 0.241211, 0.026185, 114.457832, 30.263466, 63.073421);
AddCameraShot(0.992400, -0.107255, 0.059970, 0.006481, 108.915672, 30.263466, 88.068588);
AddCameraShot(0.959905, -0.092199, 0.263515, 0.025311, 74.257927, 29.590170, 73.609756);
AddCameraShot(0.683231, -0.082409, -0.720316, -0.086882, 31.704250, 31.202438, 26.538410);
AddCameraShot(0.830298, -0.055477, 0.553318, 0.036970, 39.720638, 28.345638, 84.253395);
AddCameraShot(0.561187, -0.031328, 0.825810, 0.046100, 36.971157, 28.345638, 48.274956);
AddCameraShot(0.735050, -0.056499, -0.673667, -0.051781, 11.336551, 29.386257, 65.714912);
AddCameraShot(0.707775, -0.053725, 0.702372, 0.053315, -29.159868, 27.243788, 66.175629);
AddCameraShot(0.823174, -0.069979, -0.561436, -0.047728, -55.811001, 27.243788, 83.084099);
AddCameraShot(0.573029, -0.049538, -0.814997, -0.070456, -55.937042, 27.243788, 49.701363);
AddCameraShot(0.982240, -0.090099, -0.163892, -0.015033, -61.295517, 29.610790, 85.892136);
AddCameraShot(0.173008, -0.017782, -0.979599, -0.100685, -61.614410, 29.610790, 45.912346);
AddCameraShot(0.807021, -0.078290, -0.582575, -0.056517, -121.689636, 29.610790, 25.724768);
AddCameraShot(-0.383000, 0.046196, -0.915954, -0.110479, -48.431633, 29.610790, 12.872742);
AddCameraShot(0.557964, -0.057617, 0.823484, 0.085035, -41.858772, 29.610790, 22.620537);
AddCameraShot(-0.182955, 0.020038, -0.977075, -0.107011, -58.829170, 29.610790, 6.798736);
AddCameraShot(-0.388796, 0.032306, -0.917595, -0.076246, -69.086578, 29.610790, 33.191689);
AddCameraShot(0.920115, -0.073810, -0.383400, -0.030756, -78.830750, 30.425386, 42.888916);
AddCameraShot(0.457012, -0.048952, -0.883061, -0.094588, -87.543770, 29.976128, 19.184814);
AddCameraShot(0.929891, -0.102292, 0.351207, 0.038634, -54.797810, 29.976128, 51.905849);
AddCameraShot(0.706788, -0.058730, -0.702562, -0.058379, -115.377319, 27.573608, 16.620588);
AddCameraShot(0.993194, -0.116439, 0.002627, 0.000308, -101.796677, 23.019112, 9.886441);
AddCameraShot(0.988687, -0.085472, -0.122799, -0.010616, -111.977242, 20.063837, -16.614649);
AddCameraShot(0.971906, -0.087752, 0.217513, 0.019639, -89.960732, 20.063837, -18.757191);
AddCameraShot(-0.433208, 0.001266, -0.901289, -0.002635, -82.926857, 17.222723, -42.276718);
AddCameraShot(0.432160, 0.008202, -0.901597, 0.017111, -120.614128, 16.188404, -41.560928);
AddCameraShot(0.988644, -0.025017, 0.148129, 0.003748, -103.900917, 17.786942, -62.822586);
AddCameraShot(0.004667, -0.000408, -0.996191, -0.087077, -107.905487, 20.777037, -91.118042);
AddCameraShot(0.859376, -0.080893, -0.502683, -0.047318, -138.680084, 27.347904, -102.857193);
AddCameraShot(0.835842, -0.085508, -0.539454, -0.055187, -111.555107, 27.347904, -124.002724);
AddCameraShot(-0.203931, 0.019686, -0.974259, -0.094047, -86.849838, 27.347904, -149.211700);
AddCameraShot(0.221774, -0.013758, -0.973130, -0.060369, -88.128891, 27.347904, -139.433487);
AddCameraShot(0.919751, -0.099405, 0.377508, 0.040800, -76.611458, 27.347904, -113.546669);
AddCameraShot(-0.365374, 0.093483, -0.897252, -0.229567, -68.512276, 48.999775, 32.186607);
AddCameraShot(-0.374301, 0.064261, -0.911739, -0.156531, -80.808182, 40.863174, 44.598972);
AddCameraShot(0.787426, -0.124791, 0.596205, 0.094486, 100.166710, 49.583767, 7.743818);
AddCameraShot(0.442534, -0.054447, -0.888399, -0.109303, -99.501755, 61.293411, -160.744293);
AddCameraShot(0.546671, -0.082106, 0.824069, 0.123769, 122.037178, 61.293411, -135.296982);
AddCameraShot(0.940030, -0.341091, 0.000512, 0.000186, 109.009598, 43.900810, -36.755657);

So next I ran a test. I created a new set of camera shots, 16 total. 15 of the camera shots are 100% exactly the same.
The 16th camera shot will be in the northwest hangar, a totally different area of the level.

