Let's go!
Step 1:
You have to go to assets -> sides and copy Common and CIS folder.
\BF2_ModTools\assets\sides
After this, go to the folder sides in your data_$#& folder and paste it ($#& means three letters of your mod)
\BF2_ModTools\data_$#&\Sides
Step 2:
Next, go to the CIS folder, search and open "cis_inf_marine.odf" and "cis_inf_default_marine.odf".
\BF2_ModTools\data_$#&\Sides\CIS\odf
cis_inf_marine.odf It's something like that:
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[GameObjectClass]
ClassParent = "cis_inf_default_marine"
[Properties]
GeometryName = "cis_inf_bdroid"
GeometryLowRes = "cis_inf_bdroid_low1"
SkeletonName = "bdroid"
SkeletonLowRes = "bdroidlz"
FirstPerson = "CIS\cisbdrd;cis_1st_bdroid"
OverrideTexture = "cis_inf_battledroid_green"
OverrideTexture = "cis_inf_battledroid_green"
to
OverrideTexture = "cis_inf_battledroid"
And so it is! Now, we have to put this droid in the map and edit his blasters.
Now you can save and close this .odf
Open the other odf, "cis_inf_default_marine.odf".
It's something like that:
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[GameObjectClass]
ClassParent = "cis_inf_default"
[Properties]
UnitType = "trooper"
WEAPONSECTION = 1
WeaponName = "cis_weap_inf_rifle"
WeaponAmmo = 4
WEAPONSECTION = 2
WeaponName = "cis_weap_inf_rocket_launcher"
WeaponAmmo = 4
WEAPONSECTION = 3
WeaponName = "cis_weap_inf_thermaldetonator"
WeaponAmmo = 2
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "cis_weap_award_rifle"
WeaponAmmo = 4
VOUnitType = 082
(Ignore VOSound)
This is an E-5 Blaster rifle, default blaster in B1 droids.
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WEAPONSECTION = 1
WeaponName = "cis_weap_inf_rifle"
WeaponAmmo = 4
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WEAPONSECTION = 2
WeaponName = "cis_weap_inf_rocket_launcher"
WeaponAmmo = 4
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WEAPONSECTION = 3
WeaponName = "cis_weap_inf_thermaldetonator"
WeaponAmmo = 2
WeaponChannel = 1
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WEAPONSECTION = 4
WeaponName = "cis_weap_award_rifle"
WeaponAmmo = 4
Now, you have to make agreement to numbers of WEAPONSECTION, like this:
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[GameObjectClass]
ClassParent = "cis_inf_default"
[Properties]
UnitType = "trooper"
WEAPONSECTION = 1
WeaponName = "cis_weap_inf_rifle"
WeaponAmmo = 4
WEAPONSECTION = 2
WeaponName = "cis_weap_inf_thermaldetonator"
WeaponAmmo = 2
WeaponChannel = 1
WEAPONSECTION = 3
WeaponName = "cis_weap_award_rifle"
WeaponAmmo = 4
VOUnitType = 082
(Ignore VOSound)
Now, we make it! Just remain put this droid in the .lua.
Step 3:
Open your c_con.lua in...
\BF2_ModTools\data_$#&\Common\scripts\$#&
and go to this part:
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function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
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ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
You must to put "cis_inf_marine" below "cis_hover_aat", like this:
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ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_inf_marine")
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SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
You have to change "cis_inf_rifleman" (Super Battle droid) to "cis_inf_marine" (B1), like this:
Code: Select all
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_marine",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
Code: Select all
AddUnitClass(CIS, "cis_inf_marine",60,60)
And you already finished, munge the common part and CIS side.function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_inf_marine")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_marine",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
AddUnitClass(CIS, "cis_inf_marine",60,60)
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
If you wanna have both classes, look here!
You have to change rifleman to marine, but no delete it.
Code: Select all
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_marine",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
Code: Select all
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_marine",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
extra1 = { "cis_inf_rifleman",1, 4},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
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AddUnitClass(CIS, "cis_inf_marine",60,60)
AddUnitClass(CIS, "cis_inf_rifleman",60,60)
like this:
Code: Select all
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_marine",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
extra1 = { "cis_inf_rifleman",1, 4},
}
}
AddUnitClass(CIS, "cis_inf_marine",60,60)
AddUnitClass(CIS, "cis_inf_rifleman",60,60)
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
I hope you like it and understand it, because my english isn't good xD
If you got a question no doubt to answer this post!