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Hardpoint for pilot not working? [Solved]

Posted: Wed Aug 26, 2009 6:59 pm
by Tourny
Hi guys.
I'm making a puddle jumper from Stargate Atlantis and it's my first vehicle. I got the model to work just fine, and put 6 nulls where I wanted each of the 6 passengers to sit. When I played the model worked fine, except for one aspect:

The Pilot didn't sit at my Hard point named "pilotseat". He just went to the scene root "dummyroot". I checked the ODF and it is set up correctly. The damage effects also go to the scene root instead of the defined hard points. I am trying again to see if the nulls need to start with "hp_". I know it's possible to make hard points because in the MshEx pictures it shows a speeder with people sitting in the right places. Does anybody know what I should do?

EDIT: Editing all the nulls to "hp_*" Didn't work.

Re: Sweet ride- Now where do you sit down?

Posted: Thu Aug 27, 2009 1:50 pm
by DarthD.U.C.K.
and they are correctly named in the odf?
are you using the latest version of the meshtool or any other converter?

Re: Sweet ride- Now where do you sit down?

Posted: Thu Aug 27, 2009 1:52 pm
by RogueKnight
DarthD.U.C.K. wrote:and they are correctly named in the odf?
are you using the latest version of the mshex or any other converter?
Fixed.

As D.U.C.K. said, make sure that all your hp's are correctly referenced in the odf.

hehehe....

If you don't mind me asking, do you have any pics? I've always wanted to see a puddle jumper in battlefront.

Re: Sweet ride- Now where do you sit down?

Posted: Thu Aug 27, 2009 1:54 pm
by DarthD.U.C.K.
uh sorry,the day was really exhausting..

Re: Sweet ride- Now where do you sit down?

Posted: Thu Aug 27, 2009 6:12 pm
by Tourny
Image

=D
Hidden/Spoiler:
[code][GameObjectClass]

ClassLabel = "flyer"
GeometryName = "sgc_fly_puddlejumper.msh"

[Properties]
VehicleType = "fighter"
MapTexture = "jumper_icon"
HealthTexture = "HUD_all_ywing_icon"
VehiclePosition = "common.vehiclepositions.pilot"

MapScale = 1.5
MapViewMin = 50
MapViewMax = 50

PathFollowerClass = "all"
PathFollowerBranchPaths = "6"
PathFollowerBranchMaxAngle = "45"
PathFollowerMinBranchDist = "190.0"
PathFollowerBranchRange = "1500"

SquadronFormation = "Tri-form"
SquadronFormation = "Line-Form"
SquadronFormation = "five-form"
SquadronFormation = "eschleft-form"
SquadronFormation = "wall-form"
SquadronFormation = "eschrgt-form"
SquadronFormation = "Box-form"

GeometryName = "sgc_fly_puddlejumper"

MaxHealth = "3500.0"
HealthType = "vehicle"

MaxShield = "7000.0"
AddShield = "70.0"

PilotRepairScale = "0.02"

TimeRequiredToEject = "2.5"
EjectResistance = "0.01"
TimeTilReboard = "1.0"

ExplosionDestruct = "all_fly_ywing_exp"

PilotPostition = "hp_pilotseat"
PilotAnimation = "drive"
IsPilotExposed = "1"

WEAPONSECTION = "1"
WeaponName = "sgc_weap_inf_jumperdrones"
WeaponAmmo = "0"

AimerNodeName = "dronegunleft"
AimerYawLimts = "0 0"
AimerPitchLimts = "0 0"

NextAimer = "-"

AimerNodeName = "dronegunright"
AimerYawLimts = "0 0"
AimerPitchLimts = "0 0"

WEAPONSECTION = "2"
WeaponName = "sgc_weap_inf_jumpercloak"
WeaponAmmo = "0"
FirePointName = "dummyroot"

// SPARK

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

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

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

// SMOKE

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

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

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

// FLAME

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

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

TakeoffTime = 1.0
TakeoffSpeed = 2.0
LandingTime = 1.0
LandingSpeed = 2.0
TakeoffHeight = 4.0

EnergyBar = 100
EnergyAutoRestore = 10
EnergyBoostDrain = 10
EnergyTrickDrainSingleTap = 10
EnergyTrickDrainDoubleTap = 10

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 2.0 6.0"
TrackCenter = "0.0 2.0 -6.0"
TrackOffset = "0.0 0.0 0.0"
//TrackOffsetMin = "0.0 4.0 12.0"
//TrackOffsetMax = "0.0 5.0 -12.0"
TiltValue = "5.0"

AimTension = "20.0"

MoveTensionX = "5.0"
MoveTensionY = "4.0 15.0"
MoveTensionZ = "4.25"

BlurEffect = 0.9
BlurStart = 40.0

FOVEffect3rd = 60
FOVEFFectMinCamOffset3rd = "0.0 2.0 9.0"
FOVEFFectMaxCamOffset3rd = "0.0 3.0 -2.0"

FOVEffect1st = 60

Acceleraton = 80.0
MinSpeed = 0.0
MidSpeed = 80.0
MaxSpeed = 105.0
BoostAcceleration = 80.0
BoostSpeed = 170.0

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


// ***************************************************************************************[/code]
This is the Prototype Jumper's ODF. Later I will install Drones and the cloak, while it doesn't actually cloak the jumper, does seem to confuse the bots quite effectively. But I'm getting off-topic.

After giving it missiles (for the want of shooting things) I have found out that it complicates matters even more. The missiles shoot from the dummyroot. This in effect means that if you shoot you blow up.

Oh wait. The Pilot seat says PilotPostition XD... But I don't see a typo with the Aimer Nodes? Oh wait I didn't change them to the edited name. Well, I'm going to test this version now and see if it works. Wish me luck.

EDIT: It works! =D Thanks guys.

Re: Sweet ride- Now where do you sit down?

Posted: Thu Aug 27, 2009 6:45 pm
by General_Nate
Off topic: Wow, I've always wanted to make a stargate mod. Good job!

Re: Sweet ride- Now where do you sit down?

Posted: Thu Aug 27, 2009 7:02 pm
by RogueKnight
General_Nate wrote:Off topic: Wow, I've always wanted to make a stargate mod. Good job!
How did that contribute to helping him?

:spam:

Anyways, that model looks good, slap a texture on her and knock some wraith darts out!