Pepperland.....Psychedelia....Released!!
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brokenshard_of_glass
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Caleb1117
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yea they often get mixed up, its either G'Joob or Gajoob, either works.
The Ending is actuallySnork wrote:I am the walrus, goo goo g'joob g'goo goo g'joob.
Goo goo g'joob g'goo goo g'joob g'goo.
Then there's some quotes from shakespeare being recited at the very end. The last lines are all said simultaneously.I Am the Walrus!
Goo Goo G'joob G'goo Goo G'joob!
Goo Goo G'joob G'goo Goo G'joob, G'Loob.
JOOBA JOOBA JOOBA!!
JOOBA!....JOOBA!....JOOBA!....JOOBA JOOBA!!....
JOOBA JOOBA!!....JOOBA JOOBA!!
Oompa Oompa Stick It Up Your Joompa!
Oompa Oompa Stick It Up Your Joompa!
Everybody's Got ONE!
Everyone Smokes Pot
Everybody's Got ONE!
Everyone Smokes Pot
Everybody's Got ONE!
Everyone Smokes Pot
Everybody's Got ONE!
...
Last edited by SBF_Dann_Boeing on Sat Jun 23, 2007 4:35 pm, edited 2 times in total.
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Why were the 60's so f'ed up? I'm scared...SBF_Dann_Boeing wrote:yea they often get mixed up, its either G'Joob or Gajoob, either works.
The Ending is actuallySnork wrote:I am the walrus, goo goo g'joob g'goo goo g'joob.
Goo goo g'joob g'goo goo g'joob g'goo.Then there's some quotes from shakespeare being recited at the very end. The last lines are all said simultaneously.I Am the Walrus!
Goo Goo G'joob G'goo Goo G'joob!
Goo Goo G'joob G'goo Goo G'joob, G'Loob.
JOOBA JOOBA JOOBA!!
JOOBA!....JOOBA!....JOOBA!....JOOBA JOOBA!!....
JOOBA JOOBA!!....JOOBA JOOBA!!
Oompa Oompa Stick It Up Your Joompa!
Oompa Oompa Stick It Up Your Joompa!
Everybody's Got ONE!
Everyone Smokes Pot
Everybody's Got ONE!
Everyone Smokes Pot
Everybody's Got ONE!
Everyone Smokes Pot
Everybody's Got ONE!
...
EDIT: Alright alright, the 60's, whatever. Both of those times were messed up anyway.
- EP-782
Last edited by phazon_elite on Sat Jun 23, 2007 7:56 pm, edited 1 time in total.
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brokenshard_of_glass
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It's not even really a lot of work. Just take any random flyer .odf, delete any instances of a model-specific animation or hardpoint (or just change all references to dummyroot), and then sub in your geometry for the geometry of the model. You've certainly got a lot of room to tweak it after that, but that's all you really need to get it initially flyable.SBF_Dann_Boeing wrote:your method isn't working for me how did u do it?
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I'm not sure what you're doing, and if I'm not giving you enough credit for what you know how to do, than forgive me. But this .odf that I pared down should work:SBF_Dann_Boeing wrote:didn't work. Drivable rock still makes map crash, and im getting all these cannot find fire node errors still. Strangely, i get the same kind of errors for the yellow submarine but it works fine. So i think there must be another reason.
