1 (edited by Frankharkov 2011-05-31 00:19:51)

Topic: Modding in First Strike (AT-ST CHIN Cannons)

(Please help me dev team, I don't have that much time on my hands)

How can I make the chin cannons controllable by the first player in an AT-ST?

I tried working with the Client .zip files in the First Strike folder but the cannons ended up on the ear of the AT-ST.

Or sometimes when I mess around with the cannon numbers inside the .tweak file, the chin cannons disappear in-game for example of one of my latest tests.

Thanks for your help!

No worries, I made a backup of my files, so I can keep playing online.

Marklar Leader: On the planet Marklar, we call every person, place or thing, Marklar.
Kyle: Doesn't that get confusing?
Marklar Leader: No, not at all. Hey, Marklar!
Marklar: Yes, Marklar?                                                                                        Marklar Leader: You see?

2 (edited by mechag2 2011-01-07 18:37:39)

Re: Modding in First Strike (AT-ST CHIN Cannons)

Frankharkov wrote:

How can I make the chin cannons controllable by the first player in an AT-ST?

I tried working with the Client .zip files in the First Strike folder but the cannons ended up on the ear of the AT-ST.

Thanks for your help!

I'm making a backup of my files, so I can keep playing online.

Thank you! Canonically, the AT-ST's main cannons are controlled by the operator while the light blaster canon and concussion grenade launcher are handled by the WSO. It really should be corrected. Plus, it looks really funky when the main cannons are swiveling left and right independent of the "head". lol

On a side note, the AT-ST WSO's camera view doesn't cover the full screen when playing with a widescreen moniter/TV. That should be fixed, too. big_smile

Artificial intelligence is no match for natural stupidity.

Re: Modding in First Strike (AT-ST CHIN Cannons)

Well there are a number of reasons why the AT-ST weapons are set up in that fashion, if the driver controlled the chin guns then you wouldn't be able to rotate or elevate the gun in any way, it would have to be in a fixed position as the pilot's controls rotate and elevate the command pod (head). Having the co-pilot control this weapon allows that flexibility, and while I agree it does look a little funky when the cannon rotates at a little too wide an angle, it works better from a gameplay perspective to have it set up this way.

http://img.photobucket.com/albums/v600/TALON_TAW/TALONSIGNEWB-1.jpg
http://stats.fsmod.com/fssig.php?player=Talon-UK
http://stats.fsmod.com/sig/pilot.Talon-UK.png

Re: Modding in First Strike (AT-ST CHIN Cannons)

Oh... hmm well that does makes sense, actually. It was never explained to me like that before. Oh well. lol

Artificial intelligence is no match for natural stupidity.

5 (edited by Frankharkov 2011-05-29 22:35:08)

Re: Modding in First Strike (AT-ST CHIN Cannons)

Sounds great, I find it's a great gameplay feature, but if I were to just modify the single player version of it (still keeping in mind I have a backup directory for my multiplayer gameplay) what do I have to modify in the First Strike directory files?

Please refer to my first post for new readers of this thread.
Thanks.

Marklar Leader: On the planet Marklar, we call every person, place or thing, Marklar.
Kyle: Doesn't that get confusing?
Marklar Leader: No, not at all. Hey, Marklar!
Marklar: Yes, Marklar?                                                                                        Marklar Leader: You see?

Re: Modding in First Strike (AT-ST CHIN Cannons)

Any help would be appreciated

If people would like to try out for themselves, you can go on the objects folder in the first strike mod folder of bf2142 mods

Then edit permissions in the vehicles_server.zip so your username can edit things inside the .zip

Then open the objects_server.zip with WinRar

The open imp_atst.tweak with wordpad

Now you will see all sorts of codes, I'm trying to modify one of these so I can shoot the chin cannons from the first place pilot cockpit

Don't forget to backup this objects_server.zip so you can switch between single player and multiplayer without interfering with your online gameplay

Thanks to everyone who will help me out!

Marklar Leader: On the planet Marklar, we call every person, place or thing, Marklar.
Kyle: Doesn't that get confusing?
Marklar Leader: No, not at all. Hey, Marklar!
Marklar: Yes, Marklar?                                                                                        Marklar Leader: You see?

Re: Modding in First Strike (AT-ST CHIN Cannons)

Nevermind I found it.

Marklar Leader: On the planet Marklar, we call every person, place or thing, Marklar.
Kyle: Doesn't that get confusing?
Marklar Leader: No, not at all. Hey, Marklar!
Marklar: Yes, Marklar?                                                                                        Marklar Leader: You see?