Author Topic: How to become invincible  (Read 1670 times)

Offline Awesomeness

  • Newbie
  • *
  • Posts: 5
    • View Profile
How to become invincible
« on: 05-04-2011, 00:04:07 »
I think this is right thread, so....I want to become invincible,and there's no soldier's server folder.I mean for PR you would go into soldiers server,so....how do you do it in FH2?

Offline djinn

  • Masterspammer
  • ****
  • Posts: 5.723
    • View Profile
Re: How to become invincible
« Reply #1 on: 05-04-2011, 00:04:20 »
Are you asking how to hack the game? - cuz that would be just being a douch  and if you got a reply @ all, you would only get the reply of some unscrupulous modder if that.

Or are you talking about in coop?

Offline Eat Uranium

  • Tea Drinker
  • Global Moderator
  • *****
  • Posts: 4.569
  • Today's news will contain [REDACTED]
    • View Profile
    • FH2 Music
Re: How to become invincible
« Reply #2 on: 05-04-2011, 01:04:02 »
Playermodel .tweaks can be found in objects_server.zip/Soldiers.  Remember to backup the whole archive first.

Knock yourself out.

btw Djin, these changes cannot work online.

Offline Awesomeness

  • Newbie
  • *
  • Posts: 5
    • View Profile
Re: How to become invincible
« Reply #3 on: 05-04-2011, 01:04:16 »
Are you asking how to hack the game? - cuz that would be just being a douch  and if you got a reply @ all, you would only get the reply of some unscrupulous modder if that.

Or are you talking about in coop?
    I just want to do it in SP just for heck of it.......I'm not gonna do it in MP......just SP

Offline Awesomeness

  • Newbie
  • *
  • Posts: 5
    • View Profile
Re: How to become invincible
« Reply #4 on: 05-04-2011, 01:04:45 »
hey, I open us the light-soldier and it says this rem FH2 does not need this, masked off to improve memory usage --ctz
  ???????????  ???

Offline Eat Uranium

  • Tea Drinker
  • Global Moderator
  • *****
  • Posts: 4.569
  • Today's news will contain [REDACTED]
    • View Profile
    • FH2 Music
Re: How to become invincible
« Reply #5 on: 05-04-2011, 01:04:33 »
If it's got that written in it, then it is a vBF2 model.  US models (which I assume you are looking for can be found in the UW (USA Westfront) folder.

Offline sniper77shot

  • Jr. Member
  • **
  • Posts: 150
    • View Profile
Re: How to become invincible
« Reply #6 on: 05-04-2011, 23:04:56 »
Quote
GeometryTemplate.setSubGeometryLodDistance 1 0 10
GeometryTemplate.setSubGeometryLodDistance 1 1 20
ObjectTemplate.active aa_nco_soldier
ObjectTemplate.networkableInfo BasicInfo
ObjectTemplate.hasMobilePhysics 1
rem ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.collisionGroups 16
ObjectTemplate.CullRadiusScale 6
ObjectTemplate.castsDynamicShadow 1
ObjectTemplate.aiTemplate Soldier

ObjectTemplate.inventorySize 10

ObjectTemplate.manDownCameraOffsetInDof 0.1
ObjectTemplate.manDownCameraOffsetInUp  0.1
ObjectTemplate.ragdollLandedDelay 4

ObjectTemplate.drag 1.0
ObjectTemplate.mass 100
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.SprintRecoverTime 1
ObjectTemplate.SprintDissipationTime 99
ObjectTemplate.SprintLimit 0.05
ObjectTemplate.SprintLossAtJump 0.01
rem ObjectTemplate.Grip 20

rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 99999999
ObjectTemplate.armor.hitPoints 99999999
ObjectTemplate.armor.wreckhitpoints 320
ObjectTemplate.armor.defaultMaterial 24
ObjectTemplate.armor.explosionForceMod 25
ObjectTemplate.armor.explosionForceMax 1000
ObjectTemplate.armor.TimeToStayAsWreck 30
ObjectTemplate.armor.timeToStayafterDestroyed 1
ObjectTemplate.armor.angleMod 1
ObjectTemplate.armor.wreckExplosionForceMod 0
ObjectTemplate.armor.wreckExplosionForceMax 0
ObjectTemplate.armor.criticalDamage 25
ObjectTemplate.armor.hpLostWhileCriticalDamage 0.4
ObjectTemplate.armor.addArmorEffect 25 e_dstate_soldier_near_death 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 0 e_bloodpuddle 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffectSpectacular 0 e_bloodpuddle 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect -1 e_bloodpuddle 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffectSpectacular -1 e_bloodpuddle 0/0/0 0/0/0
rem ---EndComp ---

rem ---BeginComp:Radio ---
ObjectTemplate.createComponent Radio
ObjectTemplate.Radio.spottedMessage infantry_spotted
rem ---EndComp ---

