A few questions about modding possibilities.

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A few questions about modding possibilities.

Postby LordVGames » Tue Aug 07, 2018 3:22 pm

I've been a lurker in these forums for a while, but this is my first post here.

I have a few questions about the possibilities for modding certain things in the game, that I couldn't find answers for.

1. How can I give the fusion cutter a 360 degrees AoE?
2. Is it possible to make an autoturret always target and shoot whatever it has at allies/teammates? If so, how?
3. How could I change the main menu (instant action selection, multiplayer screen) music?
4. Is it possible to give each unit different voice lines/clips?
5. How can I make any vehicles non existant when playing a map with a modded era?

Answers for these questions would be greatly appreciated!

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Re: A few questions about modding possibilities.

Postby Marth8880 » Tue Aug 07, 2018 4:51 pm

Welcome! :)

LordVGames wrote:1. How can I give the fusion cutter a 360 degrees AoE?

I haven't tested it myself, but I suspect you can adjust the angle with the LockOnAngle parameter and the range with the LockOnRange parameter.

LordVGames wrote:2. Is it possible to make an autoturret always target and shoot whatever it has at allies/teammates? If so, how?

What you can do is set the turret's AutoFire parameter to 1 and the Controllable parameter to 0. This will cause the turret to automatically continuously fire its weapon. You can use the TargetEnemy/TargetNeutral/TargetFriendly weapon parameters to determine what team relations AI units will target with the weapon.

LordVGames wrote:3. How could I change the main menu (instant action selection, multiplayer screen) music?

This can be done by overwriting GameData\data\_lvl_pc\sound\shell.lvl with your own sound LVL file. It's easiest to find the stock sound shell.lvl files (namely shell.req, shell_music.stm, and shell.snd) in the mod tools assets and use those to compile your own custom shell.lvl. The name of the SoundStreamProperties that the game reads for the menu music is called "shell_soundtrack", so you'd want to change which Segments it uses.

More info:
http://www.secretsociety.com/forum/down ... 0Guide.txt
http://www.secretsociety.com/forum/down ... readme.txt

LordVGames wrote:4. Is it possible to give each unit different voice lines/clips?

Absolutely, plenty of mods do this. You just specify different VOSound parameters in each unit's ODF.

More info relating to VOSound: http://www.secretsociety.com/forum/down ... 0Hooks.txt

LordVGames wrote:5. How can I make any vehicles non existant when playing a map with a modded era?

Are you talking about doing so in existing mods/maps, or your own? If existing ones, you *might* be able to do so during runtime by executing the following commands via the "Code Console" command in the Fake Console:

Code: Select all
SetMemoryPool("EntityHover", 0)
SetMemoryPool("EntityFlyer", 0)
ClearWalkers()

(you'd have to run each command separately)

Do note that if it works at all, it probably won't immediately remove any vehicles that are already present in the map - but I could be wrong.

---

I hope that helps! :D

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Re: A few questions about modding possibilities.

Postby LordVGames » Wed Aug 08, 2018 11:15 pm

Marth8880 wrote:I haven't tested it myself, but I suspect you can adjust the angle with the LockOnAngle parameter and the range with the LockOnRange parameter.


I've experimented with that a bit, but it didn't give an AoE. I've also added other lines that I though would make it work, but to no avail.
This is what I have based on recommendations:
Code: Select all
LockOnRange             = 100.0
LockOnAngle             = 360.0
MinRange             = 1
OptimalRange         = 50
MaxRange            = 100
ExtremeRange         = 120

(I made the numbers extra large because I had no clue the scale of the numbers if it would've worked.)

Marth8880 wrote:What you can do is set the turret's AutoFire parameter to 1 and the Controllable parameter to 0. This will cause the turret to automatically continuously fire its weapon. You can use the TargetEnemy/TargetNeutral/TargetFriendly weapon parameters to determine what team relations AI units will target with the weapon.

Even with that, the turret wouldn't turn and aim at teammates, it'd still aim at enemies.
This is the ODF of the autoturret that won't aim right:
Hidden/Spoiler:
Code: Select all
[GameObjectClass]
GeometryName            = "com_weap_inf_dropturret.msh"

ClassLabel              = "portableturret"

[Properties]

TargetEnemy             = "0"
TargetNeutral           = "0"
TargetFriendly          = "1"

// NOBODY has override textures for this!
//OverrideTexture    = "com_prop_dropturret_all"

BUILDINGSECTION         = "BODY"
GeometryName            = "com_weap_inf_dropturret"
ExplosionName           = "all_bldg_inf_autoturret_exptf2"

BUILDINGSECTION         = "TURRET1"

TurretNodeName       = "aimer_y"

TURRETSECTION          = "TURRET1"

WeaponName              = "tf2_weap_inf_medigunturret"
AutoFire                = "1"
Controllable         = "0"

TargetLockMaxDistance   = 50

AimerNodeName           = "aimer_x"
FirePointName           = "hp_fire"


// the default texture, it looks like....
OverrideTexture    = "com_prop_dropturret_rep"
Pilottype       = "self"

