Breakdown's PC Modding Guide

Started by Jedikiller, March 04, 2009, 05:25:41 PM

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Hello Everyone!..

If you are interested in modifying Lucas Arts Star Wars: Battlefront video game for the Personal Computer, you have come to the right place. ;) ) feel free to post them here, and I will answer to the best of my abilities, and add it to a FAQ section in this main post apart from the main tutorials. :)

Now, find the ODF "rep_inf_clone_trooper". Double click to open. To some at first this may all look like a jumbled mess of words, don't worry, you'll understand it soon.

We'll be making a few edits to the clone trooper. Editing weapons will be explained in the next tutorial.

Now, in the Clone Trooper ODF, scroll down to a line that says:

QuoteMaxHealth    = 300.0

This line controls the units health. Let's make him a bit more full of life. change the "300.0" to "500.0". Do not remove he quations or anything else in that line.

Now, the clone troopers health is 200 points higher than average :D (Sorry no mod installation guides here)

If all worked out, you should have a Republic Clone Trooper with more health, slower or faster depending on what you did with speed, and a rocket launcher instead of a pistol!

I hope you understand some basics now!

Guide 2.1: Closer Look at ODF's

Hi! In this guide we will look at a character ODF, weapon ODF, and an "ord" ODF, and I will explain what most of the lines mean.

Taking Apart The Character ODF:

[GameObjectClass]

QuoteClassLabel    = "soldier" -- Explains itself :unsure:
AimFactorPostureStand   = 100
AimFactorPostureCrouch   = 140
AimFactorPostureProne   = 160
AimFactorStrafe    = 60
AimFactorMove     = 70


HurtSound    = "rep_inf_com_chatter_wound" -- Sounds
DeathSound              = "rep_inf_com_chatter_death"
AcquiredTargetSound     = "rep_inf_com_chatter_acquired"
HidingSound             = "rep_inf_com_chatter_hide"
ApproachingTargetSound  = "rep_inf_com_chatter_approach"
FleeSound               = "rep_inf_com_chatter_flee"
PreparingForDamageSound = "rep_inf_com_chatter_predamage"
HeardEnemySound         = "rep_inf_com_chatter_heard"
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
//LowHealthThreshold      = ".25"
FoleyFXClass            = "rep_inf_trooper"

// squad command VO
SCFieldMoveOutSound  = "rep_inf_com_chatter_tac_moveout"
SCFieldHoldSound  = "rep_inf_com_chatter_tac_hold"
SCFieldFollowSound  = "rep_inf_com_chatter_tac_follow"
SCDriverGetInSound  = "rep_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound  = "rep_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound   = "rep_inf_com_chatter_tac_spreadout"
SCPassengerStopSound   = "rep_inf_com_chatter_tac_stop"
SCPassengerGetInSound   = "rep_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound   = "rep_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound   = "rep_inf_com_chatter_tac_allclear"
SCGunnerSteadySound  = "rep_inf_com_chatter_tac_stop"
SCGunnerGetInSound  = "rep_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound  = "rep_inf_com_chatter_tac_moveout"
SCResponseYessirSound   = "rep_inf_com_chatter_tac_yes"
SCResponseNosirSound   = "rep_inf_com_chatter_tac_no"
//ChargeSound    = "rep_inf_com_chatter_tac_charge"

// AI squad command VO
AISCFieldMoveOutSound  = "ai_rep_inf_com_chatter_tac_moveout"
AISCFieldHoldSound   = "ai_rep_inf_com_chatter_tac_hold"
AISCFieldFollowSound  = "ai_rep_inf_com_chatter_tac_follow"
AISCDriverGetInSound  = "ai_rep_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound  = "ai_rep_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound   = "ai_rep_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound  = "ai_rep_inf_com_chatter_tac_stop"
AISCPassengerGetInSound  = "ai_rep_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound   = "ai_rep_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound  = "ai_rep_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound  = "ai_rep_inf_com_chatter_tac_stop"
AISCGunnerGetInSound  = "ai_rep_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound  = "ai_rep_inf_com_chatter_tac_moveout"
AISCResponseYessirSound  = "ai_rep_inf_com_chatter_tac_yes"
AISCResponseNosirSound  = "ai_rep_inf_com_chatter_tac_no"
AISCGunnerGetOutSound  = "ai_rep_inf_com_chatter_tac_moveout"

AISizeType    = "SOLDIER"

DropItemClass    = "com_item_powerup_ammo" -- Probability to drop h/a
DropItemProbability  = 0.40
NextDropItem    = "-"
DropItemClass    = "com_item_powerup_health100"
DropItemProbability  = 0.30
NextDropItem    = "-"
DropItemClass    = "com_item_powerup_dual"
DropItemProbability  = 0.10




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I will add Guide 3: Simple Weapon Editing Tutorial Soon.

NSFAQ (Not So Frequently Asked Questions)

How To Remove Character Arrows on a Mini Map

Go into your character ODF, find the line MapTexture       = "troop_icon".
and remove the "troop_icon" line or whatever is there so it looks like this MapTexture       = ""
(Thanks Dresh for PMing me this question, I hope you don't mind me adding it here!)


------------------
-Breakdown    |
SWBF1 Modder|


(•̪●)=ε/̵͇̿̿/'̿'̿ ̿ ̿̿ ̿ ̿"" (-_-*)

Good thing I brought it up xD


#TYBG