Page 1 of 1

Problems with Command vehicle

Posted: Tue Jul 13, 2010 7:32 pm
by Mithrandir
For the map i am making, i would like to create an AT-AT like vehicle. One you can spawn at that would slowly move across the map, taking the spawnpoint along with it. I have made a new model for the vehicle, also. I thought this would be pretty easy, just take the AT-AT odfs and remove all the walker animation stuff and use my model instead. To my disappointment, i was incorrect. I cannot get the darned thing to work! First of all, my model is not working correctly. It resembles the Sandcrawler, but has a larger chamber inside that i was hoping i could get the units to spawn in. Ingame however, the chamber is there but you cannot enter it. http://www.xfire.com/video/3084a9/ The next problem i have been having is that if i use the ClassLabel commandwalker, the vehicle doesn't show up ingame at all. If i use the ClassLabel hover, the vehicle shows up ingame but isnt a spawnpoint. This has been really frustrating for me. Does anyone know what i have done wrong?

Vehicle Odf:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "hover"
GeometryName = "cis_hover_massive_transport.msh"


[Properties]

//***********************************************
//*********** VEHICLE VALUES AND INFO *********
//***********************************************

//WALKERSECTION = "BODY"
// /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
VehicleType = "ATAT"
AISizeType = "Huge"
//NoCombatInterrupt = "1"
//ReserveOneForPlayer = "0"
CockpitTension = 15
//ForceMode = "2"
SetAltitude = "0.01"
//Label = "AT-AT"
VehiclePosition = "common.vehiclepositions.pilot"
//MapTexture = "atat_icon"
//HealthTexture = "HUD_imp_atat_icon"
//MapScale = "3.5"

GeometryName = "cis_hover_massive_transport"

FirstPersonFOV = "53"

MaxHealth = "99999.9"

//***********************************************
//*********** COMMAND POST VALUES *************
//***********************************************

SpawnPointCount = "6"
SpawnPointLocation = "8.0 0.0 0.0 5"
SpawnPointLocation = "8.0 0.0 4.0 5"
SpawnPointLocation = "8.0 0.0 -4.0 5"
SpawnPointLocation = "-8.0 0.0 0.0 355"
SpawnPointLocation = "-8.0 0.0 4.0 355"
SpawnPointLocation = "-8.0 0.0 -4.0 355"
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 0
Value_DEF_Alliance = 10
Value_DEF_CIS = 10
Value_DEF_Empire = 10
Value_DEF_Republic = 10
Value_DEF_Locals = 0
HUDIndexDisplay = 0

SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "50" //should match yaw limit or 0.0
ThrustAngleToTurn = "67.5" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "78.0" //thrust angle to turn in place


//***********************************************
//*********** MOVEMENT VALUES *****************
//***********************************************

Acceleraton = "1.0"
MaxSpeed = "2.0"
MaxStrafeSpeed = "0.0"
MaxTurnSpeed = "0.4"

PCMaxYawSpeed = 1.0
PCMaxTurnSpeed = 1.0
PCPitchRate = .6

PitchRate = 0
PitchFilter = 0
TurnRate = 0
TurnFilter = 0

StoppedTurnSpeed = "0.05"
ForwardTurnSpeed = "0.03"
TurnThreshold = "0.35"

//***********************************************
//*********** CAMERA VALUES *******************
//***********************************************

EyePointOffset = "0.0 16.0 9.0"
TrackCenter = "0.0 17 1.0"
TrackOffset = "0.0 5.5 6.5"
TiltValue = "8"

PitchLimits = "-35 15"
YawLimits = "-35 35"
PitchTurnFactor = "0.5"
YawTurnFactor = "0.5"

//*******************************************
//*********** SOUND VALUES ****************
//*******************************************

VOUnitType = 50
StompDetectionType = "1"
FootstepSound0 = "com_weap_layered_at_step"
FootstepSound1 = "com_weap_layered_at_step"
FootstepSound2 = "com_weap_layered_at_step"
FootstepSound3 = "com_weap_layered_at_step"
HydraulicSound = "atst_leg_up"
HydraulicSoundHeight = "0.5"
HydraulicLowerSound = ""
//HydraulicLowerHeight = "0.5"
HurtSound = ""
DeathSound = "com_weap_obj_med_exp"
//AllMusic = "all_vehicle"
ImpMusic = "imp_vehicle"
MusicSpeed = "0.0"
MusicDelay = "5.0"
EngineSound = "atst_engine_parameterized"
TurnOnSound = ""
TurnOnTime = "1.0"
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = "1.0"

Re: Command Walker

Posted: Tue Jul 13, 2010 7:43 pm
by -_-
CommandHover.

Re: Command Walker

Posted: Tue Jul 13, 2010 7:51 pm
by Mithrandir
hmmmm. that sounded very promising actually, but it didnt work. The vehicles did not show up ingame. this is the first time ive worked with vehicles so i absolutely have no idea where i am going wrong. man this is one of the last things i need to fix before i can release a beta.

Re: Command Walker

Posted: Tue Jul 13, 2010 7:55 pm
by -_-
You need a CommandHover memory pool in your .lua.

Re: Command Walker [Solved]

Posted: Wed Jul 14, 2010 9:55 pm
by Mithrandir
yay! it works! lack of experience is always my downfall :(

EDIT
yeh really sorry to bother u. but im still having trouble with the model. the video displays the problem pretty well, i just don't know why that is happening. Any ideas?

Re: Command Walker [Solved]

Posted: Wed Jul 14, 2010 10:08 pm
by sim-al2
Try creating a txt file (in your msh folder) and rename to "[modelname.msh].option" (without brackets or parenthesis of course) and add the tag "-donotmergecollision" in it. I know this works for buildings but I've never tried it on vehicles.

Problems with Command vehicle

Posted: Wed Jul 14, 2010 10:14 pm
by AceMastermind
Mithrandir wrote:...It resembles the Sandcrawler, but has a larger chamber inside that i was hoping i could get the units to spawn in. Ingame however, the chamber is there but you cannot enter it.
http://www.xfire.com/video/3084a9/
Your model is now a vehicle and you will need to create proper collision for it, you certainly don't want to let the game create the collision or else you'll get what you see in the video along with an assortment of other collision issues.