Vehicle Question - I need more space...

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vampire_lord
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Vehicle Question - I need more space...

Post by vampire_lord »

I have been working on my map for long and it is finally taking shape (the map, the sides will be a nightmare), but as I am about to check the sides and all modifications I want to make I really need to know...

Is it even possible to add extra room in vehicles for troops?

You know, it is a little pointless to have a "requesting troop transport" key in multiplayer if the more a Tank carries is two people, the same goes for LAAT/i and other command vehicles (AT-AT someone?), now this is basically what I want to do.

As in "Halo: Combat Evolved" there are those Scorpion tanks, they are double the size of a republic/empire fighter tank, but it carres five units, driver + two units sit on each side, and it works like this, passengers can aim and shoot their own weapons while sit on the tank, basically they have a limited angle (so they won't twist their waist), of course I don't think there is a sit animation for units in Battlefront 2, but a crouch animation would work just fine if there is actually a way to attach a soldier to the sides.

For carrier vehicles I think is just fine if passengers can't shot but they at least can see the vehicle and look around like in first person at least.

The main goal in that case is making AT-ATs, LAAT/i's, and other of the like able to carry at least 10 units, in case of air carriers it would just need to meet certain conditions to drop because there are no parachutes.

Thanks in advance, I hope there is a way...
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Re: Vehicle Question - I need more space...

Post by 1z2x3c »

yay.... you have to edit their odfs ... and stuff.... thats my guess ... ive tought abbout doiing it but never got to it
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Re: Vehicle Question - I need more space...

Post by Caleb1117 »

Not really, atleast not easily. Usable positions in a vehicle are determined by hard points, I think the LAAT's have an extra hardpoint, but otherwise, you would have to edit the model in XSI.
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Re: Vehicle Question - I need more space...

Post by Teancum »

There's a max of 5 units per vehicle, no matter how you slice it. Unless that was upped from SWBF1 (doubtful) you can't have any more than 5.
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Re: Vehicle Question - I need more space...

Post by 1z2x3c »

Hidden/Spoiler:
////////////////////////////////
FLYERSECTION = "TURRET4"
////////////////////////////////
//PassengerSlots = "6" <=======
//PassengerEyePoint = "hp_passenger1"

ForceMode = 1
ThirdPersonFOV = 59.5
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75

YawLimits = "-95 -60"
PitchLimits = "-10.0 20.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"

PitchTurnFactor = "1.0"
YawTurnFactor = "1.0"

EyePointOffset = "0.0 10.0 -3.0"
MountPos = "1.5 -0.75 1.75"
TrackCenter = "0.0 0.0 0.0"
TrackOffset = "0.0 0.0 0.0"

//ControlsUnit = "1"
PilotPosition = "hp_passenger1"
PilotAnimation = "standing"

VehiclePosition = "common.vehiclepositions.passenger"
.... i think hes talking about the above cutout from the odf.... for the laat gunship...i personaly would like to know how to add this to the mtt ...... yay...


mtt odf...
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "hover"
GeometryName = "cis_hover_mtt.msh"

[Properties]
WaterEffect = "waterwake_lg"


VehicleType = "heavy"
AISizeType = "Huge"
NoCombatInterrupt = "1"
ReserveOneForPlayer = "0"

FLYERSECTION = "BODY"

MapTexture = "mtt_icon"
HealthTexture = "HUD_cis_mtt_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5

GeometryName = "cis_hover_mtt"
CollisionScale = 30.0
Explosion = "cis_hover_mtt_exp"
ExplosionCritical = "cis_hover_mtt_exp"
ExplosionDestruct = "cis_hover_mtt_exp"
FirstPerson = "cis\cismttp;cis_1st_cockpit_MTT"
FirstPersonFOV = "48"
CockpitTension = 40

--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 = 0
--Value_ATK_Alliance = 0
--Value_ATK_CIS = 0
--Value_ATK_Empire = 0
--Value_ATK_Republic = 0
--Value_ATK_Locals = 0
--Value_DEF_Alliance = 0
--Value_DEF_CIS = 0
--Value_DEF_Empire = 0
--Value_DEF_Republic = 0
--Value_DEF_Locals = 0

// dont know if these are working for vehicles but it would be cool
ScanningRange = "60.0"
TransmitRange = "60.0"

MaxHealth = 50500.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "hp_damage_4"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "hp_damage_5"

