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Messages - Ty294

#1
I know I've made a deployable B1 Battledroid in the past, and I wanna say I think it was still using the "soldier" class. So hypothetically I would think it should be possible to make a deployable "flyer" class as well. The "droid" class currently used is very similar to the "hover" vehicle class, so you could start by switching "droid" to "hover" and see if that causes any issues. And if it still works, you should be able to switch the class to "flyer", then just copy over the various movement characteristics from the gunship. But try switching the classes first to make sure it doesn't crash.
#2
Released Assets / Re: Recovered Beta/Demo Textures
November 18, 2022, 04:53:31 AM
Quote from: AnthonyBF2 on November 17, 2022, 10:13:00 PMI don't have the time and energy to upload 20GB worth of ISOs, roms, exe, etc. I also have crap internet.

Oh, I didn't realize it was quite that big. lol Sorry!
#3
Released Assets / Re: Recovered Beta/Demo Textures
November 17, 2022, 04:14:56 PM
Would it be alright to upload the unsorted files right now? I was in the process of writing out an email to phych0fred about a bunch of textures and models, but if I might be able to shorten the email if I found some of my items in question among those files.
#4
Released Assets / Re: Recovered Beta/Demo Textures
November 17, 2022, 09:54:16 AM
Quote from: Giftheck on November 17, 2022, 08:42:35 AMLuckily I had it downloaded from a while ago. Here's a reupload: https://mega.nz/file/sdx2EC6b#zp47n-GyfmfR3HAIsTpv-XCh3EVyJoTfelDD9rA9SCQ

Thanks!

Didn't quite find what I was hoping to find, but there were still some interesting things in there nonetheless. So thanks to AnthonyBF2 for the original upload as well!
#5
Pretty sure that mysterious CP on the Jabba's Palace map is probably what the Gamorrean Guards use to spawn. They need a spawn point too after all.
#6
SWBF1 Modding / Re: [WIP] Endor: Bright Tree Village.
October 22, 2022, 07:26:33 AM
Quote from: ivocaprison on October 22, 2022, 07:00:25 AMCould you maybe release the assets for this map?

They are already released:

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1353

Be sure to check the downloads section first to see if something is already released!
#7
Welcome Center / Re: Hello there
October 04, 2022, 12:52:11 PM
Your thread title demands the customary answer:



(Also hello and welcome to the site ;) )
#8
General / Re: BF2 2005 dev build
October 04, 2022, 12:21:04 PM
I watched this after-the-fact, and I don't have a Twitch account, so I'll comment here.

Anyway, really interesting stream Phantom, thanks for sharing! I think it's too bad they didn't just keep a maybe slightly updated version of that red BF1-style menu and hud for BF2. Personally I think BF1's menu and hud were leagues better than BF2, but that's just me I guess. Has anyone ever managed to port the BF1 HUD over to BF2?

Also, I'm wondering if there's an asset release in the works, since you mentioned sorting through Psych0fred's files. I'm curious if there's any previously unseen source files among them.
#9
Released Assets / Re: Recovered Beta/Demo Textures
September 29, 2022, 09:40:12 AM
Sorry for the bump, but would it be possible to have the link updated? It currently 404s.
#10
Requests / Re: Jedi Senital Coruscant guard skin
September 26, 2022, 04:56:36 AM
I knew I had seen one, so I searched and found it on Gametoast:

http://gametoast.com/viewtopic.php?p=524619#p524619
#11
Star Wars Battlefront (2004 Original) / Re: 18 Years Today
September 22, 2022, 11:51:09 AM
I didn't get the game until a few years after it had been out, guessing '06 or '07, and I played it obsessively for a while since it was my first non-tactical FPS.

Funny thing was that, at the time, I always dreamed of how awesome it'd be to be able to create new maps and factions and stuff for the game, since at the time I didn't know modding was a thing. Then, one day, I discovered the old SWBFFiles site by accident, and downloaded my first mod map (it was Majin Revan's Thule Moon: Remnants), and I remembered just being blown away. So I got the tools and was so excited just at being able to do it, that I wound up releasing probably five or so crappy maps before I even knew what I was doing.

