Wrist rocket and jetpack problems on custom unit [Solved]

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SkinnyODST
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Wrist rocket and jetpack problems on custom unit [Solved]

Post by SkinnyODST »

I`ve made a custom unit in the rep team with a custom wrist rocket (acts the same as the normal one but buffed) and a jetpack.
However I have some problems:

1. I copied over the "fett" anim files from the cis/munged folder and pasted them in rep/munged, and added AnimationName = "fett" to the unit`s inf_default odf, but the wrist rocket doesn`t have the right firing animation. (it just uses the grenade throw anim)

2. I copied over the jetpack related code from the ep3jettrooper`s inf_default odf, but the jetpack doesn`t work at all on him.

How does meesa solve these problemo`s?
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Lorul1
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Re: Wrist rocket and jetpack problems on custom unit

Post by Lorul1 »

commander lorul from battles of the storm uses this.

all your steps seem right ... but i do know playing with the grenade some time cause an underhand grenade throw animation
so maybe when you played around with the rockets it changed its animation somehow. This is what I would do

First go through and triple check you have everything right (spelling, ect).

Then give your unit the default Fett wrist rocket and see if that one works.
____________________________________________________________________________________________________________

Here is the rocket odf that lorul uses (cis_weap_inf_wrist_rocket_fett)
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_wrist_rocket"

[Properties]
HUDTag = "hud_cis_wristrocket"
OrdnanceName = "cis_weap_inf_wrist_rocket_ord"

SniperScope = 1
ZoomFirstPerson = 1
ZoomMin = "3.0"
ZoomMax = "3.0"
ZoomRate = "0.0"

// to make it work - Mike Z
FireAnim = 1
InitialSalvoDelay = "0.46" // 14 frames
InstantPlayFireAnim = 1

//************************************************
//******************* SOUND *****************
//************************************************

FireSound = "cis_weap_inf_wrist_rocket_fire"
ReloadSound = "com_weap_inf_equip_lg"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"

[/code]
heres his odf
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "rep_inf_default"


[Properties]
PointsToUnlock = 12
UnitType = "assault"

AnimatedAddon = "joe "
GeometryAddon = "rep_addon_antenna"
AddonAttachJoint = "bone_ribcage"

MaxHealth = 3570.0

// when dead, kneel
FleeLikeAHero = 1

ImmuneToMines = "1"

EnergyBar = 225.0 // Max energy
EnergyRestore = 37.0 // energy regained per second if moving
EnergyRestoreIdle = 45.0 // energy regained per second if not
EnergyDrainSprint = 20.0 // 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

AnimationName = "fett"

WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rifle3"
WeaponAmmo = 2

WEAPONSECTION = 2
WeaponName = "cis_weap_hero_jangopistol"
WeaponAmmo = 0

WEAPONSECTION = 4
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 12
WeaponChannel = 1

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_blunderbuso"
WeaponAmmo = 0

WEAPONSECTION = 7
WeaponName = "cis_weap_inf_wrist_rocket_fett"
WeaponAmmo = 12
WeaponChannel = 1

WEAPONSECTION = 6
WeaponName = "rep_weap_inf_remotedroid"
WeaponAmmo = 1
WeaponChannel = 1

WEAPONSECTION = 5
WeaponName = "rep_weap_inf_powerup_dispenser"
WeaponAmmo = 12
WeaponChannel = 1

VOUnitType = 121
[/code]
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Re: Wrist rocket and jetpack problems on custom unit

Post by SkinnyODST »

Lorul1 wrote:commander lorul from battles of the storm uses this.

all your steps seem right ... but i do know playing with the grenade some time cause an underhand grenade throw animation
so maybe when you played around with the rockets it changed its animation somehow. This is what I would do

First go through and triple check you have everything right (spelling, ect).