DamageStartPercent = 30.0
DamageStopPercent = 20.0
DamageEffect = "vehiclesmoke"
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 19.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 30.0
DamageStopPercent = 20.0
DamageEffect = "vehiclesmoke"
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 19.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageAttachPoint = "hp_damage_1"

SetAltitude = 2.5
GravityScale = 4.0
LiftSpring = 10.0
LiftDamp = 3.0






EnergyBar = 500
EnergyAutoRestore = 7.5
EnergyBoostDrain = 15
BoostSpeed = 18
BoostAcceleration = 10.0
BoostFOV = 60



Acceleration = "7.25"
Deceleration = "5.5"
Traction = "20"
ForwardSpeed = "10"
ReverseSpeed = "6"
StrafeSpeed = "6"







AddSpringBody = "0.0 6.0 6.0 7.0"
BodySpringLength = 1.0

AddSpringBody = "-3.0 5.1 0.0 6.0"
BodySpringLength = 1.0

AddSpringBody = "3.0 5.1 0.0 6.0"
BodySpringLength = 1.0

AddSpringBody = "0.0 6.0 -14.0 7.0"
BodySpringLength = 1.0

VelocitySpring = 3.5
VelocityDamp = 3.0
OmegaXSpring = 2.0
OmegaXDamp = 5.0
OmegaZSpring = 2.0
OmegaZDamp = 5.0

SpinRate = 0.5
TurnRate = 0.5
TurnFilter = 5.0
PitchRate = 0.5
LevelSpring = 3.0
LevelDamp = 7.0

StrafeRollAngle = 0.0
ThrustPitchAngle = 0.0
BankAngle = 0.0
BankFilter = 3//low is slow - How quickly the bank returns to level
LevelSpring = 3.0//low is slow - the force the restores level
LevelDamp = 1.0//low is slow - the force that reduces the momentum of the rotation

//PCPitchRate = 15.0
//PCSpinRate = 15.0
//PCTurnRate = 0.5

--EyePointOffset = "0.0 0.0 -0.0"
EyePointOffset = "0.0 20.0 -20.0"
TrackCenter = "0.0 7.5 -15.0"
TrackOffset = "0.0 15.0 15.0"
TiltValue = "5.0"

PitchLimits = "-30 10"
YawLimits = "-90 90"

////////////////////////////////////////////////////////////////////////
//WEAPON SYSTEMS

WEAPONSECTION = "1"

WeaponName = "cis_weap_hover_aat_cannon"
WeaponAmmo = "0"

AimerNodeName = "aimer_l"
BarrelNodeName = "barrel1_l"
//BarrelRecoil = 1.25
NextBarrel = "-"
BarrelNodeName = "barrel2_l"
//BarrelRecoil = 1.25

NextAimer = "-"

AimerNodeName = "aimer_r"
BarrelNodeName = "barrel1_r"
//BarrelRecoil = 1.25
NextBarrel = "-"
BarrelNodeName = "barrel2_r"
//BarrelRecoil = 1.25



////////COLLISION////////////////////////////////////////////////////////////////


VehicleCollision = "p_vehiclesphere1"
VehicleCollision = "p_vehiclesphere2"
VehicleCollision = "p_vehiclesphere3"

SoldierCollision = "CollisionMesh"
SoldierCollision = "p_cannon1"
SoldierCollision = "p_cannon2"

OrdnanceCollision = "CollisionMesh"
OrdnanceCollision = "p_cannon1"
OrdnanceCollision = "p_cannon2"


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_hover_mtt_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "explosion"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 0.1 0.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "14.0"
ChunkUpFactor = "7.00"
ChunkTrailEffect = "mediumsmoketrail"


CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_hover_mtt_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.5 0.5 0.3"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "12.0"
ChunkUpFactor = "6.00"
ChunkTrailEffect = "mediumsmoketrail"


CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_hover_mtt_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "explosion"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "0.1 0.4 0.1"
ChunkSpeed = "4.0"
ChunkUpFactor = "8.00"


CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "cis_hover_mtt_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "explosion"
ChunkPhysics = "FULL"
ChunkOmega = "0.1 0.4 0.1"
ChunkBounciness = 0.55
ChunkStickiness = 0.25
ChunkSpeed = "5.0"
ChunkUpFactor = "4.00"
ChunkTrailEffect = "mediumsmoketrail"


CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "cis_hover_mtt_chunk5"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "explosion"
ChunkPhysics = "FULL"
ChunkOmega = "0.1 0.5 0.2"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "10.00"
ChunkTrailEffect = "mediumsmoketrail"


