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Messages - krahmin

#1
Thanks!

I had a suspicion that there would be undocumented changes between versions but was hoping that it was just due to PC receiving patches. As long as I'm not missing anything too big, I think I should be fine. I don't need it to be identical, but when I would see certain weapons or functions completely missing I figured it was worth looking into.
#2
Hey all,

I've been doing a lot of modding lately with this game and I noticed a few things in particular with some of the AI on my PC version vs my old PS2 version. Obviously the hero behavior and stats are different. 10k HP and lack of blocking means that nobody targets them and they just operate as damage sponges on the field, so I fixed it more in line with original PS2. But I noticed a few other things with the CIS sides. Super battle droids in the pc version don't use wrist rockets that I can see, and they certainly don't target vehicles with them unlike the console versions. I had to change the damage values and targeting behavior so that they would use the wrist rocket at long range and vs vehicles, and the tri shot between distance 0 and 12.

What else am I missing here, and where would I be able to check out a comprehensive list of changes to the game over it's lifespan? I'm assuming the game was released in the same state across platforms and was just patched over time for online users, but I could be wrong. Any searching on my part just returns one patch report involving things like jet trooper recharge rate and droideka shield rate.

Thanks :)
#3
There is potentially one more thing that I'm puzzled with, but it's not super important. I'm just wondering if it's possible to de-aggro yourself from an enemy jedi without inflating your health to 10,000. I noticed that seems to be the trigger, but I can't find any other way to get an enemy jedi to stop spending games swinging into my body the whole time :D
#4
Yeah I was going in the route of just using ZE to make new invisible ones, but I was able to sort out the mission.lua thankfully. I wasn't understanding that I needed to adjust the interaction between factions both ways; one for my playable side and one for the 3rd faction. I dug up a Kashyyyk file for reference and just copied the wookie-rebel/rep interaction.

You're right in that this game is tons of fun to mod, even without knowing much yet. I grew up playing it, and even today it strikes that perfect balance of being old enough to break apart into tiny details, but not so old that it looks/plays poorly. Great game. I appreciate all of these tools that are out there to help make this easier for coding newbies like myself.
#5
Wow that BFBuilder mod is a lifesaver. I tried for ages to get stock maps working with the basic tools and couldn't manage. Even when I tried to replicate the format of a new mod. So thanks for that.

So far the munging is going fine, but I'm trying my best to avoid any ZE work as it would be another learning curve, and I've convinced myself that I should be able to manage just editing the scripts. Could be wrong though ;)

So far I've been toying around with the .wld files and noticed this:

ChildRotation(1.000, 0.000, 0.000, 0.000);
ChildPosition(168.000, 52.000, -253.777);
SeqNo(-1751955066);
Team(2);
NetworkId(-1);
Label("CP12");
CaptureRegion("CP12Capture");
ControlRegion("");
SpawnPath("CP12SpawnPath");
AllyPath("CP12SpawnPath");
AllyCount("65536");
Radius("0.0");

This is an example of Kamino Cloning Facility. I set the ally path identical to the clones spawn path hoping that my 3rd side jet troopers would spawn in, but no luck. Maybe there's something I'm missing? I made sure the mission.lvl was munged properly. If it comes down to learning ZE, I'll suck it up.

Thanks again to both of you guys. I didn't expect anyone on the internet to come to my rescue so quick.

-edit

Interesting note, I changed the team to 3 and was able to spawn into a yellow post as the default clones, only to see my native troopers spawn in and be massacred :D At least I'm fiddling with things in the right ballpark it seems.

-edit2

Looks like it was my mission.lvl file after all. I got them all spawning , but now they just keep fighting my team despite them being allies.

-edit3

I did it!!!!! wooooooooooo thank you!!!!!
#6
Thank you for such a quick response!

That lua line cheat sheet helps a lot.

As for command post assignment, I'm not sure whether munging or hex editing is easier, as I don't know the tags to search in the hex editor, nor do I know where the command post odf files are to munge in BFBuilder. I keep finding prop data and stuff that I assume is related to visual construction of the posts themselves. I'll try to keep the search up. :)

-edit

Managed to hex edit CPs to third party factions, but couldn't figure out how to make them share CPs with playable sides. Might not be possible from what I gather. Ah well.
#7
Hey all,

I'm new to modding but have so far managed to pick up a decent amount. I have LVL Builders toolbox and BFBuilder installed, and I've been playing around with various mission and sides lvl files.

Basically my problem is this: I'm trying to play as jedi with all the other classes intact. I don't want to replace the hero class with a jet trooper for instance, because then I have 1 and I want more. I've thought I could just set 3-4 jet troopers as native forces but replicating a script like Endor results in nothing spawning. I'm 99% sure my issue has to do with not actually adjusting a proper spawn point. I'm not sure how to do this however. Any tips or advice is welcome. Thanks :)