Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » Aliens: A JA2 Mod
Re: Aliens: A JA2 Mod[message #324884] Sun, 08 September 2013 08:02 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
okay, so here's the line up i'm thinking of using.

Buzz - Vasquez (heavy weapons, auto weapons)
Razor - Drake (heavy Weapons, auto weapons)
Spider - Ripley (athletics - she's no solider)
MD - Hudson (Technician/Engineer, auto weapons)
Danny - Crowe (Scouting, Hunting/Ranger <- no idea what this skill does, but it sounds like it would go well with being a scout)
Bull - Wierzbowski (Demolitions, auto weapons)
Buns - Dietrich (paramedic/doctor)
Gus - Apone (squad leader/deputy)
Magic - Frost (auto weapons, demolitions)
Len - Gorman (squad leader/deputy, Gunslinger/gunfighter)
Scope - Ferro (Scouting, Hunting/ranger)
Grizzly - Hicks (squad leader/deputy, auto weapons)
Sidney - Bishop (Technician/Engineer)
Stephen - Spunkmeyer (paramedic/doctor)

still unsure what some of those skills even do or mean, but they kinda fit in a bit anyway. so i just need to balance their stats and equip their starting gear now.

also, i was thinking about putting in the robots to be like sentry guns, but i dont know if i can turn them into a carry-able item that can be placed. keeping them still having APs but just not being able to move. (so that a marine must pick it up and move it to use it.) if any one can give me an idea how to achieve this that would be fantastic
Re: Aliens: A JA2 Mod[message #324896] Sun, 08 September 2013 16:54 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
about the traits: either read through skillsettings.ini or start a new 1.13 game, create an IMP and read the tool tips on the trait's page; every effect of a trait is described there.
They are also described in according laptop's page in game.
Re: Aliens: A JA2 Mod[message #324972] Tue, 10 September 2013 16:01 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
I've been stuffing around a bit with trying to get a flamer working. the closest i've gotten so far is using it like a grenade launcher, and having a Molotov cocktail as the explosion. that's the end effect i was after, but i'm wanting the animation of the firing to be that of the actual flamer (the same look as the rocket rifle, its that cloudy trail of fire/smoke).
can anyone give me a hint as to how i can have it shoot like a gun, using the rocket rifles projectile look, but explode like a grenade? if at all possible
Re: Aliens: A JA2 Mod[message #324975] Tue, 10 September 2013 16:12 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3805
Registered:July 2009
You need to make a new ammo type and give it the molotov as an explosion effect. Then just tag the flamer as a rocket rifle to get the trail.


Re: Aliens: A JA2 Mod[message #324976] Tue, 10 September 2013 16:19 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
See i looked at that. But the flamer in the game has the same trail as the rocket rifle, but because they are both guns and they are firing 'bullets' there's no explosion edit tab for the ammo.

Updated : bugger, thought i had it then, as you said D-Brot, i flagged it under 'Rocket Rifle' but still using it as a grenade launcher, hoping that'd do the trick... but no Sad still fires like a grenade.

[Updated on: Tue, 10 September 2013 16:35] by Moderator

Re: Aliens: A JA2 Mod[message #324978] Tue, 10 September 2013 16:58 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
bugger, i've tried as rocket launcher, but the actor pulls out of nowhere the LAW animation and fires a rocket, not very realistic, ive tried it as a Grenade launcher, probably has the best effect as the end result is what i want (its the in between part thats not the way i want it) or i can easily leave the flamer as it is, and you simply 'shoot' baddies with bolts of 'flame'. personally that just doesnt have the feel... was really hoping to make something like the flamers in Space Hulk, so that you can use them to fire around corners of 'wall' off an area for cover.

if any one stumbles upon the solution to this problem, i'd be very grateful.
Re: Aliens: A JA2 Mod[message #324983] Tue, 10 September 2013 17:59 Go to previous messageGo to next message
Moa

 
Messages:58
Registered:September 2013
There is weapon type and weapon class. Maybe type is used for the animation, the class for.. well other calculations. Honestly both are used to calc stuff, but I can't figure out what is used for the weapon holding animation.
Also consider the heavy weapon flag.