(Please note that you still need to add in a weapon name, a geometry name, and an _exp name)
That's a pared-down cis_fly_greviousfighter.odf. If that doesn't work, let me know, because somewhere I've got an .odf I used to make what I know was a model without any nulls (except dummyroot) work as a flyer. However, I'm pretty sure it was similar to this one.your_fly_rock.odf wrote:[GameObjectClass]
ClassLabel = "flyer"
VehicleType = "flyer"
GeometryName = "your_fly_rock.msh"
[Properties]
HUDModel = "hud_grievousstarfighter_shape"
Label = "Greviousfighter"
MapTexture = "greviousfighter_icon"
HealthTexture = "HUD_cis_droidfighter_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5
MapViewMin = 750
MapViewMax = 750
GeometryName = "your_fly_rock"
//FirstPerson = "cis\cismafp;cis_1st_cockpit_MAF"
//ExplosionCritical = "cis_fly_droidfighter_exp"
ExplosionDestruct = "your_exp_here"
MaxHealth = 5000.0
HealthType = "vehicle"
//HitLocation = "p_crithit 2.0"
TimeRequiredToEject = "2.5"
EjectResistance = "0.01"
TimeTilReboard = "5.0"
PilotSkillRepairScale = 0.02
// PathFollower Attributes
PathFollowerClass = "cis"
PathFollowerClass_CTF = "cis_flag"
PathFollowerBranchPaths = "6"
PathFollowerBranchMaxAngle = "45"
PathFollowerMinBranchDist = "190.0"
PathFollowerBranchRange = "1500"
TakeoffTime = 1.0
TakeoffSpeed = 10.5
LandingTime = 1.0
LandingSpeed = 8.5
TakeoffHeight = 2.0
ThrustEffect = "com_sfx_exhaust_jedistarfighter"
ThrustAttachPoint = "boneroot"
ThrustAttachOffset = "0.0 0.0 0.0"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "1.4"
ThrustEffectScaleStart = "0.55"
ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "0.0 0.0 0.0"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "1.8"
//WEAPON SYSTEMS
WEAPONSECTION = 1
WeaponName = "your_weap_here"
WeaponAmmo = "0"
AimerNodeName = "dummyroot"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-90.0 90.0"
// SOUND
VOUnitType = 090
EngineSound = "cis_fly_grievousfighter_engine_parameterized"
TakeoffSound = "cis_fly_grievousfighter_take_off"
LandSound = "cis_fly_grievousfighter_land"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "cis_fly_grievousfighter_turn_on"
TurnOffSound = "cis_fly_grievousfighter_airbrakes_off" //Played when the flyer turns off
TurnOffTime = "1.5" //Time it takes to turn off the flyer (in seconds)
TurningOffSound = "cis_fly_grievousfighter_turn_off" // Played when a soldier leaves the flyer
Cockpit1stPersonSound = "cis_inf_com_space_chatter" // Sound which is triggered every frame when the player is in first person mode.
Cockpit3rdPersonSound = "cis_inf_com_space_chatter" // Sound which is triggered every frame when the player is in third person mode.
BoostSound = "cis_fly_grievousfighter_shift_up_low_property 0.11 1"
BoostSound = "cis_fly_grievousfighter_shift_up_property 0.47 1"
BoostSound = "cis_fly_grievousfighter_shift_up_high_property 0.62 1"
BoostSound = "cis_fly_grievousfighter_shift_down_low_property 0.11 0"
//BoostSound = "cis_fly_grievousfighter_shift_down_high_property 0.17 0"
BoostSound = "cis_fly_grievousfighter_shift_down_property 0.34 0"
BoostSound = "cis_fly_grievousfighter_shift_down_high_property 0.61 0"
TrickSound = "cis_fly_grievousfighter_roll" //Played when the flyer performs a roll
FlipSound = "cis_fly_grievousfighter_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.
//MinSpeed = 35.0 = .23
//MidSpeed = 60.0 = .4
//MaxSpeed = 85.0 = .57 Contrails at .62
//BoostSpeed = 150.0
Music = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
ImpMusic ="imp_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"
// ***************************************************************************************
EnergyBar = 60
EnergyAutoRestore = 10
EnergyBoostDrain = 20
EnergyTrickDrainSingleTap = 15
EnergyTrickDrainDoubleTap = 30
FirstPersonFOV = "52"
CockpitTension = "22"
CollisionScale = 1.5
CollisionThreshold = 5.0
PitchRate = 1.0
PitchFilter = 6.0
PitchFilterDecel = 6.0
PitchBuildupMultiplier = 1.0
TurnRate = 0.75
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 1.5 0.0"
TrackCenter = "0.0 2.25 -6.0"
TrackOffset = "0.0 2.0 6.0"
TiltValue = "5.0"
AimTension = "20.0"
MoveTensionX = "2.8"
MoveTensionY = "2.0 12.0"
MoveTensionZ = "4.25"
BlurEffect = 0.9
BlurStart = 40.0
FOVEffect3rd = 90
FOVEFFectMinCamOffset3rd = "0.0 3.0 10.0"
FOVEFFectMaxCamOffset3rd = "0.0 7.5 -18.0"
FOVEffect1st = 90
Acceleraton = 40.0
MinSpeed = 35.0
MidSpeed = 60.0
MaxSpeed = 85.0
BoostSpeed = 150.0
BoostAcceleration = 80.0
TrickRollSpeed = 5.0
TrickFlipSpeed = 5.0
TrickSideRollStrafeSpeed = 30
TrickFlipCameraDetach = 0.24
TrickSideRollCameraDetach = 0.48
