How do I make vehicles better at ramming units?
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- wishihadaname
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How do I make vehicles better at ramming units?
Its always a bit lackluster when this huge walker steps on you and nothing happens, is there a way to make it so that the ATST's legs have the same collision values as the speederbikes nose? I've looked up their odfs but I don't know which lines affect collision, has anyone done this before and if so how?
And another quick question, is there a way to make only the player immune to headshots? I've been testing out conquest mode and the biggest buzzkill is getting one shotted by corellian militia, its fun when you play as them, but sucks if your imperial. Their rifles aren't meant to be that good but I don't want to nerf their accuracy or damage. I know the droideka is immune to headshots, is there a way to have the lua apply that same property only to the player when he spawns?
And another quick question, is there a way to make only the player immune to headshots? I've been testing out conquest mode and the biggest buzzkill is getting one shotted by corellian militia, its fun when you play as them, but sucks if your imperial. Their rifles aren't meant to be that good but I don't want to nerf their accuracy or damage. I know the droideka is immune to headshots, is there a way to have the lua apply that same property only to the player when he spawns?
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THEWULFMAN
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Re: How do I make vehicles better at ramming units?
@Walker quashing people:
It can't be done.
@Immune to headshots:
The model would need to have a new skeleton, without the bone_head. That, in theory, would allow there to be no headshots. You could have a different bone name, as long as it is not hone_head. This would require new animations.
Long story short: It's possible, but not worth the trouble.
It can't be done.
@Immune to headshots:
The model would need to have a new skeleton, without the bone_head. That, in theory, would allow there to be no headshots. You could have a different bone name, as long as it is not hone_head. This would require new animations.
Long story short: It's possible, but not worth the trouble.
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Darth_Spiderpig
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Re: How do I make vehicles better at ramming units?
Isn't the AT-AT able to kill units by "walking at them", or was that BF1?THEWULFMAN wrote:@Walker quashing people:
It can't be done.
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THEWULFMAN
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Re: How do I make vehicles better at ramming units?
Darth_Spiderpig wrote:Isn't the AT-AT able to kill units by "walking at them", or was that BF1?THEWULFMAN wrote:@Walker quashing people:
It can't be done.
Pretty sure it's BF1 only.
- Dakota
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Re: How do I make vehicles better at ramming units?
its swbf2 also i know from experienceTHEWULFMAN wrote:Darth_Spiderpig wrote:Isn't the AT-AT able to kill units by "walking at them", or was that BF1?THEWULFMAN wrote:@Walker quashing people:
It can't be done.
Pretty sure it's BF1 only.
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Darth_Spiderpig
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Re: How do I make vehicles better at ramming units?
Well then, check the AT-AT odf out then.
- yuke5
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Re: How do I make vehicles better at ramming units?
quoted for truth.Darth_Spiderpig wrote:![]()
Well then, check the AT-AT odf out then.
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Re: How do I make vehicles better at ramming units?
maybe changing the collision scale/threshold (i'm testing now).
also for pushing units i added in an extra seat on the republic hover tank that has an invisable emitterord fireing gun that fires from the turret but is invisable has a range of about 5 and is like force push (i added 50 damage to it) i set the angle to 180 so it hits all thats infront. the only problem is that the weapon is on auto fire and will knock you back when its not moving (i tried jumping in it... wow reminds me of that mean atat...)
also for pushing units i added in an extra seat on the republic hover tank that has an invisable emitterord fireing gun that fires from the turret but is invisable has a range of about 5 and is like force push (i added 50 damage to it) i set the angle to 180 so it hits all thats infront. the only problem is that the weapon is on auto fire and will knock you back when its not moving (i tried jumping in it... wow reminds me of that mean atat...)
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Noobasaurus
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Re: How do I make vehicles better at ramming units?
It also happens with the AT-AT.
- wishihadaname
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Re: How do I make vehicles better at ramming units?
The only line I could find in the ATAT odf that is different from other files is this
LegRayHitLength = "16"
Adding it to the ATST however did not seem to do anything. How did that collision threshold experiment go?
