In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.
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Maveritchell
Jedi Admin
Posts: 7366 Joined: Mon Aug 21, 2006 11:03 pm
Post
by Maveritchell » Fri Jun 15, 2007 5:35 am
JK514 wrote: Maveritchell
Turn it into a prop and then let's talk.
what turn it prop? Vehicle?
Qua? The words you wrote don't make sense in that or any order. At least to me. What I was saying was that if you are animating, as I suspect, a vehicle .odf (rep_fly_gunship), it won't animate. You might need to create a new .odf (e.g. rep_prop_gunship.odf), something like:
[GameObjectClass]
ClassLabel = "prop"
GeometryName = "REP_LA_AT_Gunship.msh"
[Properties]
GeometryName = "REP_LA_AT_Gunship"
FoleyFXGroup = "metal_foley"
However, I'm not entirely sure. Everything else looks set up correctly, though.
Guest
Post
by Guest » Fri Jun 15, 2007 5:42 am
my ZE-options
rep_fly_gunship options:
[GameObjectClass]
ClassLabel = "prop
GeometryName = "REP_LA_AT_Gunship.msh"
[Properties]
FLYERSECTION = "BODY"
ReserveOneForPlayer = "0"
VehicleType = "transport"
MapTexture = "gunship_icon"
HealthTexture = "HUD_rep_gunship_icon"
MapScale = 2.0
GeometryName = "REP_LA_AT_Gunship"
//FirstPerson = "REP\repgunsh;rep_1st_cockpit_gunship"
FirstPersonFOV = "60"
CockpitTension = "12"
ThirdPersonFOV = "55"
doesn`t work
Maveritchell
Jedi Admin
Posts: 7366 Joined: Mon Aug 21, 2006 11:03 pm
Post
by Maveritchell » Fri Jun 15, 2007 5:57 am
JK514 wrote: my ZE-options
rep_fly_gunship options:
[GameObjectClass]
ClassLabel = "prop
GeometryName = "REP_LA_AT_Gunship.msh"
[Properties]
FLYERSECTION = "BODY"
ReserveOneForPlayer = "0"
VehicleType = "transport"
MapTexture = "gunship_icon"
HealthTexture = "HUD_rep_gunship_icon"
MapScale = 2.0
GeometryName = "REP_LA_AT_Gunship"
//FirstPerson = "REP\repgunsh;rep_1st_cockpit_gunship"
FirstPersonFOV = "60"
CockpitTension = "12"
ThirdPersonFOV = "55"
doesn`t work
Don't keep all that junk from the vehicle .odf. Delete everything in the old .odf (or create a new one) and copy and paste what I wrote into the .odf.
Guest
Post
by Guest » Fri Jun 15, 2007 6:10 am
Maveritchell
thx. I`ll try.
Guest
Post
by Guest » Fri Jun 15, 2007 9:32 am
I have stupid problem. I created new rep_prop_gunship odf-file:
[GameObjectClass]
ClassLabel = "prop"
GeometryName = "REP_LA_AT_Gunship.msh"
[Properties]
GeometryName = "REP_LA_AT_Gunship"
//DestroyedGeometryName = "com_item_weaponrecharge_dst"
ExplosionName = "rep_fly_gunship_exp"
MaxHealth = 10
FoleyFXGroup = "metal_foley"
this is odf ingame...
how fix it?
AceMastermind
Gametoast Staff
Posts: 3285 Joined: Mon Aug 21, 2006 6:23 am
Contact:
Post
by AceMastermind » Fri Jun 15, 2007 9:48 am
Try changing the classlabel in the gunship ODF to:
ClassLabel = "armedbuilding"
The class label armedbuilding supports objects with bones, but these might work also:
animatedbuilding
animatedprop
armedbuildingdynamic
Guest
Post
by Guest » Fri Jun 15, 2007 11:37 am
AceMastermind
okay...
and one question.
How to make a scripted turret that shoot once to the marked point?
Maveritchell
Jedi Admin
Posts: 7366 Joined: Mon Aug 21, 2006 11:03 pm
Post
by Maveritchell » Fri Jun 15, 2007 2:52 pm
AceMastermind wrote: Try changing the classlabel in the gunship ODF to:
ClassLabel = "armedbuilding"
The class label armedbuilding supports objects with bones, but these might work also:
animatedbuilding
animatedprop
armedbuildingdynamic
I can't say that I've tried ZE animating any of those types of objects, but I know the game has problems animating dynamic objects like doors. Can animated objects themselves be animated, then?
Guest
Post
by Guest » Fri Jun 15, 2007 2:56 pm
AceMastermind
working. Thx)
How to make an animated gunship (flyer, path follower) that fires? I heared something about PilotType = "self"...
YankFan1950
Post
by YankFan1950 » Fri Jun 15, 2007 3:26 pm
yeah you sorta make it into an auto turret and animate it so it goes close enough to the iunits that is fires.
Snork
Lieutenant General
Posts: 669 Joined: Thu Jun 07, 2007 3:34 pm
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Post
by Snork » Fri Jun 15, 2007 3:26 pm
Hey people. Did any of you read my Animatedprops Tut? Well, In combination of this, and my Animatedprops, I can create loads of new stuff!!!! Right now I just made a patroling gamorrean gaurd!
Guest
Post
by Guest » Fri Jun 15, 2007 3:53 pm
YankFan1950 wrote: yeah you sorta make it into an auto turret and animate it so it goes close enough to the iunits that is fires.
I don`t understand. What do u mean?
MetalcoreRancor
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Post
by MetalcoreRancor » Fri Jun 15, 2007 7:13 pm
I could do that no problem. In fact thats a great idea, create a fleet of moving auto turret ships.
Guest
Post
by Guest » Sun Jun 17, 2007 8:05 am
So, I created new odf.file rep_prop_gunship.odf
Here is screen.
Animation working. But how to add a sound to a prop (flyer, pathfollower)? My gunship-prop needs a flyby sound.
Plz help.