ObjectTemplate.collisionMesh Soldier_CollisionMesh
rem *** Animation ****
ObjectTemplate.skeleton1P Objects/Soldiers/Common/Animations/1p_setup.ske
ObjectTemplate.skeleton3P Objects/Soldiers/Common/Animations/3p_setup.ske
ObjectTemplate.animationSystem1P Objects/Soldiers/Common/Animations/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Soldiers/Common/Animations/AnimationSystem3p.inc
rem Stand
ObjectTemplate.poseCameraPosition 0 0/0.47/0.1
rem Crouch
ObjectTemplate.poseCameraPosition 1 0/-0.05/0.1
rem Prone
ObjectTemplate.poseCameraPosition 2 0/-0.63/0.1

rem boneName, material, offset, radius, length
ObjectTemplate.setSkeletonCollisionBone left_upperleg 24 0/0.03/0 0.09 -0.35
ObjectTemplate.setSkeletonCollisionBone right_upperleg 24 0/0.03/0 0.09 0.35

ObjectTemplate.setSkeletonCollisionBone left_lowerleg 77 0/0.03/0.02 0.08 -0.32
ObjectTemplate.setSkeletonCollisionBone right_lowerleg 77 0/0.03/0.02 0.08 0.32

ObjectTemplate.setSkeletonCollisionBone head 25 0/-0.02/0.02 0.07 -0.08
ObjectTemplate.setSkeletonCollisionBone spine2 24 0/-0.05/-0.03 0.15 -0.16
ObjectTemplate.setSkeletonCollisionBone spine3 24 0/-0.03/0.02 0.16 -0.05

ObjectTemplate.setSkeletonCollisionBone right_shoulder 77 0.01/0.03/0 0.06 0.2
ObjectTemplate.setSkeletonCollisionBone right_low_arm 77 -0.01/0.03/0 0.045 0.18

ObjectTemplate.setSkeletonCollisionBone left_shoulder 77 0.01/0.03/0 0.06 -0.2
ObjectTemplate.setSkeletonCollisionBone left_low_arm 77 -0.01/0.03/0 0.045 -0.18

ObjectTemplate.addTemplate SoldierCamera
ObjectTemplate.setPosition 0/4.1/0
ObjectTemplate.addTemplate e_sold_swim

ObjectTemplate.active S_aa_nco_soldier_Death
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename Common/Sound/FH2British/local/dying1.ogg,Common/Sound/FH2British/local/dying2.ogg,Common/Sound/FH2British/local/dying3.ogg,Common/Sound/FH2British/local/dying4.ogg,Common/Sound/FH2British/local/dying5.ogg,Common/Sound/FH2British/local/dying6.ogg,Common/Sound/FH2British/local/dying7.ogg,Common/Sound/FH2British/local/dying8.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 1
ObjectTemplate.reverbLevel 0.8
ObjectTemplate.position 0/0.8/0
ObjectTemplate.pitch 0.94
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.98/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/0/0/
ObjectTemplate.minDistance 2
ObjectTemplate.halfVolumeDistance 6


ObjectTemplate.active S_aa_nco_soldier_Revive
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename Objects/Soldiers/Common/Sound/Cough/cough_01.wav,Objects/Soldiers/Common/Sound/Cough/cough_02.wav,Objects/Soldiers/Common/Sound/Cough/cough_03.wav,Objects/Soldiers/Common/Sound/Cough/cough_04.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 0.75
ObjectTemplate.reverbLevel 0.8
ObjectTemplate.position 0/0/0
ObjectTemplate.pitch 0.88
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.85/0.88/
ObjectTemplate.volumeEnvelope 0/1/0/1/0/0/
ObjectTemplate.minDistance 1.5


ObjectTemplate.active S_aa_nco_soldier_Swim
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename Objects/Soldiers/Common/Sound/Swim/swim_stroke_01.wav,Objects/Soldiers/Common/Sound/Swim/swim_stroke_02.wav,Objects/Soldiers/Common/Sound/Swim/swim_stroke_03.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 0.86
ObjectTemplate.reverbLevel 0.8
ObjectTemplate.position 0/0/0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.99/1.01/
ObjectTemplate.minDistance 2

ObjectTemplate.active S_aa_nco_soldier_Swim_Sprint
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename Objects/Soldiers/Common/Sound/Swim/swim_sprint_01.wav,Objects/Soldiers/Common/Sound/Swim/swim_sprint_02.wav,Objects/Soldiers/Common/Sound/Swim/swim_sprint_03.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 0.96
ObjectTemplate.reverbLevel 0.8
ObjectTemplate.position 0/0/0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.99/1.01/
ObjectTemplate.minDistance 2


ObjectTemplate.active S_aa_nco_soldier_Swim_Still
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename Objects/Soldiers/Common/Sound/Swim/swim_still_01.wav,Objects/Soldiers/Common/Sound/Swim/swim_still_02.wav,Objects/Soldiers/Common/Sound/Swim/swim_still_03.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 0.73
ObjectTemplate.reverbLevel 0.8
ObjectTemplate.position 0/0/0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.99/1.01/
ObjectTemplate.minDistance 1.5
[/size]

The edited parts are in red as a bonus with this you have almost unlimited sprint. This is for the NCO from the British army that I edited.

As well if you want to edit guns so they have unlimited ammo, follow this guide. https://sites.google.com/site/bf2simplecode/coding-experiments-fh2/over-powering-guns
« Last Edit: 06-04-2011, 03:04:09 by sniper77shot »