In Items.xml you can define the itemclass: 2 for gun, 16 for launcher (see Itemclass.xml), what have you set up there?
Re: Aliens: A JA2 Mod[message #325025] Wed, 11 September 2013 13:45 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
Class i believe is for animation, the type is just for skill checks and info i'd say. And it doesn't look like i can mix classes, as in have a rifle fire grenades, with out them actually being launched as a grenade.
Re: Aliens: A JA2 Mod[message #325026] Wed, 11 September 2013 14:06 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3805
Registered:July 2009
But you can, smeag and wil do it all the time.
Ok, try this:
Go to Data -> Ammo -> Types and set the 'High Explosive' and 'Explosion Size' attributes for your ammo type.


Re: Aliens: A JA2 Mod[message #325030] Wed, 11 September 2013 14:42 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
I COULD KISS YOU DEPRESSIVESBROT!!!!!! IT FRIGGING WORKED!!!! IT WORKS!!!!
Re: Aliens: A JA2 Mod[message #325032] Wed, 11 September 2013 15:03 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
http://www.ja-galaxy-forum.com/board/gallery/80/full/306.png http://www.ja-galaxy-forum.com/board/gallery/80/full/307.png

It works!!!! thank you soooo much D-Brot!!!

testing it out too, it passes through enemies, igniting them as it does as the projectile continues on its original path... this is a very welcome and unexpected occurrence. meaning you can flame multiple targets in a line...

[Updated on: Wed, 11 September 2013 15:14] by Moderator

Re: Aliens: A JA2 Mod[message #325040] Wed, 11 September 2013 16:58 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
http://www.ja-galaxy-forum.com/board/gallery/80/full/308.png http://www.ja-galaxy-forum.com/board/gallery/80/full/309.png

So this is everyone color schemed, skilled and equipped. the two squads have almost the same colors, one's pants are slightly lighter than the others, and the squad leaders, Apone and Gorman, have different colored tops. I still need to adjust their stat points though. wondering whats a good middle ground for them. any input on what you'd expect marine stats to look like would be helpful.

i've still had no advice on the whole robot to sentry gun front. so i am still hopeful to find a way to do this.
despite me taking our all enemy spawn points in the map A9.dat (omerta) and putting in only Aliens. i still have no aliens in there and soldiers spawn in... how can i solve this?

I'm about to start working on a Half pulse rifle half flamer for Ripley Very Happy

Let me know what you all think so far
Re: Aliens: A JA2 Mod[message #325078] Thu, 12 September 2013 05:18 Go to previous messageGo to next message
Hawkeye

 
Messages:1815
Registered:October 2005
Location: Australia
I thought Ira might make a better Cpl Ferro. But maybe that's just me.

How about using Mad-lab's robot as sentry guns? Maybe you could limit it's action points/energy for mobility?


Re: Aliens: A JA2 Mod[message #325085] Thu, 12 September 2013 10:58 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
Well that's exactly what i was thinking about doing, though i was hoping some one might tell me how i could, if at all, make the robots 'pick-up' able. so that they can use APs to shoot and aim, but not move.

You're probably right about Ira being ferro actually. i just picked scope coz of the 'fly-boy' attitude... should've changed the hair color though

any other suggestions?
stats anyone?
Re: Aliens: A JA2 Mod[message #325356] Wed, 18 September 2013 16:46 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
Well, epic fail on the Ripley Pulse Rifle/Flamer. Closest i can get is making the flamer like my first attempt at it, and that's making it a 'launcher' as it seems you can't have another 'gun' as an attachment. so making the flamer a 'launcher' it works like a under barrel GL. but with the effect of the flamer. I guess i could make her pulse rifle and flamer one handed weapons so that both can be equipped at the same time, though i don't know how that would go, the game will probably take them as being pistols thus using that animation and firing both weapons at once when ever shooting with them.

