How do you add evasive maneuvers to a transport? I'm trying to add them to the K-Wing. And for that matter, how do you remove them when you've accidentally added them somehow?
Also - I may just be imagining it, but I believe that "rep_fly_gunship_sc" closes its doors when it takes off. How is this done? Somehow, I've stopped the animation from happening (possibly because I added a passenger). Is there a way to trigger the animation in the ODF?
Help would be appreciated.
Transport evasive maneuvers and LAAT door animations
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ARC_Commander
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Master Fionwë
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Um, it's not from adding passengers, I've added four. You may have touched something in the odf by mistake, removing the animation. Compare your eduted laat odf to the original, and see if you did anything else other than just add a passenger.
Oh, on after thought, I don't think that it closes it's doors on a land map, in space it does.
For evasive maneuvers, you'll find somewhere in the odf a few lines for speed, like flip speed. It's set at zero for the transports, so if you changed the speed levels for those things, there's two, it should make the flyer do flips and rolls.
Hope this helps!
Oh, on after thought, I don't think that it closes it's doors on a land map, in space it does.
For evasive maneuvers, you'll find somewhere in the odf a few lines for speed, like flip speed. It's set at zero for the transports, so if you changed the speed levels for those things, there's two, it should make the flyer do flips and rolls.
Hope this helps!
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ARC_Commander
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I looked through the original ODF, didn't notice anything about animations. I don't want to replace my edited ODF, it's got the tailgun and the wing turrets working as autoturrets. Kinda hard to do.
I gave the K-Wing 5.0 and 3.0 on the two spots you mentioned, and nothing happens. I'll give it another try.
I gave the K-Wing 5.0 and 3.0 on the two spots you mentioned, and nothing happens. I'll give it another try.
- Maveritchell
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Here's the very beginning of the gunship .odf:
The second two lines bolded are the ones that pertain to doing tricks. Just give them some value (and your max energy is 140, as you can see), and you'll be able to do "tricks."
The first line I bolded you need to make sure is in there, otherwise the doors won't animate.all_fly_gunship_sc wrote:[GameObjectClass]
ClassLabel = "commandflyer"
GeometryName = "all_la_at_gunship.msh"
[Properties]
FLYERSECTION = "BODY"
ReserveOneForPlayer = "1"
VehicleType = "transport"
MapTexture = "gunship_icon"
HealthTexture = "HUD_rep_gunship_icon"
MapScale = 1.5
MapViewMin = 750
MapViewMax = 750
GeometryName = "all_la_at_gunship"
AnimationName = "all_fly_gunship"
//FirstPerson = "REP\repgunsh;rep_1st_cockpit_gunship"
FirstPersonFOV = "60"
CockpitTension = "12"
ThirdPersonFOV = "55"
// PathFollower Attributes
PathFollowerClass = "transport"
PathFollowerBranchPaths = "4"
PathFollowerBranchMaxAngle = "45"
PathFollowerMinBranchDist = "250.0"
PathFollowerBranchRange = "1500"
SpawnPointCount = "6"
SpawnPointLocation = "-6.0 -3.0 8.0 0"
SpawnPointLocation = "6.0 -3.0 8.0 0"
SpawnPointLocation = "-7.0 -3.0 0.0 0"
SpawnPointLocation = "7.0 -3.0 0.0 0"
SpawnPointLocation = "-6.0 -3.0 -8.0 0"
SpawnPointLocation = "6.0 -3.0 -8.0 0"
AllyCount = 65536
Radius = 0.0
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 = 0
Value_DEF_CIS = 0
Value_DEF_Empire = 0
Value_DEF_Republic = 0
Value_DEF_Locals = 0
HUDIndexDisplay = 0
CollisionScale = "2.5"
CollisionThreshold = "5.0"
CollisionInflict = "0.1"
MaxHealth = 25000.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"
TakeoffTime = 1.5
TakeoffSpeed = 10.0
LandingTime = 2.5
LandingSpeed = 6.0
TakeoffHeight = 1.5
PilotSkillRepairScale = 0.015
Acceleraton = 30.0
MinSpeed = 20.0
MidSpeed = 40.0
MaxSpeed = 60.0
EnergyBar = "140"
EnergyAutoRestore = "12.5"
EnergyBoostDrain = "20"
EnergyTrickDrainSingleTap = "0"
EnergyTrickDrainDoubleTap = "0"
BoostAcceleration = "30"
BoostSpeed = "100"
TrickRollSpeed = "0"
TrickFlipSpeed = "0"
TrickSideRollStrafeSpeed = "0"
The second two lines bolded are the ones that pertain to doing tricks. Just give them some value (and your max energy is 140, as you can see), and you'll be able to do "tricks."
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Master Fionwë
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What?!! Oh man, that would be cool. I tried getting them to work as vehicle positions, and so I know from experience that it's not easy. I finally got it working, though the views are off on it, and the tailgun fires through the laat. But my gunship now has ten seats, pilot, copilot, two ball gunners, two wing gunners, and four passengers.I looked through the original ODF, didn't notice anything about animations. I don't want to replace my edited ODF, it's got the tailgun and the wing turrets working as autoturrets. Kinda hard to do.
- Maveritchell
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...It's not that hard. You just set the pilottype = self. It's like one line in the .odf. Hardly a major modification.Master Fionwë wrote:What?!! Oh man, that would be cool. I tried getting them to work as vehicle positions, and so I know from experience that it's not easy. I finally got it working, though the views are off on it, and the tailgun fires through the laat. But my gunship now has ten seats, pilot, copilot, two ball gunners, two wing gunners, and four passengers.I looked through the original ODF, didn't notice anything about animations. I don't want to replace my edited ODF, it's got the tailgun and the wing turrets working as autoturrets. Kinda hard to do.
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Master Fionwë
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Try finding all the right lines, getting the chaingun to work properly, putting everything in the right place to get the turrets even working, and then try to get the turrets to even show up at all as a position, when you have hardly any experience in modding. It was like, the first vehicle that I messed with. I know all about it now, but four months ago, I couldn't even edit a .tga, now, I've released two huge skinpacks.
