Star Wars: Battlefront II (2017)

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Mophead

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Mophead01

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About this mod

Instant Action core gameplay improvements mod that takes advantage of the latest version of Frosty to deliver gameplay changes previously impossible through modding.

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Background Info:
I made this mod when I had some free time away from work back in February whilst testing the latest version of Frosty, which has since just released in alpha. This is not Instant Action Improvements (now run by Cade), Instant Action Tweaks goes back to my original vision for IAI of being a simple improvements mod for Instant Action rather than an expansion. Since I've learned a lot about how BF2, Frostbite and Frosty works since I made IAI, I have revised a lot of my changes that I made for IAI and have gone back on many decisions I made with that mod.

During the process of making this mod I wrote a Bundle Manager plugin for bf2, which I plan to release in the future once I have completed it. The bundle manager is a tool that after the clicking of one button will calculate bundle additions that will need to be made in order to load assets as the mod requires. An example of this is if I added Anakin to a Sequel trilogy BF2 map where he isn't loaded, the bundle manager will detect that I have done this and will work out every Anakin related file that will now needed to be loaded in the sequel trilogy maps and then add them. The bundle manager isn't perfect but will likely be a great asset for gameplay modders in the future. Also the code is probably very bad or at least inefficient since I am a newbie at C# but it works at least.

My main focus on this mod has been on improving AI and allowing for true cross era content through mods as opposed to the hacky methods mods needed to previously utilise.

Cross Era Heroes:
The biggest challenge for the making of this mod has been to get every hero available across all Instant Action maps in a "proper" way with the modding tools. I am pleased to say that with only a few exceptions every hero is now available across every map. I have a "No Cross Era Heroes" version of the mod for people that don't like this feature.

Here is a full list of each Hero and any restrictions they might have.
Bold - Completely available 
* - Available everywhere but cannot use smuggler skin in prequel or sequel maps due to Frosty mesh limitations.
** - Have animation bugs on Kashyyyk, Kamino (Supremacy), Venator, Mos Eisley (Supremacy) and Hoth (Supremacy)
  • Yoda
  • Obi-Wan
  • Anakin
  • Luke
  • Rey
  • Leia
  • Han Solo*
  • Lando
  • Chewbacca
  • Finn
  • BB8**
  • Darth Maul
  • Count Dooku
  • General Grievous
  • Darth Vader
  • Kylo Ren
  • Emperor Palpatine
  • Boba Fett
  • Bossk
  • Iden Versio
  • Captain Phasma
  • BB9E**

AutoPlayer Overhaul:
The second major focus of this mod is to improve the implementation of the AI AutoPlayer system in bf2 to make their behaviour less predictable and force them to follow the same game rules that players do.
  • Autoplayers now use battle points to spawn as Reinforcements, Vehicles and Heroes. Rather than having Autoplayers use battle points like players do, DICE made it so that Autoplayers will be forced to spawn as special classes at particular intervals. For example in Supremacy IA, AI will be forced to spawn as Heroes exactly 90 seconds into the round, and will then have a cooldown for 180 seconds until the next wave is spawned. With this mod the wave system is completely removed and Autoplayers will instead accumulate battle points over time just like players do. Once a sufficient amount of battle points are acquired they will be able to spawn in as special classes, or save battle points for later just like real players. Now the AI will not spawn at special classes at the exact same time each round so rounds will be less predictable. They will also be affected by the same battle point modifier options as the player.
  • Added the multiplayer scoreboard into Instant Action and modified it to allow Autoplayers to show up on it. I have also expanded the scoreboard to be able to display 64 players like Battlefield's scoreboard.
  • AI Option Changes:
    • Increased maximum amount of Friendly/Enemy Heroes option from 4 to 11
    • Increased maximum amount of Friendly/Enemy Reinforcements option from 20 to 32
    • Increased maximum amount of Friendly/Enemy Vehicles option from 2 to 32
  • AI Class Usage Changes:
    • Added First Order Jet Trooper AI
    • Added Finn AI to Ajan Kloss
    • Added Emperor Palpatine AI to Ajan Kloss
    • Added Boba Fett AI to Death Star 2
    • Removed the Wookie Warrior AI from all Clone Wars maps except Kashyyyk
    • Removed all individual Reinforcement and Vehicle class maximum count limitations.
    • Removed default appearance battle droid AI on Geonosis
    • Kamino and Geonosis now use Phase 1 clone AI across all Gamemodes
    • Fixed inconsistent Rebel and Imperial Officer AI planet based appearances so that they match the player
    • Fixed missing Imperial Officer AI heads
    • B2RP & BX AI now use the correct AI names

