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.
Extremerange doesn't really even do anything I remember psych0fred saying it was another redundant code somewhere.
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?
Hmm, thats very strange, especially since it just has "" which gives us no example. Try removing the line and see what happens.
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.
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.
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...
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.
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.
Obviously a Logans' Run reference.
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...
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.
The scale parameter in .odf must be similar with scale parameters in .msh.option file: .odf woks for zeroeditor view, .msh.option for game.
Ohhh, it all makes sense now, thanks, that helped a lot!
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
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)
NoCombatInterrupt = "1", mean this vehicle never stop for shoot somebody, and just transport infantry to CPs.
There is no issue with discussing radar in a downloadable mod.
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..
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.
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"
I think, this textures, are hidden somewhere, inside the game lvl's, and responsible for color of the weapon "bar huds".
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"?
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.
Found this cool line in a prop .odf: OrdnanceCollision = "none" it lets all guns shoot through it but you cant walk through it, interesting..
This is commented out on almost every vehilce I can think of. What does it do, exactly?
HitLocation = "p_crithit 0"
Defines a critical hit collision primitive, much like in SWBFII. It probably still works try it.
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
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.)
That makes sense but it still crashes.
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)
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...
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.
//SuppressRadius = "1.0"
I found this in the mine .odf
It's marked out so I assume its useless.
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/
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:
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..
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 :/
That's lame.. I wish we could change that. It'd be awesome to have an army following you everywhere.
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:
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.
I found this in the ATTE
CargoNodeName = "hp_link_1"
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.
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
Let's not derail this topic, please.
SetAIVehicleNotifyRadius(64)
This is taken from platforms LUA and can be seen in various other stock maps with flyer vehicles.
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.
(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.
i'v seen something similar to that somewhere in universe, but i cant remember where
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
If I remember, I saw this, in "Myrkr: Show of Force" map...
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] (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
Yeah, it makes me wonder what Pandemic was planning for it.. Like why was it labeled "imp" for imperial? Strange..
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
WHAT. THE. FRIPPIN. HECK.
--I here by claim I have found the "Strangest Thing" and am now king of the thread :P
[spoiler]
[/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
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
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:
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
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
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
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.
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][/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
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. ;)
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.
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.
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
vulgar profanity
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
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âââ âââââââââââââââââââââââââââââââââââââââââââââ#âââââââââ
ââââââ âââ ââââââââââââââââââââââââ
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ââââââââââââ ââââââ TRUEVISION-XFILE.
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]
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 .
Oh, I don't have word installed on my laptop..
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.
[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]
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.
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.
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.
--
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.
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
[GameObjectClass]
ClassLabel = "animatedprop"
GeometryName = "tat3_bldg_torturedroid.msh"
[Properties]
GeometryName = "tat3_bldg_torturedroid"
AnimationName = "tat3_bldg_torturedroid"
Animation = "idle"
SoundProperty = "victim_amb"
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..
... Screaming droids running around during a Jawa attack ... I Like It!
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"
Nice. Now we can make a baseball mod ;)
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
Hahaha! Unfortunately deflect only works with lasers.
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.
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!
What about when the ball get deflected into the ground? do sabers deflect the sticky class
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.
SetMemoryPoolSize("FlyGotoHelper", 64)
I wonder what this does..
Found it in the bes1 lua
I may only guess: this memory pool, helping flyers, to choose: where are they need to go... :shrug:
:rofl:
[spoiler]
[/spoiler]
They look like ants making an ant tower. Yes i was able to climb them to the top.
Quote from: MileHighGuy on May 13, 2014, 09:58:07 AM
:rofl:
[spoiler][/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?
I made a unit dispenser and went crazy.
Quote from: MileHighGuy on May 13, 2014, 09:58:07 AM
:rofl:
[spoiler][/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
Just when I thought I was close to a breakthrough
https://vidd.me/dLJ
I got really excited thinking what could be done with a mod like that.... and then the end bit happened. :(
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!
nice work :cheers:
Sweet! Memory pool sizes may need to be adjusted too. What's the odf's you used?
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.
anyone know why this is happening? It doesnt happen with sereja's droid, which I based this off of.
[spoiler]
[/spoiler]
if you cant tell the shield is rapidly turning on and turning off
EDIT: fixed it. addshield had to be positve.
DisableTime = "10.0"
Adding this line to a grenade or haywire ORD ODF will temporarily disable enemy vehicles it damages for 10 seconds.
Wow that's neat..
Can you get a vid or pic for us, this would be interesting to see.
Along with that disabling vehicles, it would be nice to see if the disablement also forced the occupants out of the vehicle...
I could see some kind of emp grenade using that..
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
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]
Neat! Does that actually still work, though?
Actually, I heard something like that in 2008, when I started playing. Now, Snake can prove the theory! Awesome find, man!
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.
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.
----------------------------------
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
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 )
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).
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
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.
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
Sally... my old arch nemesis
wait so is more than 5 eras possible ?
Possible, yet impractical as you lose mouse control for no reason. It seems that it overloads into the mouse functionality after 5 eras.
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!
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
Star Wars: Battlefront is Skynet!