BUILDINGSECTION         = "BODY"

MapTexture          = "turret_icon"
MapScale                = "1.2"
HealthTexture           = "HUD_kam_turret_icon"

MaxHealth               = "50.0"
LifeTime        = "9990.0"

BUILDINGSECTION         = "TURRET1"

Pilottype       = "self"
TurretNodeName          = "aimer_y"

PitchLimits             = "-35 35"
YawLimits               = "-180 180"

PitchTurnFactor      = "0.0"

ThirdPersonFOV          = "65"

MaxTurnSpeed            = "3.8"
MaxPitchSpeed           = "3.8"
//PitchRate             = "1.0" // this in the code is the same as MaxTurnSpeed !
//TurnRate              = "1.5" // this in the code is the same as MaxPitchSpeed !
PCMaxPitchSpeed         = "3.0"
PCMaxTurnSpeed          = "3.0"   
TrackCenter             = "0.0 8.0 5.0"
TrackOffset             = "0.0 -7.0 10.0"

TURRETSECTION       = "TURRET1"

AimerNodeName           = "aimer_x"
AimerPitchLimits         = "-35 35"
AimerYawLimits           = "0 0"

FirePointName           = "hp_fire"

TurretYawSound         = ""
TurretYawSoundPitch    = ""
TurretPitchSound       = ""
TurretPitchSoundPitch  = ""
TurretAmbientSound     = "remotedroid_engine_lp"
TurretActivateSound    = "vehicle_equip"
TurretDeactivateSound  = ""
TurretStartSound       = ""
TurretStopSound        = ""

TargetEnemy             = "0"
TargetNeutral           = "0"
TargetFriendly          = "1"

FoleyFXGroup        = "metal_foley"

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Re: A few questions about modding possibilities.

Postby Marth8880 » Thu Aug 09, 2018 6:09 pm

LordVGames wrote:I've experimented with that a bit, but it didn't give an AoE. I've also added other lines that I though would make it work, but to no avail.
This is what I have based on recommendations:
Code: Select all
LockOnRange             = 100.0
LockOnAngle             = 360.0
MinRange             = 1
OptimalRange         = 50
MaxRange            = 100
ExtremeRange         = 120

(I made the numbers extra large because I had no clue the scale of the numbers if it would've worked.)

Try using 270 for the LockOnAngle (in case you didn't try values < 360 already).

Also, MinRange/MaxRange/etc. determine the target range values for AI that use the weapon.

LordVGames wrote:Even with that, the turret wouldn't turn and aim at teammates, it'd still aim at enemies.
This is the ODF of the autoturret that won't aim right:

What about the autoturret's weapon ODF?

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Re: A few questions about modding possibilities.

Postby LordVGames » Sat Aug 11, 2018 4:54 pm

Marth8880 wrote:Try using 270 for the LockOnAngle (in case you didn't try values < 360 already).

Also, MinRange/MaxRange/etc. determine the target range values for AI that use the weapon.


Tried that, still did nothing. Maybe it's not possible? Unless it's me not doing it right. This is what I put in the fusion cutter ODF:
Code: Select all
LockOnRange             = 7.5
LockOnAngle             = 270.0
MinRange            = 1
MaxRange            = 10


Marth8880 wrote:What about the autoturret's weapon ODF?

The weapon was the fusion cutter that I was trying to give 360 degrees AoE in case the turret aiming wouldn't work.
Code: Select all
[WeaponClass]
ClassLabel              = "repair"

[Properties]
MuzzleFlashEffect       = "com_sfx_repair"
Discharge               = "small_smoke_effect"

RoundsPerClip           = "-1"
ReloadTime              = "0.0"
HeatRecoverRate         = "0.16"
HeatThreshold           = "0.7"

FirePointName           = "hp_fire"

ShotDelay               = 0.1
TriggerSingle           = "0"
HeatPerShot             = "0.060"

VehicleHealth           = 0
BuildingHealth          = 0
BuildingBuild           = 0
BuildingRebuild         = 0
DroidHealth             = 0
MineHealth              = 0
PersonHealth         = 2
PersonAmmo             = 1
AnimalHealth          = 2
AnimalAmmo             = 1

LockOnRange             = 7.5
LockOnAngle             = 270.0
MinRange            = 1
MaxRange            = 10

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

FireEmptySound      = "com_weap_inf_weapon_empty"
FireLoopSound       = "com_weap_inf_fusioncutter_fire"
ReloadSound         = ""
ChargeSound         = ""
OverheatSound       = "com_weap_energy_depleted"
OverheatSoundPitch  = "0.5"
OverheatStopSound   = ""
ChangeModeSound     = ""
WeaponChangeSound   = ""
JumpSound           = "com_weap_inf_pistol_mvt_jump"
LandSound           = "com_weap_inf_pistol_mvt_land"
RollSound           = "com_weap_inf_pistol_mvt_roll"
//ProneSound          = "com_weap_inf_pistol_mvt_lie"
SquatSound          = "com_weap_inf_pistol_mvt_squat"
//StandSound          = "com_weap_inf_pistol_mvt_getup"

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