Good times.
#12
Awesome discovery! This should be fun to experiment with!
#13
Glad to be of service!
#14
Quote from: Bluetothestars on September 04, 2022, 03:11:11 AMStrange, my jedi inf odf doesn't have that line. The issue isn't with making the jedi inf on knightfall fall over when dying though, that works, for some reason the jedi heroes like anakin don't, unless it's in heroes vs. villains


Oh, I should have noted that the FleeLikeAHero line I added myself, that was the a new addition. The rest is a combination of the two defaults.



Anyway, so I think maybe there were some misunderstandings going on here in this thread. So Bluetothestars is talking about the unit in the actual hero slot, not necessarily the hero units, if I'm not mistaken? While I think Anthony was talking about the hero odf classes, but not the actual slot in the LUA they are put in.

Case in point here, I just went and tried putting my jedi unit in the hero slot, and it does the hero kneel down thing, even though it literally just had the regular death animation when it was in a trooper slot. So I decided to try adding the lines in the LUA, and in order cross-reference to see if they worked, I had one of them set a regular trooper in one of the common slots to do the kneel down.

    SetClassProperty("pct_inf_hero", "FleeLikeAHero", "0")
    SetClassProperty("pct_inf_assault", "FleeLikeAHero", "1")

So that assault trooper is in the "sniper" slot. While the hero unit is the one set to be a hero.

sniper = { "pct_inf_assault",1,4},



    SetHeroClass(IMP, "pct_inf_hero")

The LUA override works and makes the assault trooper kneel when killed, but it doesn't not affect the hero, which still kneels down like a normal hero. That same pct_inf_hero unit, if I remove it from the hero slot and put it into a common trooper slot, will do the regular death animation. I did several switches of different units and whatever unit is set as the hero class will always kneel. I even just copied the trooper in the rifleman slot so that it was in both the rifleman slot and the hero slot, and just being in the hero slot causes it to kneel down.

In 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!
#15
Okay, I dunno if this will be helpful at all, but I went and tried to make this work myself. I'm kinda novice when it comes to BF2 modding (more of a BF1 guy), so I just combined all the specs from both the com_inf_jedi with my individual unit .odf. The fleelikeahero line is right under the geometry and override texture lines. I did NOT put anything into the LUAs. It works perfectly in-game:

[GameObjectClass]
ClassLabel              = "soldier"
GeometryName            = "jed_inf_jedi.msh"

[Properties]
FootWaterSplashEffect   = "com_sfx_watersplash_sm"
WaterSplashEffect       = "com_sfx_watersplash_md"
WakeWaterSplashEffect   = "com_sfx_watersplash_wade"

AISizeType              = "HOVER"

GeometryName        = "jed_inf_jedi"
GeometryLowRes      = "jed_inf_jedi_low1"
OverrideTexture     = "jed_inf_jedi01"

FleeLikeAHero = 0

AnimationName        = "aalya"

MapTexture              = "troop_icon"
MapScale                = 1.4
MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100


FirstPersonFOV          = "70"
ThirdPersonFOV          = "65"

CAMERASECTION           = "STAND"
EyePointOffset          = "0.0 2.0 0.0"
TrackCenter = "0.0 1.7 0.0"
TrackOffset             = "0.0 0.0 5.2"
TiltValue               = "10"

CAMERASECTION        = "STANDZOOM"
EyePointOffset      = "0.0 1.8 0.0"
TrackCenter          = "0.0 1.8 0.0
TrackOffset          = "0.4 0.05 2.8"
TiltValue            = "3.5"

CAMERASECTION        = "CROUCH"
EyePointOffset      = "0.0 1.3 0.0"
TrackCenter          = "0.0 1.3 0.0
TrackOffset          = "0.0 0.15 3.0"
TiltValue            = "10.0"
CameraBlendTime      = "0.75"

CAMERASECTION        = "CROUCHZOOM"
EyePointOffset      = "0.0 1.3 0.0"
TrackCenter          = "0.0 1.3 0.0
TrackOffset          = "0.4 0.2 2.8"
TiltValue            = "3.5"

CAMERASECTION        = "PRONE"
EyePointOffset      = "0.0 0.5 0.0"
TrackCenter          = "0.0 0.5 0.0"
TrackOffset          = "0.0 0.0 3.0"
TiltValue            = "5.0"
CameraBlendTime      = "1.0"

