Auto piloted vehicles (not turrets) not solved yet

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somen00b
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Auto piloted vehicles (not turrets) not solved yet

Post by somen00b »

So I know how to make auto turrets, and can get the AI infintry (untested with anything else) to use custom remote droids and can get AI infintry to fire remote rockets (Unsure if they can steer them though).

I wonder if it is possible to make self piloted vehicles without LUA use. I tried many varations of the idea of turrets shooting remote rocket based fighters, but I could never get the fighter to spawn unless I manned the turret. I have not tried remote droid turrets yet.

I tried to spawn a vehicle spawn point with a weapon, but that just crashed the game.

Any Thoughts?

edit: for mappers just add the line 'Pilottype = "self" on flyers and add them to a vehicle spawn point. Side modders I don't know yet

update: I tried to get a dispenser to create a vehicle spawn point: After changing the instance property "controlzone" to match a CP in my map , when I fired the dispenser it crashed and I got this error:
Hidden/Spoiler:
.Message Severity: 2
\Memory\RedMemoryPool.cpp(317)
Memory pool "VehicleSpawn::VehicleTracker" set item count after being allocated
Any one know how to fix it?
Last edited by somen00b on Tue Jun 07, 2011 10:47 pm, edited 3 times in total.
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Re: Auto piloted vehicles (not turrets) preferably without l

Post by THEWULFMAN »

A simple ODF line does exactly what you want

Code: Select all

Pilottype       = "self"
Put that right under Properties.
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Re: Auto piloted vehicles (not turrets) preferably without l

Post by somen00b »

I apriciate the prompt reply, but your method has its limits.

Fighters remain dormant and hovers crash the game when spawned pilottype=self is all you do.
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Re: Auto piloted vehicles (not turrets) preferably without l

Post by acryptozoo »

did you setup flyer splines for them to follow that might make them move
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Re: Auto piloted vehicles (not turrets) preferably without l

Post by THEWULFMAN »

somen00b wrote:I apriciate the prompt reply, but your method has its limits.

Fighters remain dormant and hovers crash the game when spawned pilottype=self is all you do.

I have had the issue of the crashing hovers, but the fighters have always worked for me. I had made an autopiloted Hyena bomber for my Ryloth map, but removed it when I found the map too small for any flyers.
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Re: Auto piloted vehicles (not turrets) preferably without l

Post by somen00b »

I'm dipesning mine with a weapon (its a side mod), could that be the issue?
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Re: Auto piloted vehicles (not turrets) preferably without l

Post by THEWULFMAN »

somen00b wrote:I'm dipesning mine with a weapon (its a side mod), could that be the issue?
Not really, it doesn't matter how it gets on the map if the ODFs are set up right. Why dont you post your ODFs, see if we can find something wrong.
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Re: Auto piloted vehicles (not turrets) preferably without l

Post by Sky_216 »

THEWULFMAN wrote:
somen00b wrote:I'm dipesning mine with a weapon (its a side mod), could that be the issue?
Not really, it doesn't matter how it gets on the map if the ODFs are set up right. Why dont you post your ODFs, see if we can find something wrong.
Yes it is, dispensing autopiloted hover vehicles (dunno about others) crashes the game.
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Re: Auto piloted vehicles (not turrets) preferably without l

Post by THEWULFMAN »

Sky_216 wrote:
THEWULFMAN wrote:
somen00b wrote:I'm dipesning mine with a weapon (its a side mod), could that be the issue?
Not really, it doesn't matter how it gets on the map if the ODFs are set up right. Why dont you post your ODFs, see if we can find something wrong.
Yes it is, dispensing autopiloted hover vehicles (dunno about others) crashes the game.

Dispensed or spawned normally, autopiloted hover vehicles always crash the game, regardless of whether they are dispensed or not.
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Re: Auto piloted vehicles (not turrets) preferably without l

Post by Eggman »

THEWULFMAN wrote: Dispensed or spawned normally, autopiloted hover vehicles always crash the game, regardless of whether they are dispensed or not.
Can you back that up? It's been a while, but I'm 99% sure I've had a fully functional auto-piloted AAT in-game before.
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Re: Auto piloted vehicles (not turrets) preferably without l

Post by Dakota »

maybe an error log could help in someway. i thought of this idea before but it never worked for me, but my idea was a bit insane...
Hidden/Spoiler:
i had invented a weapon called "the swarm" which shot out about 100 flying autoturrets and then the turrets would chase around enemies and shoot them like fighters. i got the flying autoturret and the weapon that fires them, but when i added them it failed, probably since i didn't set the weapon as a dispenser... but anyway time to get on topic
maybe you could try to test the weapon in space to see if in splines will help it in some way, since space is set up for fighters anyway. if u don't know how already, you just put the side files for the mod into the side folder for the main game and just remmove the unmodded side files and put them some where safe so u can restore the sides back to normal later.
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Re: Auto piloted vehicles (not turrets) preferably without l

