DH-15A ODF file

Started by Delta327, December 26, 2014, 05:00:57 PM

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December 26, 2014, 05:00:57 PM Last Edit: December 26, 2014, 07:20:36 PM by Delta327
Dose any one have an odf for DH-15A blaster rifle can some on attach it on their next post  :o
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

The stock odf, of the republic rifle, is pretty enough. Still, you may easy edit it with the text editor, if you need any changes.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

You don't need to make an entirely new odf for a new weapon model.

Ok igot this error that says Error:  could not open ..\..\..\_lvl_pc\fpm\cis\cissbdrd.lvl for out put . DOS reports: No file or directory [continuing]
Dos any one know how to fix this
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

Yes, it say: could not open first person model, for cis, in the cissbdrd.lvl.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

Yes
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

And can anyone attach a tutorial on how to add coustom vehicles to my map.
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

December 27, 2014, 11:21:30 AM #7 Last Edit: December 27, 2014, 11:23:24 AM by Anyder Motionless
Quote from: Delta327 on December 27, 2014, 11:15:59 AM
And can anyone attach a tutorial on how to add coustom vehicles to my map.

Bamdur made a really good one, but it's on YT... not sure if there's a "text only" tutorial in the website...



EDIT: I found this..

Quote from: Radical_Pi date=1234560041
I'm not sure of the exact instructions but the most likely thing that you're doing wrong is adding the .odf of the vehicle itself instead of a com_item_vehicle_spawn.odf

I believe these are the instructions on how to do it:

1. HAVE THE VEHICLE INCLUDED IN THE REQ FILES (duh)
2. Create a com_item_vehicle_spawn object (located in Data****/Common/ODF with **** as the map name)
3. Position and orient the spawn object (It will be an arrow and the arrow should point the direction you want the vehicle facing)
4. Variables: Requires a list of it's own

  • ControlZone: CP the spawn point is associated with (used by the class selectors)
  • SpawnTime: Time after the destruction of the object spawned that it creates a new one
  • Class***ATK: What vehicle is to be spawned when the team *** has the CP (most likely can't be used when it is CISATK and there is a RepDEF set as well)(must be the name of the vehicle as it appears in the REQ files)
  • Class***DEF: What vehicle is to be spawned when team *** DOESN'T have the CP (probably same rules as the ATK counterpart)
  • Anything else: I'm not sure of the meaning
5. Make sure the vehicle is listed in the SetMemoryPoolSize commands in the LUA scripts ("EntityHover" for a hovering ship including the troop ships on Geonosis, "EntityFlyer" for things like X-Wings, AddWalkerType functions for vehicles with legs, look at the Mission LUA samples under Assets for the rest of the MemoryPool commands)

On the spawn point class variables, when the CP it is associated with falls under the control of the other team any vehicles that have not been activated (entered) will self-destruct and the ones for the new team will spawn if they are set
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QuoteDos any one know how to fix this
Logicaly, you need to add those fpm model. You may find it in assets, and put in to the sides msh folder, and edit sides REQ file in REQ folder, but I guess, for droids, it's enough just stock odf line. That depends, how exactly your Mission.lua sated up.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

December 27, 2014, 11:57:19 AM #9 Last Edit: December 27, 2014, 12:31:42 PM by Delta327
Quote from: Anyder Motionless on December 27, 2014, 11:21:30 AM
Bamdur made a really good one, but it's on YT... not sure if there's a "text only" tutorial in the website...



EDIT: I found this..
Do i create a new side or put dc:SIDE all.lvl

Still confused
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

December 27, 2014, 01:54:30 PM #10 Last Edit: December 27, 2014, 01:57:21 PM by Delta327
So i added a hovernaut in my map an edited the units and it still crashes and what dose he mean by edit the vehicle spawn
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

Quote from: Anyder Motionless on December 27, 2014, 11:21:30 AM
Bamdur made a really good one, but it's on YT... not sure if there's a "text only" tutorial in the website...



Create a com_item_vehicle_spawn object (located in Data****/Common/ODF with **** as the map name)

EDIT: I found this..
Hey so in the instructions  how do you create  a vehicle  spawn point with ADC as the map name!
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A