CAMERASECTION        = "PRONEZOOM"
EyePointOffset      = "0.0 0.5 0.0"
TrackCenter          = "0.0 0.5 0.0"
TrackOffset          = "0.4 0.2 2.8"
TiltValue            = "3.5"

CAMERASECTION        = "SPRINT"
EyePointOffset      = "0.0 1.8 0.0"
TrackCenter          = "0.0 1.8 0.0
TrackOffset          = "0.0 0.0 4.0"
TiltValue            = "10.0"
CameraBlendTime      = "0.75"



HealthType              = "person"
//MaxHealth               = 1200.0
MaxHealth           = 200.0
AddHealth           = 20.0

NoEnterVehicles      = 0


MaxSpeed                = 9.0 //8.0
MaxStrafeSpeed          = 6.6 //6.0
MaxTurnSpeed            = 5.0
JumpHeight              = 3.5
RecoverFromTumble       = "1"

JumpForwardSpeedFactor  = 1.3
JumpStrafeSpeedFactor   = 1.0
RollSpeedFactor         = 1.5

Acceleration            = 70.0      // accelerate to full run in about 7/70 = 0.1 seconds
SprintAccelerateTime    = 0.35      // accelerate from run to sprint in this time

ControlSpeed            = "stand  1.00 1.00 1.00"
ControlSpeed            = "crouch 0.70 0.60 1.00"
ControlSpeed            = "prone  0.30 0.20 0.50"
ControlSpeed            = "sprint 2.50 0.50 0.50"
ControlSpeed            = "jet    1.50 1.25 1.25"
ControlSpeed            = "jump   0.10 0.10 0.60"
ControlSpeed            = "roll   0.02 0.02 0.35"
ControlSpeed            = "tumble 0.00 0.00 0.10"

// Energy bar defaults
EnergyBar               = 100.0     // Max energy
EnergyRestore           = 15.0      // energy regained per second if moving
EnergyRestoreIdle       = 25.0      // energy regained per second if not
EnergyDrainSprint       = 15.0      // energy spent per second of sprinting
EnergyMinSprint         = 20.0      // min energy to start sprinting
EnergyCostJump          = 0.0      // energy cost to jump
EnergyCostRoll          = 25.0      // energy cost to roll



NoEnterVehicles      = 1

BlurEffect          = "0.8"

//Jet Jump
JetJump             = "10.0"    //The initial jump-push given when enabling the jet
JetPush             = "0.0"     //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration     = "10.0"    // for characters with jet jump, use this acceleration for in air control
JetEffect           = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost         = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost  = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder    = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud          = 0
JetEnergyDrain      = 40.0

CollisionScale      = "0.0 0.0 0.0" // don't take damage from collisions
//Jet Jump End


WEAPONSECTION = 1
WeaponName1           = "all_weap_lightsaber"
WeaponAmmo1           = 0

//SOUND
//SndHeroSelectable           = ""
//SndHeroSpawned              = "hero_secura_spawn"
//SndHeroDefeated             = "hero_secura_exhausted"
//SndHeroKiller               = "hero_secura_exhausted"

//VOSound = "hero_secura_AcquiredTarget      AcquiredTarget"
//VOSound = "hero_secura_KillingSpree4      KillingSpree4"

VOUnitType                  = 0181
//SoldierMusic            = "rep_hero_secura_lp"
HurtSound                   = ""
DeathSound                  = ""
AcquiredTargetSound         = ""
HidingSound                 = ""
//ApproachingTargetSound    = ""
FleeSound               = ""
PreparingForDamageSound = ""
HeardEnemySound         = ""
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
//LowHealthSound          = "com_inf_saber_ambient"
LowHealthThreshold      = "1.1"
FoleyFXClass            = "all_inf_soldier"


DropItemClass           = "com_item_powerup_ammo"
DropItemProbability     = 0.05
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_health100"
DropItemProbability     = 0.05
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_dual"
DropItemProbability     = 0.20
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_energy"
DropItemProbability     = 0.10
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_offense"
DropItemProbability     = 0.15
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_defense"
DropItemProbability     = 0.15