Post by somen00b »

Update: I cannot for the life of me get auto turrets to fire guided rockets (which are coded as flyers)

edit: sorry about the triple post, i didn't think it would fit in 1 post

How do you do spoiler tags again?

edit: names/descriptions underlined in spoiler

the "rocket"
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "rep_fly_anakinstarfighter.msh"

[Properties]
HUDModel = "hud_jedistarfighter_shape"
FLYERSECTION = "BODY"
VehicleType = "fighter"

Pilottype = "self"

MapTexture = "anistarfighter_icon"
HealthTexture = "HUD_rep_jedistarfighter_icon"
VehiclePosition = "common.vehiclepositions.pilot"

MapScale = 1.5
MapViewMin = 750
MapViewMax = 750

// PathFollower Attributes
PathFollowerClass = "rep"
PathFollowerClass_CTF = "rep_flag"
PathFollowerBranchPaths = "6"
PathFollowerBranchMaxAngle = "60"
PathFollowerMinBranchDist = "190.0"
PathFollowerBranchRange = "1500"

SquadronFormation = "five-form"
SquadronFormation = "eschleft-form"
//-----------------------------------

GeometryName = "rep_fly_anakinstarfighter"
AnimationName = "rep_fly_anakinstarfighter"
//FirstPerson = "REP\repjedfi;rep_1st_cockpit_jedistarfighter"
//ForceMode = "1"

MaxHealth = 1500.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"

TimeRequiredToEject = "2.5"
EjectResistance = "0.01"
TimeTilReboard = "5.0"

PilotSkillRepairScale = 0.02

TakeoffTime = 1.0
TakeoffSpeed = 10.0
LandingTime = 1.0
LandingSpeed = 12.5
TakeoffHeight = 1.5
LandedHeight = 0.7

WEAPONSECTION = 1
WeaponName = "rep_weap_fly_anakin_cannon"
WeaponAmmo = 0

AimerNodeName = "hp_fire_l"
AimerYawLimts = "-90 90"
AimerPitchLimts = "-90 90"

NextAimer = "-"

AimerNodeName = "hp_fire_r"
AimerYawLimts = "-90 90"
AimerPitchLimts = "-90 90"


WEAPONSECTION = 2
WeaponName = "rep_weap_fly_anakin_missile"
WeaponAmmo = 0

AimerNodeName = "hp_cannon_l"
NextAimer = "-"
AimerNodeName = "hp_cannon_r"


//PilotPosition = "hp_pilot"
//PilotAnimation = "drive"
//IsPilotExposed = "0"

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_fly_anakinstarfighter_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "1"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "rep_fly_anakinstarfighter_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = ""
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "6.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "rep_fly_anakinstarfighter_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = ""
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "12.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "rep_fly_anakinstarfighter_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = ""
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "6.0"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"


ThrustEffect = "com_sfx_exhaust_jedistarfighter_blue"
ThrustAttachPoint = "dummyroot"
ThrustAttachOffset = "0.3091 -0.2137 -2.2377"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "1.4"
ThrustEffectScaleStart = "0.55"

ThrustEffect = "com_sfx_exhaust_jedistarfighter_blue"
ThrustAttachPoint = "dummyroot"
ThrustAttachOffset = "-0.3091 -0.2137 -2.2377"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "1.4"
ThrustEffectScaleStart = "0.55"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "0.3091 -0.2137 -2.2377"
ContrailEffectMinScale = "0.2"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "-0.3091 -0.2137 -2.2377"
ContrailEffectMinScale = "0.2"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "0.3091 -0.2137 -2.2377"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.2"
ContrailEffectMaxScale = "1.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "-0.3091 -0.2137 -2.2377"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.2"
ContrailEffectMaxScale = "1.8"


// SPARK

DamageStartPercent = "85"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "75"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "65"
DamageStopPercent = "5"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// SMOKE

DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "65"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "55"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// FLAME

DamageStartPercent = "35"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "25"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"



//ExplosionCritical = "rep_fly_jedifighter_sc_exp"
ExplosionDestruct = "rep_fly_jedifighter_sc_exp"