I've decided for the moment to level everyone's stats to the highest IMP allowed level (85 i think it is) for all stats except those that are skill orientated, such as medical etc. only certain marines will have high skill stats - Dietrich for example was the medic, so she'll have the highest but most will have low/no medical skill.

despite putting them in with the map editor, i've still got no Aliens in the A9 map. and soldiers are still entering the area, though i think they are coming from adjacent squares.

Still haven't found, nor being advised, as to how i can fix my pulse rifle burst sound effect. The burst sound files in the XML editor look like this - SOUNDS\WEAPONS\45\45 CALIBER ThM1A1 Burst %d.ogg - my take on that is that there are about 30 different ThM1A1 Burst sound effects and that the - %d.ogg - part tell the game to play X amount of those sound files, where X is the amount of rounds fired by the player inside the game. Now i'm thinking (but yet to try) if i have something similar, as in having a stack of different-ish sound files for the pulse rifle, could i use the same command for .WAV files? I.e. SOUNDS\WEAPONS\PULSE\PULSE Burst %d.wav - And would i need to have the amount of sound files for the pulse equivalent to the amount of maximum shots fired in a turn? say max full auto is 20 rounds, then i would need 20 different files? or would it loop those that i have?

And then there's the sentry gun idea, using the robots...

Please, someone, help me!! http://www.ja-galaxy-forum.com/board/images/icons/default/icon25.gif
Re: Aliens: A JA2 Mod[message #325357] Wed, 18 September 2013 16:59 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3805
Registered:July 2009
Upgrade to newer SCI builds, we have underbarrel weapons now.

From looking at (or rather hearing into) the sound files, it seems ~1.wav/ogg is a single round, ~2.wav is a 2rd burst, etc. - so you need to make a file for every burst length.

No sentries, the robot is a merc with a funny body, you can't just pick him up.


Re: Aliens: A JA2 Mod[message #325358] Wed, 18 September 2013 17:25 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
thanks again for the help, Brot. shame about the robots, but fair enough. as for the sound effects, well that's just tedious Smile guess i have some wave editing to do.
Re: Aliens: A JA2 Mod[message #325367] Wed, 18 September 2013 20:44 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
Khandruas

despite putting them in with the map editor, 've still got no Aliens in the A9 map. and soldiers are still entering the area, though i think they are coming from adjacent squares.

And then there's the sentry gun idea, using the robots...
In the map editor, you merely set default spawn points for creatures. This does not cause them to appear ingame. You would need to manually spawn them, which isn't possible without coding (if you have cheats on, [ALT] + [b] spawns a soldier and [CTRL] + [3] spawns a bloodcat).

As Depri said, sentries aren't possible atm. There are a few ideas how they could work, but no solution has been realized up to now.


Re: Aliens: A JA2 Mod[message #325403] Thu, 19 September 2013 12:57 Go to previous messageGo to next message
wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

do you have in your mod design cm sidearms ?
Re: Aliens: A JA2 Mod[message #325406] Thu, 19 September 2013 13:44 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
Wolf - i'm taking by 'cm sidearms' you mean Colonial Marine Sidearms. I've just used the Walther P38 that was already in JA2. The marines in the movie weren't using anything special when it came to the pistols. yes some of them had different types, Vasquez for example had like a M1911 or something, but it just makes more sense for them to be using a standardized equipment. Having said that, not all marines have the same secondary weapon. for example, Hicks does not have a pistol, but he has his shotgun. Drake has a smartgun and a flamer as you see him use both one after the other in the film. hope this answers your question.

Flugente - Hi again! Smile I guess then it would make sense then to give Bishop control of the 'sentries' as robots and have them the same as the robots in JA2. However, how do you spawn that at the start with everyone else? Also, would you happen to know the coding of how to achieve this monster spawning thingy?

Thank you both for the input.

