This is a backup area to see exactly what modifications have been made.
Database Properties Edits For Player ModelsAdding these characters requires basic properties edits, a new custom texture for the Dark Trooper and a new Animations Package with the Dark Trooper Texture linked to the Mesh.
Player Model Edits in PropertiesPawn > *CTPawn > MPPawn > *MPClone and *MPTrandoshan
*MPClone (Rep Team)DisplayAdvanced > SkeletalMesh'Clone.CloneCommando' becomes SkeletalMesh'Clone.CloneNoHelmet'
(Not essential but keeping uniform with above)
MPPawn > MPMeshSets >
- - SkeletalMesh'Clone.CloneCommander' becomes SkeletalMesh'Clone.CloneNoHelmet'
MPPawn > MPSkins > - - Shader'CloneTextures.CloneTextures.CloneCommando40_Shader' becomes Shader'CloneTextures.CloneAdult.CloneAdult_Shader'
These edits plus standard attachments allow for this player.
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*MPTrandoshan (Trandoshan Team)
DisplayAdvanced > SkeletalMesh'Clone.TrandoshanMerc' becomes SkeletalMesh'SandAnim1.TrooperNoHelmet'
(Not essential but keeping uniform with above)
MPPawn > MPMeshSets > - - SkeletalMesh'Clone.TrandoshanMerc' becomes SkeletalMesh'SandAnim1.TrooperNoHelmet'
MPPawn > MPSkins > - - Shader'CloneTextures.TrandoshanMercTextures.TrandoshanMerc_Shader' becomes Shader'CloneTextures.CloneAdult.CloneAdult_Shader'
Animations
SandAmin1.0 > CloneCommandoSet > TrooperNoHelmet (Custom Animation Package)
Skin > Material > [1] - Shader'CloneTextures.CloneTrooperTextures.CloneTrooper_Shader' becomes Shader'SandTex1.CloneTextures.CloneTrooperBlack_Shader'
(Custom Made Black Trooper Skin with Shader and Bumpmap)
These edits plus standard attachments allow for this player. One for Dark Trooper.
Database Properties Edits For WeaponsModifying Weapons requires basic properties edits.
Weapons, Pickup and AmmoInventory > Ammunition and Weapon
Projectile >
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Bowcaster for MPThe MP Bowcaster is referred to as Class'Properties.BowcasterPickupMP'
Weapon > Bowcaster and BowcasterMP as necessaryWeapon > NumZoomFOVs = 2 becomes NumZoomFOVs = 4
Weapon > ZoomFOVs (0) = 85, (1) = 45 becomes additional ZoomFOVs (0) = 85, (1) = 40(2) = 15, (3) = 5 Slight discrepancy in parent but both agree now.
Weapon > PickupAmmoCount = 32 becomes PickupAmmoCount = 48
Weapon > ReloadCount = 8 becomes ReloadCount = 24
Weapon > ShotDelay = 1 becomes ShotDelay = 0.5
Ammunition > BowcasterAmmoAmmunition > MaxAmmo = 24 becomes MaxAmmo = 48
Ammunition > Damage = 120 becomes Damage = 160
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DC-17 Blaster for MPThe MP DC-17 is referred to as Class'Properties.DC17mBlasterWeaponPickupMP'
Weapon > SMG > DC17mBlasterMPWeapon > NumZoomFOVs = 1 becomes NumZoomFOVs = 2
Weapon > ZoomFOVs (0) = 85 becomes additional ZoomFOVs (0) = 85, (1) = 60
Weapon > PickupAmmoCount = 160 becomes PickupAmmoCount = 240
Weapon > ReloadCount = 40 becomes ReloadCount = 80
Weapon > ShotDelay = 0.1 becomes ShotDelay = 0.09
Ammunition > SMGAmmo > DC17mBlasterAmmoMPAmmunition > MaxAmmo = 160 becomes MaxAmmo = 240
Projectile > SMGProj > DC17BlasterProjMPProjectile > ProjectileEffect = Class'CTEffects.DC_17_Bolt_Proj' becomes ProjectileEffect = Class'CTEffects.SBDLaserBolt'
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ACP Repeater for MPThe MP ACP Repeater is referred to as Class'Properties.SMGPickupMP'
Weapon > SMG > SMGMPWeapon > NumZoomFOVs = 1 becomes NumZoomFOVs = 2
Weapon > ZoomFOVs (0) = 85 becomes additional ZoomFOVs (0) = 85, (1) = 60
Weapon > PickupAmmoCount = 160 becomes PickupAmmoCount = 240
Weapon > ReloadCount = 40 becomes ReloadCount = 80
Weapon > ShotDelay = 0.1 becomes ShotDelay = 0.09
Ammunition > SMGAmmo > SMGAmmoMPAmmunition > MaxAmmo = 160 becomes MaxAmmo = 240
Projectile > SMGProjProjectile > ProjectileEffect = Class'CTEffects.TRAN_SMG_projectile' becomes ProjectileEffect = Class'CTEffects.Wook_Bow_Projectile'
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DC-15s Side Arm Blaster for MPThe MP DC-15s Side Arm Blaster is referred to as Class'Properties.DC15sMP'
Weapon > DC15s and DC15sMP as necessaryWeapon > NumZoomFOVs = 2 remains
Weapon > ZoomFOVs (0) = 85 becomes additional to MP but not parent as that's already assigned ZoomFOVs (0) = 85, (1) = 65 as per default for SP
Weapon > ShotDelay = 0.2 becomes ShotDelay = 0.15
Ammunition > CTAmmoRecharging > DC15AmmoAmmunition > MaxAmmo = 5 becomes MaxAmmo = 8
CTAmmoRecharging > RechargeRate = 1.5 becomes RechargeRate = 2.5
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Shotgun for MPThe MP Shotgun is referred to as Class'Properties.ShotgunPickupMP'
Weapon > Shotgun and ShotgunMP as necessaryWeapon > NumZoomFOVs = 1 becomes NumZoomFOVs = 2
Weapon > ZoomFOVs (0) = 85 becomes additional ZoomFOVs (0) = 85, (1) = 65.