//SOUNDS*******************8
VOUnitType = 128
EngineSound = "rep_fly_anakinfighter_engine_parameterized"
TakeoffSound = "rep_fly_anakinfighter_take_off"
LandSound = "rep_fly_anakinfighter_land"
HurtSound = "r2_damage"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "rep_fly_anakinfighter_turn_on"
TurnOffSound = "rep_fly_anakinfighter_turn_off"
TurnOffTime = "1.5"
TurningOffSound = "rep_fly_anakinfighter_airbrakes_off"
Music = ""
CISMusic = "cis_vehicle"
RepMusic = "rep_vehicle"
MusicSpeed = "0.3"
MusicDelay = "3.0"
AfterburnerOnSound = ""
AfterburnerOffSound = ""
AfterburnerSpeed = ""
Cockpit1stPersonSound = "rep_inf_com_space_chatter"
Cockpit3rdPersonSound = "rep_inf_com_space_chatter"
FoleyFXGroup = "metal_foley"

BoostSound = "rep_fly_anakinfighter_shift_up_low_property 0.11 1"
BoostSound = "rep_fly_anakinfighter_shift_up_high_property 0.15 1"
BoostSound = "rep_fly_anakinfighter_shift_up_property 0.53 1"
BoostSound = "rep_fly_anakinfighter_shift_up_high_property 0.66 1"
BoostSound = "rep_fly_anakinfighter_shift_down_property 0.17 0"
BoostSound = "rep_fly_anakinfighter_shift_down_property 0.41 1"
BoostSound = "rep_fly_anakinfighter_shift_down_high_property 0.9 0"
TrickSound = "rep_fly_anakinfighter_roll" //Played when the flyer performs a roll
FlipSound = "rep_fly_anakinfighter_flip" //Played when the flyer performs a flip
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
//Acceleraton = 50.0
//MinSpeed = 35.0 .21
//MidSpeed = 80 .47
//MaxSpeed = 105 .62
//BoostAcceleration = 80.0
//BoostSpeed = 170.0


// ***************************************************************************************

EnergyBar = 100
EnergyAutoRestore = 10
EnergyBoostDrain = 20
EnergyTrickDrainSingleTap = 15
EnergyTrickDrainDoubleTap = 30

FirstPersonFOV = "52"
CockpitTension = "22"
CollisionScale = 1.5
CollisionThreshold = 5.0

PitchRate = 1.25
PitchFilter = 6.0
PitchFilterDecel = 6.0
PitchBuildupMultiplier = 1.0
TurnRate = 1.25
TurnFilter = 6.0
TurnFilterDecel = 6.0
TurnBuildupMultiplier = 1.0

BankAngle = 0.8
BankFilter = 3.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 3.15

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

EyePointOffset = "0.0 1.0 -2.0"
TrackCenter = "0.0 0.0 0.0"
//TrackOffset = "0.0 2.5 8.0"
TiltValue = "5.0"

AimTension = "20.0"

MoveTensionX = "3.7"
MoveTensionY = "3.2 15.0"
MoveTensionZ = "4.25"


BlurEffect = 0.9
BlurStart = 40.0

FOVEffect3rd = 90
FOVEFFectMinCamOffset3rd = "0.0 3.0 12.0"
FOVEFFectMaxCamOffset3rd = "0.0 6.0 -18.0"

FOVEffect1st = 90

Acceleraton = 50.0
MinSpeed = 35.0
MidSpeed = 80
MaxSpeed = 105
BoostAcceleration = 80.0
BoostSpeed = 170.0

TrickRollSpeed = 6.0
TrickFlipSpeed = 9.0
TrickSideRollStrafeSpeed = 30
TrickFlipCameraDetach = 0.24
TrickSideRollCameraDetach = 0.48

//also tried with these on:

//GuidedMissile = 1
//GuidedMissileDamage = 1000.0
//GuidedMissileDamageBoost = 2000.0
//GuidedMissileDeathCamPause = 1.0
//GuidedMissileDeathCamPullbackSpeed = 60.0
//GuidedMissileDeathCamMinDistance = 20.0
//GuidedMissileBoostExplosionSpeedThreshold = 0.8
the turret that lanches the rocket
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "portableturret"
GeometryName = "rep_bldg_boxturret.msh"

[Properties]
// NOBODY has override textures for this!
//OverrideTexture = "com_prop_dropturret_rep"

Pilottype = "self"

//AutoFire = "1"

//Controllable = "0"

BUILDINGSECTION = "BODY"

MapTexture = "turret_icon"
MapScale = "1.2"
HealthTexture = "HUD_kam_turret_icon"

GeometryName = "rep_bldg_boxturret"
ExplosionName = "rep_bldg_inf_autoturret_exp"

//Controllable = "0"

MaxHealth = "9000.0"

LifeTime = "999999.0"

Gravity = "0.0"