[Updated on: Thu, 19 September 2013 14:10] by Moderator

Re: Aliens: A JA2 Mod[message #325407] Thu, 19 September 2013 14:00 Go to previous messageGo to next message
wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

here is some about cm equipment/weapons http://uscmc.wikispaces.com ,m41 have few variant[dmr & mg included]

http://uscmc.wikispaces.com/m41
Re: Aliens: A JA2 Mod[message #325408] Thu, 19 September 2013 14:02 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3805
Registered:July 2009
HK VP70 and a single S&W Model 39 to be precise. You can probably loot them from one of the big item mods if you ask nicely.


Re: Aliens: A JA2 Mod[message #325409] Thu, 19 September 2013 14:14 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
I've pretty much taken all the info on everything from the wiki pages and the Xenopedia pages. So for the most part, much of what i've put in is accurate to the movie. minus a few tiny details as you've just pointed out. Though the games, novel's and other media thingys have had alternate variants of the pulse rifle, only the M41A was used at Hadley's hope, so that's all that i've worried about.

i don't have the skill to do what i really want to do with this, but i guess, if the marines are all set up and ready to rock and all their equipment is done, perhaps others may find it useful to use else where as a starting block
Re: Aliens: A JA2 Mod[message #325410] Thu, 19 September 2013 14:25 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
Khandruas
Also, would you happen to know the coding of how to achieve this monster spawning thingy?
Spawning creatures is simple, its just not in the current code afaik. I'll hack you an exe that spawns creatures instead of bloodcats this evening.

There was some other thread were we discussed the different methods of sentries, dunno where it is.


Re: Aliens: A JA2 Mod[message #325412] Thu, 19 September 2013 14:37 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
I'm just thinking, i don't know how it would work if at all. but if there is a cheat code to spawn a merc at your cursor, could it not be possible to have an item that acts as a trigger once placed on the ground, that trigger would be what ever code it is to spawn said merc? In the same way that a mine is just an object until it is triggered to become an explosion. putting the object down would trigger the code for spawning a merc. of course, i dare say this would be a one way ticket, and once used it could not be retrieved. I HAVE NO IDEA IF THIS IS EVEN POSSIBLE.

Much appreciated for the exe in advance, Flugente. Though will this make it so that i can have creatures from the word go rather than have to spawn them in? still having to put them in the editor though.
Re: Aliens: A JA2 Mod[message #325413] Thu, 19 September 2013 15:01 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
Ok, new problem. i've got my sounds for the pulse rifle all sorted... they are added to the XML editor in the data/sounds list correctly, as far as i know. the weapon has been told to use said file. as far as i can tell everything is in order. Why then do i still have no sound when firing the gun? is it because i'm using wave files? i have had it working before on an earlier build of the XML editor... i've done the same thing as i did. but without the same result. please advise.
Re: Aliens: A JA2 Mod[message #325443] Thu, 19 September 2013 21:55 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
I've hacked my zombie mod. Install DepressivesBrot's latest SCI and then install this over it. Using this exe, each and every enemy soldier will be replaced with a creature.
If you then replace creature animations with alien animations, you will have battles like this:
http://i43.tinypic.com/szhkw3.jpg
This is all hacked together very quickly, so there might be some glitches, but I think you might find this very useful. I also made creatures not use their ranged gas attack, so they will be melee-only.


Re: Aliens: A JA2 Mod[message #325462] Fri, 20 September 2013 13:09 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
Flugente, you're awesome! Where can i get the latest SCI? and a quick question, none of these installs will overwrite anything i've done to the merc details and/or items in XML will they?
Re: Aliens: A JA2 Mod[message #325464] Fri, 20 September 2013 13:39 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
The link to the newest SCIs can be found in DepressivesBrot's signature. Installing it will overwrite any changes you've made.

I'd advise you to do a new install, then copy the SCI over it, and then my above stuff, and then copy over your stuff (which you are hopefully saving in a safe location:-) ).