This test was successful.
All 16 camera shots were available but of course, the 16th camera shot from the northwest hangar was rare to see since the other 15 camera shots were in the exact same location.

The next part of the test I did was add a 17th camera shot that appears in the central hangar.
I spent about ten minutes clicking through the camera shots nonstop. The 17th camera shot never ever appears.
The 16th camera shot still appeared sometimes whereas most of the camera shots displayed were among the first 15.

At this point, the 17 total camera shots were:
AddCameraShot(-0.193204, 0.020136, -0.975667, -0.101688, 112.649200, 17.623613, -117.789055);
AddCameraShot(-0.193204, 0.020136, -0.975667, -0.101688, 112.649200, 17.623613, -117.789055);
AddCameraShot(-0.193204, 0.020136, -0.975667, -0.101688, 112.649200, 17.623613, -117.789055);
AddCameraShot(-0.193204, 0.020136, -0.975667, -0.101688, 112.649200, 17.623613, -117.789055);
AddCameraShot(-0.193204, 0.020136, -0.975667, -0.101688, 112.649200, 17.623613, -117.789055);
AddCameraShot(-0.193204, 0.020136, -0.975667, -0.101688, 112.649200, 17.623613, -117.789055);
AddCameraShot(-0.193204, 0.020136, -0.975667, -0.101688, 112.649200, 17.623613, -117.789055);
AddCameraShot(-0.193204, 0.020136, -0.975667, -0.101688, 112.649200, 17.623613, -117.789055);
AddCameraShot(-0.193204, 0.020136, -0.975667, -0.101688, 112.649200, 17.623613, -117.789055);
AddCameraShot(-0.193204, 0.020136, -0.975667, -0.101688, 112.649200, 17.623613, -117.789055);
AddCameraShot(-0.193204, 0.020136, -0.975667, -0.101688, 112.649200, 17.623613, -117.789055);
AddCameraShot(-0.193204, 0.020136, -0.975667, -0.101688, 112.649200, 17.623613, -117.789055);
AddCameraShot(-0.193204, 0.020136, -0.975667, -0.101688, 112.649200, 17.623613, -117.789055);
AddCameraShot(-0.193204, 0.020136, -0.975667, -0.101688, 112.649200, 17.623613, -117.789055);
AddCameraShot(-0.193204, 0.020136, -0.975667, -0.101688, 112.649200, 17.623613, -117.789055);
AddCameraShot(0.912267, -0.135238, 0.382447, 0.056695, -76.756111, 30.076214, -114.305008);
AddCameraShot(0.555123, -0.064545, 0.823711, 0.095773, -42.186226, 30.475630, 22.398804);

Conclusion: SWBF2 has a 16 camera shot limit.
I would recommend all future modders who want a lot of camera shots to make different camera shots for different game modes.
For example, in CTF mode, have 16 total camera shots that focus on only CTF areas, such as the flag goals, flag locations, command posts, and the paths that AI use.
In other modes, like conquest, have a set of 16 different camera shots that focus more on command post locations and main pathways, perhaps vehicle spawns if applicable.

Also note that the debugger game exe doesn't print any error messages when you go over the 16 limit.

I am going to assume that SWBF1 has a similar limit but I don't feel like making a SWBF1 mod to test it. It would be nice if a SWBF1 modder can run a similar test and see what the limit is.
#20
Game version has nothing to do with ODF settings.
#21
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.
#22
This is incredible. I already have ideas for my own mod maps based on these new extended limits.
#23
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.
#24
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.
#25
I know it works. I've been modding BF2 forever. You messed up somewhere.
#26
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.
#27
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.
#28
Search the other character ODFs and look for that one command and if it doesn't exist, add it and make the value 0.
#29
SWBF1 Modding / Re: Flickering objects on mod map
August 24, 2022, 03:35:27 AM
I don't understand the sky values much either. I've always tried different stock values until one works for whatever my current mod is.
#30
If you made a custom side then you need to checkmark "everything" on sides in visualmunge. If not, then copy them yourself from data_mod\_lvl_pc\sides\ and paste it at addon\mod\data\_lvl_pc\side\

If you didn't prepare custom sides .... why are you trying to load custom sides?