BUILDINGSECTION = "TURRET1"

Pilottype = "self"

Controllable = "0"

//AutoFire = "1"

ForceMode = 1

TurretNodeName = "aimer_head"

PitchLimits = "-45 45"
YawLimits = "-180 180"

PitchTurnFactor = "0.0"

//FirstPerson = "com\comviewf;com_1st_cockpit_viewfinder"
ThirdPersonFOV = "360"

MaxTurnSpeed = "90.8"
MaxPitchSpeed = "90.8"
PitchRate = "90.0"
TurnRate = "90.5"
PCMaxPitchSpeed = "90.0"
PCMaxTurnSpeed = "90.0"
EyePointOffset = "0.0 8.0 0.0"
TrackCenter = "0.0 15.0 -15.0"
TrackOffset = "0.0 -8.0 -8.0"
TiltValue = "10"

TURRETSECTION = "TURRET1"

//Controllable = "0"

//AutoFire = "1"

WeaponName = "rep_weap_spa_test"
WeaponAmmo = "1"

AimerNodeName = "aimer_barrels"
AimerPitchLimits = "-30 10"
AimerYawLimits = "-0 0"


BarrelNodeName = "barrel1"
BarrelRecoil = "0.5"
FirePointName = "hp_fire1"

NextBarrel = "-"

BarrelNodeName = "barrel2"
BarrelRecoil = "0.5"
FirePointName = "hp_fire2"


TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""


FoleyFXGroup = "metal_foley"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "hp_spark_1"

////// Chunks //////////


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_bldg_boxturret_chunk1"
ChunkNodeName = ""
ChunkPhysics = "STATIC"


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_bldg_boxturret_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "6"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "1.4 1.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "16.0"
ChunkUpFactor = "14.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
the weapon that the turret has
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_veh_guided_rocket"

[Properties]
FirePointExtraOffset = "0 5 0"

MinRange = "10"
OptimalRange = "1000"
MaxRange = "50000"

OrdnanceName = "rep_fly_anakinstarfighter_test"

BarrageMin = "1"
BarrageMax = "1"
BarrageDelay = "0.01"

AITargetEnemy = "1"
AITargetNeutral = "0"
AITargetFriendly = "0"

AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "1"
AITargetBuilding = "1"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"

ReloadTime = "30.0"

//I experimented with this line after trying alot of other stuff (it was 1 for most of the tests)

//SwitchImmediately = "0"
Last edited by somen00b on Tue Jun 07, 2011 10:51 am, edited 3 times in total.
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Dakota
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Re: Auto piloted vehicles (not turrets) preferably without l

Post by Dakota »

the "spoiler button" is the button above where you type that says "Hide"
Hidden/Spoiler:
also a bit of discibing for what each odf is (the name of that odf like "com_weap_inf_arccaster" for example)
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Re: Auto piloted vehicles (not turrets) preferably without l

Post by THEWULFMAN »

Eggman wrote:
THEWULFMAN wrote: Dispensed or spawned normally, autopiloted hover vehicles always crash the game, regardless of whether they are dispensed or not.
Can you back that up? It's been a while, but I'm 99% sure I've had a fully functional auto-piloted AAT in-game before.

Well, I had this issue of the AI not getting into my AATs on Ryloth, so I added the pilottype self line and added the autopiloted AAT to my map. The map started instantly to get instant CTDs upon the map loading, and it didnt work till I removed the autopiloted AAT. It was an unedited AAT, except for the pilottype self line.
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DarthD.U.C.K.
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Re: Auto piloted vehicles (not turrets) preferably without l

Post by DarthD.U.C.K. »

somen00b wrote:Update: I cannot for the life of me get auto turrets to fire guided rockets (which are coded as flyers)
according to this discussion, it seems like AI units are unable to use guided missiles unless it is the weapon of a vehicle. i suppose the dont work because a recondroid is more a unit than a vehicle.
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sim-al2
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Re: Auto piloted vehicles (not turrets) preferably without l

Post by sim-al2 »

Eggman wrote:
THEWULFMAN wrote: Dispensed or spawned normally, autopiloted hover vehicles always crash the game, regardless of whether they are dispensed or not.
Can you back that up? It's been a while, but I'm 99% sure I've had a fully functional auto-piloted AAT in-game before.
It's been a while but I'm almost certain that I've made an auto-piloted MTT and it worked just fine.
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Re: Auto piloted vehicles (not turrets) preferably without l

Post by somen00b »

Update: having a self-piloted (pilottype=self) flyer spawn at a vehicle spawn point will allow it to fly around as normal, fully automated.

Now if only one could do that with a side mod
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