Weapon > PickupAmmoCount = 16 becomes PickupAmmoCount = 32
Weapon > ReloadCount = 8 becomes ReloadCount = 16
Weapon > ShotDelay = 1.1 becomes ShotDelay = 0.9
Ammunition > ShotgunAmmoAmmunition > MaxAmmo = 16 becomes MaxAmmo = 32
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AA for MPThe MP AA is referred to as Class'Properties.DC17mAntiArmorMP'
Weapon > DC17mAntiArmor and DC17mAntiArmorMP as necessaryWeapon > PickupAmmoCount = 4 becomes PickupAmmoCount = 6
Weapon > ShotDelay = 0.6 becomes ShotDelay = 0.7
Ammunition > DC17mAntiArmorAmmoAmmunition > Damage = 400 becomes Damage = 150
Ammunition > MaxAmmo = 4 becomes MaxAmmo = 6
Projectile > CTProjExplosive > AntiArmorProjProjectile > ProjectileEffect = Class'CTEffects.DC_17_AA_Proj' becomes ProjectileEffect = Class'CTEffects.Therm_Det_Ribbon'
Projectile > HitEffectsByMaterial = Class'PhysicalMaterials.DC17mAAEffects' becomes HitEffectsByMaterial = Class'PhysicalMaterials.ThermalDetEffects'
Projectile > Damage = 400 becomes Damage = 150
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Sniper for MPThe MP Sniper is referred to as Class'Properties.DC17mSniperWeaponPickupMP'
Weapon > DC17mSniper and DC17mSniperMP as necessaryWeapon > ValidRange > Max = 7000 becomes Max = 20000
Ammunition > DC17mSniperAmmoAmmunition > Range = 10000 becomes Range = 20000
Database Properties Edits For AI and Player Accuracy/Health/Shields and Associated AreasModifying AI Accuracy requires basic properties edits.
AI AccuracyPawn > *CTPawn
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DroidsDroid > *BattleDroid > AI > Accuracy = 0.9 becomes Accuracy = 0.95
GeonosianGeonosian > *GeonosianDrone > AI > Accuracy = 0.5 becomes Accuracy = 0.9
Geonosian > *GeonosianDrone > Pawn > MaxHealth = 50 becomes MaxHealth = 80
Geonosian > *GeonosianDrone > Pawn > Shields = 0 becomes Shields = 20
Geonosian > *GeonosianDrone > Pawn > ShieldColor = 0 becomes ShieldColor = B6 - G213 - R230
Geonosian > *GeonosianElite > AI > Accuracy = 0.7 becomes Accuracy = 0.85
Geonosian > *GeonosianWarrior > AI > Accuracy = 0.5 becomes Accuracy = 0.9
MultiplayersMPPawn > *MPClone > Pawn > ShieldColor = B230 - G163 - R96 becomes ShieldColor = B0 - G94 - R2
MPPawn > *MPTrandoshan > Pawn > ShieldColor = B57 - G57 - R238 becomes ShieldColor = B1 - G55 - R243
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RepublicRepublic > *CloneTrooper > AI > Accuracy = 0.6 becomes Accuracy = 0.9
Republic > *Wookie > AI > Accuracy = 0.85 becomes Accuracy = 0.9
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TrandoshanTrandoshan > *TrandoshanMercenary > AI > Accuracy = 0.65 becomes Accuracy = 0.9
Trandoshan > *TrandoshanMercenary > *TrandoshanMercenaryConc > AI > Accuracy = 0.85 becomes Accuracy = 0.9
Trandoshan > *TrandoshanMercenary > *TrandoshanMercenaryFriendly > AI > Accuracy = 0.75 becomes Accuracy = 0.9
Trandoshan > *TrandoshanMercenaryGrenadier > AI > Accuracy = 0.75 becomes Accuracy = 0.9
Trandoshan > *TrandoshanScav > AI > Accuracy = 0.75 becomes Accuracy = 0.9
Trandoshan > *TrandoshanSlaver > AI > Accuracy = 0.65 becomes Accuracy = 0.9
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