My archive will overwrite the JA2_Options.ini. There is one new setting, zombie army, in there, which needs to be true in order for this (replace soldiers with creatures) to work. Ingame, you can safely set zombies off if you want, creatures will still work. You will obviously need to use the provided exe.

The alien animations are not included, but you probably have those from DOM already.


Re: Aliens: A JA2 Mod[message #325466] Fri, 20 September 2013 13:57 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
Thanks again, mate. I've fresh installed already, it's this install that i've been doing the work on. What files in the JA2 directory would contain the information that i've changed? I've edited the mercs, added guns, items, armor, ammo etc. I'm unsure what my work is saving to.
Re: Aliens: A JA2 Mod[message #325470] Fri, 20 September 2013 16:46 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
Depends what in Detail you've changed.
Best thing to do would probably be looking on file dates to see which files have been changed recently.
E.g. changed values of items and chars with help of XML-Editor and Profiles editor: the XMLs are in \tabledata.
Re: Aliens: A JA2 Mod[message #328918] Thu, 12 December 2013 09:53 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
Hey all! Long time no see!

What's the best tool to use to change a merc's face/picture?
Re: Aliens: A JA2 Mod[message #328919] Thu, 12 December 2013 11:21 Go to previous messageGo to next message
Shanga

 
Messages:3512
Registered:January 2000
Location: Danubia
Khandruas
Hey all! Long time no see!

What's the best tool to use to change a merc's face/picture?


Lotsa photoshoping skillz and same old STI editors.


Re: Aliens: A JA2 Mod[message #328920] Thu, 12 December 2013 11:31 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
Thanks Shanga, I'm not looking to make a animated face portrait, like whats in JA, just want to change the picture to a still image.
Re: Aliens: A JA2 Mod[message #328921] Thu, 12 December 2013 15:07 Go to previous messageGo to next message
Shanga

 
Messages:3512
Registered:January 2000
Location: Danubia
There is this guide (for JA2):
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/186256/Create_Custom_Faces_&_Voic.html#Post186256

And the was a cool nifty editor floating around... gotta find it and will post a link. Very nice for making faces.

http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/314754/Bringing_the_sexy_back....html#Post314754

http://www.ja-galaxy-forum.com/board/gallery/80/full/83.jpg

[Updated on: Thu, 12 December 2013 15:13] by Moderator



Re: Aliens: A JA2 Mod[message #328942] Fri, 13 December 2013 02:35 Go to previous messageGo to next message
Hawkeye

 
Messages:1815
Registered:October 2005
Location: Australia
Use whatever paint package you are happy or comfortable with, but when it comes to putting almost any art into JA it needs to be an .sti file, which you will need Sti.edit that is available at Kermi's site;

http://kermi.pp.fi/JA_2/Modding_Tools/


You can then just import files such as BMP's direct or use cut and paste using the clipboard from your paint package to sti.edit.


Re: Aliens: A JA2 Mod[message #328947] Fri, 13 December 2013 12:30 Go to previous messageGo to next message
Khandruas

 
Messages:46
Registered:March 2013
Location: Australia, Victoria
Thanks for your assistance guys... i'll put this information to use. Hopefully have something to show for it Smile
Re: Aliens: A JA2 Mod[message #329822] Sat, 18 January 2014 13:45 Go to previous messageGo to next message
S3rialThrill3r

 
Messages:27
Registered:January 2012
This is shaping up to be something special. I thought you fell off the face of the earth after you first announced this project.
Re: Aliens: A JA2 Mod[message #330384] Fri, 07 February 2014 00:10 Go to previous messageGo to next message
Czert

 
Messages:104
Registered:August 2007
alien is not alien if he cant climb on roofs (and wals only to climb to roof Smile ) - but it is this posible to code ?
Re: Aliens: A JA2 Mod[message #330385] Fri, 07 February 2014 00:15 Go to previous messageGo to previous message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
Sure. The problem isn't coding, it's the missing animations. A workaround are aliens that teleport to the roof.


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