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Titanfall 2 #2
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Generated list of classnames with bsp_tool: >>> import fnmatch
>>> import functools
>>> import os
>>>
>>> import bsp_tool
>>>
>>> r2md = "E:/Mod/Titanfall2/maps"
>>> r2m = {m[:-4]: bsp_tool.load_bsp(os.path.join(r2md, m)) for m in fnmatch.filter(os.listdir(r2md), "*.bsp")}
>>> # for each entity lump:
>>> r2_e= functools.reduce(lambda a, b: a.union(b), [{(e["classname"], e.get("editorclass", "")) for e in bsp.ENTITIES} for bsp in r2m.values()])
>>> {print(f" - [ ] {cn}", f"(editorclass={ec})" if ec != "" else "") for cn, ec in sorted(r2_e)}
>>> # copy & paste results into github issue |
Diffing this list against #1 would be pretty helpful, as we can use Titanfall Online entities as a base |
Me last week:
Me now:
|
A handful of entities are exclusively spawned in scripts (e.g. |
would be cool do document this w/ video, & maybe even dig into restoring the gib models etc. |
Build an entity zoo with every entity and figure out what they do
Update the
.ent
files where nessecaryIf an entity / family of entities looks like it'll be a lot of work, break it off into a child issue
entities.ent
for entities which appear in thebsp.ENTITIES
lumpenvironment_entities.ent
for entities which appear inmaps/bsp_name_env.ent
effects_entities.ent
for entities which appear inmaps/bsp_name_fx.ent
script_entities.ent
for entities which appear inmaps/bsp_name_script.ent
sound_entities.ent
for entities which appear inmaps/bsp_name_snd.ent
spawn_entities.ent
for entities which appear inmaps/bsp_name_spawn.ent
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