    • Uncapitalised names of all AI heroes except the BB units
  • AI Ability Fixes/Improvements:
    • Infiltrators and Republic Commandos can now use melee abilities
    • Emperor Palpatine  will now use both hands to attack rather than just his right hand
    • Arc Troopers can now use the toggle weapon ability
    • Han Solo will now trigger Detonite Charge shortly after throwing it
    • Ovissian Gunners will no longer constantly toggle between different weapon attack modes.
    • Added each base class ability preset to maps that don’t have them
    • Assault can now use the Improved Thermal Detonator
    • Assault can now use the Acid Launcher
    • Assault can now use the Vanguard Slug
    • Heavy can now use the Supercharged Sentry
    • Heavy can now use the Explosive Sentry
    • Heavy can now use the Mobile Sentry
    • Heavy can now use the Rocket Turret
    • Heavy can now use Barrage
    • Officer can now use the Defuser
    • Officer can now use the Squad Shield
    • Specialist can now use Scrambled Infiltration
    • Assault can now properly use the Combat Heal
    • Heavy can now properly use the Improved Impact Grenade
    • Officer can now properly use Disruption
    • Officer can now properly use the Improved Battle Command
    • Officer can now properly use the Blast Command
    • Officer can now properly use the Recharge Battle Command
    • Removed the Specialist’s personal shield due to it constantly being triggered at bad moments
    • Removed Anakin Skywalker’s Passionate strike since it caused the AI to go flying across the battle
    • Removed the Wookie Warriors Ground Slam ability due to it constantly being triggered at bad moments
  • AI Logic Changes:
    • Increased Friendly AI in missions Attack/Defend from 9 to 18
    • Increased Enemy AI in missions Attack/Defend from 10-18 to 20-28
    • Added the ability for the AI to squad spawn on allies in Attack/Defend
    • Added the ability for the AI to Jump during combat
    • Reduced probability of AI doing a dodge roll from 0.2 to 0.15
    • Reduced respawn time of AI in Supremacy from 4 to 1 second
    • Decreased Sniper aim noise from 1 to 0 in order to make Specialists more threatening
    • Reduced minimum time a Saber Hero AI spends blocking from 2 to 1 second
    • Reduced maximum time a Saber Hero AI spends blocking from 4 to 3 seconds
    • Removed the AI’s ability to emote upon the killing player for all game modes because of a glitch that caused classes without emotes to mindlessly stand around for a few seconds.
    • Reduced the amount of AI taken off the enemy team from 5 to 3 in Attack/Defend when one of their vehicles spawn in

General Improvements:
  • Heroes can now use squad spawn or spawn on command posts
  • AT-TEs can now be used by the player on Geonosis Supremacy and Attack/Defend
  • AT-STs can now be used by the player on Scarif Supremacy
  • Frontend displays Instant Action/Arcade maps in a chronological order.
  • Fixed incorrect level names and factions being displayed in Frontend
  • Fixed a bug that prevented battle point fast and slow options working in Attack/Defend mode
  • Supremacy and Attack/Defend end of round no longer gets blurred
  • Fixed a bug which caused the game to spam level up notifications in Instant Action




The future of this mod and me I guess
As for future updates and new mods I don't really have any plans. I got pretty much everything done here which I wanted to do (whilst still being actually possible and practical to do with modding tools). I might add some more faction battles stuff to this mod over time if I can be bothered. I do plan on making a FMM gameplay mod combiner in the future which will allow this mod to be compatible with ones that add new heroes and reinforcements. For modders interesting this shall be done through the merging of network registries, meshvariationdbs, UIMetadata and WSTeamData files. I have an idea for how the code will work but right now I don't think FMM has the required plugin support to be able to do this.

Also here is a look at how the bundle manager works. Takes a minute to complete Instant Action Tweaks which is pretty fast given the amount of edits made.