Help into getting a shield generator weapon for the republic

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
EchoChrysis
Posts: 2
Joined: Sat Dec 01, 2018 1:55 pm
Projects :: Clone Wars Evolved Galatic Conquest Mod
Games I'm Playing :: Classic SWB2 2005
xbox live or psn: No gamertag set
Location: Portugal

Help into getting a shield generator weapon for the republic

Post by EchoChrysis »

What I have:
SWB1 modtools;
SWB2 modtools;
This tutorial:
http://www.gametoast.com/viewtopic.php?f=27&t=13743
Specifically:
Hidden/Spoiler:
[code]
Advanced Trick 4 - How to make turrets into shield generators or grenades that fire ordnance.
Hidden/Spoiler:
It's really unbelievabely simple, and based on a few lines of code. These lines I found while ;looking through the naboo assets from BF1. The fambaa uses them
I've added them to a standard deployable imperial turret, and changed its weapons. Here's the ODF. The crucial lines are in green.

[GameObjectClass]
ClassParent = "com_bldg_inf_autoturret"
GeometryName = "com_weap_inf_dropturret.msh"

[Properties]
// NOBODY has override textures for this!
//OverrideTexture = "com_prop_dropturret_imp"

BUILDINGSECTION = "BODY"
GeometryName = "com_weap_inf_dropturret"
ExplosionName = "imp_bldg_inf_autoturret_exp"

BUILDINGSECTION = "TURRET1"

TurretNodeName = "aimer_y"

TURRETSECTION = "TURRET1"

PilotType = "self"

Controllable = "0"
AutoFire = "1"

WeaponName = "zom_weap_fly_stap_shield"
WeaponAmmo = "2"

AimerNodeName = "aimer_x"
FirePointName = "hp_fire"

AutoFire makes things fire immediately. Whether they detect enemies or not. This needs a little adjustment for a shield, otherwise it just fires constantly (goes on and off). So ammo for the weapon is set to two (look at the fambaa's shield weapon for reference).
With a custom effect added and the shield size changed (shield's odf), we now have a fully functional portable shield generator. Hurrah![/code]
I also have these:
Hidden/Spoiler:
[code]nab_weap_bldg_fambaa_shield.odf
[WeaponClass]

ClassLabel = "shield"

[Properties]

RoundsPerClip = "1"
ShotDelay = "0.1"
ReloadTime = "0.0"

LockOnAngle = 0
LockOnRange = 0

TriggerSingle = 0

MaxShield = 100000
AddShield = -100000

ShieldRadius = "60.0 30.0"

FireSound = ""
FireEmptySound = ""
FireLoopSound = ""
ReloadSound = ""
ChargeSound = ""
ChangeModeSound = ""
WeaponChangeSound = ""

ShieldEffect = "fambaa_shield"[/code]
Hidden/Spoiler:
[code]nab_bldg_fambaa_shield.odf
[GameObjectClass]

ClassLabel ="commandarmedanimatedbuilding"
GeometryName ="nab1_walk_fambaa.msh"


[Properties]

GeometryName ="nab1_walk_fambaa"

BUILDINGSECTION ="BODY"
Label ="Control Zone"
MapTexture ="hud_dest_icon"
MapScale =3.0

GeometryName ="nab1_walk_fambaa"
AnimationName ="nab_walk_fambaa"
IdleAnimation ="fambaa_idle"
DeathAnimation ="fambaa_death"

MaxHealth ="10000.0"
RespawnTime ="6000000"

AmbientSound = "all famba_moan"
AmbientSound = "cis famba_moan"
AmbientSound = "imp famba_moan"
AmbientSound = "rep famba_moan"
HurtSound = "famba_hurt"
DeathSound = "famba_death"
SpawnPointCount = "6"
SpawnPointLocation = "8.0 0.0 0.0 5"
SpawnPointLocation = "8.0 0.0 4.0 5"
SpawnPointLocation = "8.0 0.0 -4.0 5"
SpawnPointLocation = "-8.0 0.0 0.0 355"
SpawnPointLocation = "-8.0 0.0 4.0 355"
SpawnPointLocation = "-8.0 0.0 -4.0 355"

BUILDINGSECTION = "TURRET1"

PilotType = "self"
Controllable = "0"
AutoFire = "1"

TurretNodeName = "hp_fire"
PitchLimits = "0.0 0.0"
YawLimits = "0.0 0.0"
MaxTurnSpeed = "0.0"
MaxPitchSpeed = "0.0"

WeaponName = "nab_weap_bldg_fambaa_shield"
WeaponAmmo = 2

[InstanceProperties]
CaptureRegion = ""
ControlRegion = ""
KillRegion = ""
SpawnPath = "FambaSpawnPath"
AllyPath = ""
AllyCount = 65536
Radius = 0.0
ValueBleed = 15
Value_ATK_Alliance =
Value_ATK_CIS =
Value_ATK_Empire =
Value_ATK_Republic =
Value_DEF_Alliance =
Value_DEF_CIS =
Value_DEF_Empire =
Value_DEF_Republic =
Value_DEF_Locals =
VO_All_AllCapture = ""
VO_All_AllLost = ""
VO_All_AllInDispute = ""
VO_All_AllSaved = ""
VO_All_AllInfo = ""
VO_All_ImpCapture = ""
VO_All_ImpLost = ""
VO_All_ImpInDispute = ""
VO_All_ImpSaved = ""
VO_All_ImpInfo = ""
VO_Imp_AllCapture = ""
VO_Imp_AllLost = ""
VO_Imp_AllInDispute = ""
VO_Imp_AllSaved = ""
VO_Imp_AllInfo = ""
VO_Imp_ImpCapture = ""
VO_Imp_ImpLost = ""
VO_Imp_ImpInDispute = ""
VO_Imp_ImpSaved = ""
VO_Imp_ImpInfo = ""
VO_Rep_RepCapture = ""
VO_Rep_RepLost = ""
VO_Rep_RepInDispute = ""
VO_Rep_RepSaved = ""
VO_Rep_RepInfo = "cis_destroy_famba"
VO_Rep_CISCapture = ""
VO_Rep_CISLost = ""
VO_Rep_CISInDispute = ""
VO_Rep_CISSaved = ""
VO_Rep_CISInfo = "cis_destroy_famba"
VO_CIS_RepCapture = ""
VO_CIS_RepLost = ""
VO_CIS_RepInDispute = ""
VO_CIS_RepSaved = ""
VO_CIS_RepInfo = "cis_destroy_famba"
VO_CIS_CISCapture = ""
VO_CIS_CISLost = ""
VO_CIS_CISInDispute = ""
VO_CIS_CISSaved = ""
VO_CIS_CISInfo = "cis_destroy_famba"
Strategic_Filter1 = ""
Strategic_Filter2 = ""
Strategic_Filter3 = ""
Strategic_Filter4 = ""
Strategic_Filter5 = ""
Strategic_Filter6 = ""


SoldierBan = ""
HoverBan = ""
SmallBan = ""
MediumBan = ""
HugeBan = ""

CollisionScale = 100.0[/code]
What I want is to make an turret that generates an shield that protects units inside it from outside fire(blasters) and grenades for the Republic Side, How can I do it?
It is said that is pretty simple but I am a newbie to modding.
Post Reply