Porting Yoda problem
Posted: Sun Feb 01, 2009 8:09 pm
This is not as major as my Boba Fett import problem, but challenging nontheless.
I have attached a screenshot of my problem, but I shall explain anyway.
I wanted to import Yoda into BF1. This is my ODF for Yoda:
With the screenshot you can see my dilemma, is there something I am missing?
I have attached a screenshot of my problem, but I shall explain anyway.
I wanted to import Yoda into BF1. This is my ODF for Yoda:
Code: Select all
[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "rep_inf_yoda.msh"
[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"
UnitType = "assault"
MapTexture = "troop_icon"
MapScale = 1.4
GeometryName = "rep_inf_yoda"
GeometryLowRes = "rep_inf_yoda_low1"
AnimationName = "all_inf_snowtrooper"
SkeletonName = "yoda"
SkeletonLowRes = "yodalz"
SkeletonRootScale = "0.5"
SkeletonRootScaleLowRes = "0.5"
JetJump = "21.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetEffect = ""
JetFuelRechargeRate = "0.025" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.5" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.49" //minimum fuel to perform a jet jump(fuel is 0 to 1)
CollisionScale = "0.0 0.0 0.0"
WingModel = "gen_wings"
CAMERASECTION = "STAND"
EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.25 3.5"
TiltValue = "10"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.6 0.0"
TrackOffset = "0.0 -0.25 3.5"
TiltValue = "10"
CAMERASECTION = "PRONE"
EyePointOffset = "0.0 1.0 0.0"
TrackOffset = "0.0 -0.25 3.0"
TiltValue = "10"
MaxHealth = 1200.0
Acceleraton = 30.0
MaxSpeed = 6.0
MaxStrafeSpeed = 4.0
MaxTurnSpeed = 2.25
PCMaxTurnSpeed = 20.0
PCMaxStrafeSpeed = 20.0
WeaponName1 = "rep_weap_lightsaberg"
WeaponAmmo1 = 0
WeaponName2 = "rep_weap_inf_forcepush"
WeaponAmmo2 = 0
WeaponChannel2 = 1
WeaponName3 = "rep_weap_inf_forcepull"
WeaponAmmo3 = 0
WeaponChannel3 = 1
AimFactorPostureSpecial = 50
AimFactorPostureStand = 100
AimFactorPostureCrouch = 140
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70
HurtSound = "t"
DeathSound = ""
//LeftFootstepSound = "soldierstepleft"
//RightFootstepSound = "soldierstepright"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//WaterWadingSound = "com_inf_wading"
ShockFadeOutTime = ""
ShockFadeOutGain = ""
ShockFadeInTime = ""
ShockSound = ""
RollSound = ""
JumpSound = ""
LandSound = ""
ClothingRustleSound = ""
LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "npc_inf_small"
AISizeType = "SOLDIER"
NoEnterVehicles = 1