Then give your unit the default Fett wrist rocket and see if that one works.
____________________________________________________________________________________________________________

Here is the rocket odf that lorul uses (cis_weap_inf_wrist_rocket_fett)
Hidden/Spoiler:
[code][WeaponClass]
ClassParent = "com_weap_inf_wrist_rocket"

[Properties]
HUDTag = "hud_cis_wristrocket"
OrdnanceName = "cis_weap_inf_wrist_rocket_ord"

SniperScope = 1
ZoomFirstPerson = 1
ZoomMin = "3.0"
ZoomMax = "3.0"
ZoomRate = "0.0"

// to make it work - Mike Z
FireAnim = 1
InitialSalvoDelay = "0.46" // 14 frames
InstantPlayFireAnim = 1

//************************************************
//******************* SOUND *****************
//************************************************

FireSound = "cis_weap_inf_wrist_rocket_fire"
ReloadSound = "com_weap_inf_equip_lg"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"

[/code]
heres his odf
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "rep_inf_default"


[Properties]
PointsToUnlock = 12
UnitType = "assault"

AnimatedAddon = "joe "
GeometryAddon = "rep_addon_antenna"
AddonAttachJoint = "bone_ribcage"

MaxHealth = 3570.0

// when dead, kneel
FleeLikeAHero = 1

ImmuneToMines = "1"

EnergyBar = 225.0 // Max energy
EnergyRestore = 37.0 // energy regained per second if moving
EnergyRestoreIdle = 45.0 // energy regained per second if not
EnergyDrainSprint = 20.0 // 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

AnimationName = "fett"

WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rifle3"
WeaponAmmo = 2

WEAPONSECTION = 2
WeaponName = "cis_weap_hero_jangopistol"
WeaponAmmo = 0

WEAPONSECTION = 4
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 12
WeaponChannel = 1

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_blunderbuso"
WeaponAmmo = 0

WEAPONSECTION = 7
WeaponName = "cis_weap_inf_wrist_rocket_fett"
WeaponAmmo = 12
WeaponChannel = 1

WEAPONSECTION = 6
WeaponName = "rep_weap_inf_remotedroid"
WeaponAmmo = 1
WeaponChannel = 1

WEAPONSECTION = 5
WeaponName = "rep_weap_inf_powerup_dispenser"
WeaponAmmo = 12
WeaponChannel = 1

VOUnitType = 121
[/code]
Ok so I gave him Jango`s wrist rockets (completely unaltered) and the animation is still not playing.
Just incase, here`s the units odf -
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "rep_inf_default"

AISizeType = "HOVER"

AnimationName = "fett"

ControlSpeed = "jet 1.50 1.25 1.25"

JetJump = "5.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "30.0" //Acceleration while hovering.
JetEffect = "rep_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.16" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)

CollisionScale = "0.0 0.0 0.0"

EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound = "rep_weap_jetpack_turnon"
TurnOffSound = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0

MaxShield = 100
AddShield = 5.0


[Properties]
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_westar_m5_r"
WeaponAmmo = 4

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_new_pistol"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "com_weap_Melee_Attack"
WeaponAmmo = 0
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 2
WeaponChannel = 1

WEAPONSECTION = 5
WeaponName = "rep_weap_inf_detpack"
WeaponAmmo = 2
WeaponChannel = 1

WEAPONSECTION = 6
WeaponName = "cis_weap_inf_wrist_rocket_fett"
WeaponAmmo = 4
WeaponChannel = 1

VOUnitType = 121[/code]
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Re: Wrist rocket and jetpack problems on custom unit

Post by Lorul1 »

hmmm try loading up jango fett from your custom cis side in your lua

Code: Select all

    ReadDataFile("dc:SIDE\\cis.lvl",
                             "cis_hero_jangofett",
and test him like by making his unit like a normal solider. see if he has the animation In game. If he does, simply replace your characters mesh with jangos and then one by one add or remove the things you don't need (the part with his jetpack, his guns can be replaced with yours)
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Re: Wrist rocket and jetpack problems on custom unit

Post by SkinnyODST »

Ok sorry for the late reply but I`ve had lots to do.

I figured out how to do it!
I need to put the jetpack and animation name code in the unit`s odf instead of it`s inf_default odf. It all works now! I noticed this with Jango`s code, all of his jetpack and animation name code was in "cis_hero_jangofett", not "com_hero_default".

Thanks for the help!
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Re: Wrist rocket and jetpack problems on custom unit

Post by Delta-1035 »

SkinnyODST wrote:Ok sorry for the late reply but I`ve had lots to do.

I figured out how to do it!
I need to put the jetpack and animation name code in the unit`s odf instead of it`s inf_default odf. It all works now! I noticed this with Jango`s code, all of his jetpack and animation name code was in "cis_hero_jangofett", not "com_hero_default".

Thanks for the help!
The unit's odf that you posted clearly shows that you pasted the jetpack and animation lines BEFORE the [Properties] and not after.

That is why it did not work.

The stock clone jet trooper has the lines in the _default_jettrooper.odf and it works fine indeed.
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