CHUNKSECTION = "CHUNK6"
ChunkGeometryName = "cis_hover_mtt_chunk6"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkPhysics = "FULL"
ChunkTerrainEffect = "explosion"
ChunkOmega = "0.1 0.5 0.1"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "9.0"
ChunkUpFactor = "11.00"
ChunkTrailEffect = "mediumsmoketrail"

EngineSound = "cis_hover_aat_engine_parameterized"
TurnOnSound = ""
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
Music = ""
RepMusic = "rep_vehicle"
CISMusic = "cis_vehicle"
MusicSpeed = ".25"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
BoostSound = ""
FoleyFXGroup = "metal_foley"
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Re: Vehicle Question - I need more space...

Post by Teancum »

yeah, but it's commented out. PassengerSlot doesn't work. Thus, like I said before, 5 is the max.
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Re: Vehicle Question - I need more space...

Post by 1z2x3c »

i think him and i both are asking how do you add passanger slots to a vehical.... not over 5... but just more slots to carry peeps..
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Re: Vehicle Question - I need more space...

Post by vampire_lord »

Even then it would be useful to have slots maxed out, an ATAT is better carrying out five units instead of just one, if I can check it would be like this...

Imperial AT-AT: Pilot, Co-Pilot, Passenger x3 (I think there is a secondary weapon never used in the game for this one).
Republic ATTE: Pilot, Gunner, Rear Gunner, Passenger x2 (POV for them would be the cabinet).
CIS AAT: Pilot, Gunner, Passenger x2 (out on the sides).
Republic/Imperial Fightertank: Pilot, Gunner, Passenger x2 (out on the sides, just a little to the rear).
ARC 170: I see a rear gun but no gunner slot.
LAAT/i: I think it still has one slot, altough not exactly a carrier in that case, same with Imperial Theta class carrier.

Curiously, if there would be a droid land carrier like in episode 1 it would have a huge capacity by nature... anyway any method would serve, the only problem is XSI, I can't do any modifications by myself yet...
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Re: Vehicle Question - I need more space...

Post by 1z2x3c »

yay... i was thinking the same thing w/ the mtt.... u know how in the movie, the mtt comes down the hill and lets like 100 droids out and they unfold... even if only 5 come out ... its better than 1
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Re: Vehicle Question - I need more space...

Post by vampire_lord »

OK, this thread will die anyway but I wanted to show an example of what I would like to do with tanks, this is the case of visible units on a vehicle.
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
I hope anyone can find a way to do it.
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Re: Vehicle Question - I need more space...

Post by Syth »

Well you can make the unit actually part of the model, this has been done in ML Kashyyyk- but Pandemic never finished the code for having units being able to have sit/fire positions. There is some scrap of what they attempted but its not anything useful.

Here is probably the closest someone could do is this. Make sit hard points on the model, then where the unit's weapons would be make an invisible turret. Then in the ODF make a position that uses the sit point, invisible turret and a sit animation. It wouldnt share the weapons the unit currently has nor would the unit move with your aim, but its the most you could do towards something like that.
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Re: Vehicle Question - I need more space...

Post by 1z2x3c »

i think he wants it to where you can enter a vehical and be positioned sitting on the side... what i want is it to be to where you can enter more than one person to vehical.. simalar ideas.... but totaly diferent....
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Re: Vehicle Question - I need more space...

Post by MercuryNoodles »

1z2x3c, Syth and the others are explaining exactly what can and can't be done with the game in regards to sitting on the exterior of a vehicle. They know what they're talking about.

As for your problem, all you need to do is add a section to your vehicle odf similar to the pilot, gunner, and passenger sections in other vehicles, which have multiple parameters. Take a look at the vehicle odfs to see how they're setup, and there should be some documentation on it with the tools, here, or on psych0fred's site.
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Re: Vehicle Question - I need more space...

Post by vampire_lord »

Yep, for carrier vehicles it is easier because it just need some slots (five at max if I understood), too bad for tanks and speederbikes (I wanted at least one passenger in them), anyway, it solves a few questions.

I know is a little easy to actually climb up to a vehicle like tanks and even bikes in the actual game, the bad thing is to slip out by speed ups and the lack of initiative in multiplayer (of course the dumb AI is even more cooperative in those cases but too dumb to move on its own later), too bad the "stickyness" seems to be hardcoded, or else there would be a way to stick like a thermal detonator on vehicles...
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