LegRayHitLength = "16"
Adding it to the ATST however did not seem to do anything. How did that collision threshold experiment go?
- Dakota
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Re: How do I make vehicles better at ramming units?
with the collision scale and threshold on the rep hover tank on 0 it wouldn't push into things, just bounce off sometimes or do nothing. when i raised it then it would push other hover tanks some.wishihadaname wrote:The only line I could find in the ATAT odf that is different from other files is this
LegRayHitLength = "16"
Adding it to the ATST however did not seem to do anything. How did that collision threshold experiment go?
also try chaning the legrayhitlength length 16 it the leg length of the atat i think so find the leg length of the atst.
- sim-al2
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Re: How do I make vehicles better at ramming units?
I've gotten killed several times by an AT-AT, but you would have to get stuck in-between the collisions proxies which seems to be random in occurrence (I see more friendlies killed from somewhere along the right side than even standing under the feet.)
As to running people over, it seems that there are no properties to affect that, only speed and the shape of the collision box (the AAT is good, probably better than anything else in the stock game due to it possessing both of those characteristics.) Having a small jump, just enough to be coming down at a angle and sort of landing on top of them is the most effective you can get.

Collision scale and the collision numbers are solely for hitting stuff and not units as you've noticed. Off-topic a bit, but by reducing the scales to 0 and adding a powerful jump, you get a really fun tank to drive.Dakota wrote:
with the collision scale and threshold on the rep hover tank on 0 it wouldn't push into things, just bounce off sometimes or do nothing. when i raised it then it would push other hover tanks some.
- Dakota
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Re: How do I make vehicles better at ramming units?
@the offtopic part: i set a tank to 0 gravity scale dispensed it at a strength of 10, got in it before it got away and then flew up and off the map a few miles then i started spinning like crazy.sim-al2 wrote:I've gotten killed several times by an AT-AT, but you would have to get stuck in-between the collisions proxies which seems to be random in occurrence (I see more friendlies killed from somewhere along the right side than even standing under the feet.)As to running people over, it seems that there are no properties to affect that, only speed and the shape of the collision box (the AAT is good, probably better than anything else in the stock game due to it possessing both of those characteristics.) Having a small jump, just enough to be coming down at a angle and sort of landing on top of them is the most effective you can get.
Collision scale and the collision numbers are solely for hitting stuff and not units as you've noticed. Off-topic a bit, but by reducing the scales to 0 and adding a powerful jump, you get a really fun tank to drive.Dakota wrote:
with the collision scale and threshold on the rep hover tank on 0 it wouldn't push into things, just bounce off sometimes or do nothing. when i raised it then it would push other hover tanks some.
- Fiodis
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Re: How do I make vehicles better at ramming units?
I've found the Republic/Imperial hovertank very good for this if you catch them with the sharp edge between the two leading "spikes", for lack of a better term.sim-al2 wrote:(the AAT is good, probably better than anything else in the stock game due to it possessing both of those characteristics.)
- DarthD.U.C.K.
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Re: How do I make vehicles better at ramming units?
i think the "rammability" of vehicles is controlled mainly through the collision rather than odf-lines. i guess for walkers its the terraincollisoon of the feet and for hovers the pure collisionmodel.
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CressAlbane
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Re: How do I make vehicles better at ramming units?
When the player spawns maybe you could use the collisionheadoffset found in the Super battle droid odf via setproperty? Just an idea.
- DarthD.U.C.K.
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Re: How do I make vehicles better at ramming units?
?! collisionheadoffset determinates where the headcolision is for headshotdetection as far as i know.
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CressAlbane
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Re: How do I make vehicles better at ramming units?
iwishihadaname wrote:And another quick question, is there a way to make only the player immune to headshots?
EDIT: quote namesiwishihadaname wrote:I know the droideka is immune to headshots, is there a way to have the lua apply that same property only to the player when he spawns
Last edited by CressAlbane on Thu Aug 25, 2011 2:59 pm, edited 2 times in total.
- Dakota
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Re: How do I make vehicles better at ramming units?
the driodeka is a cross of vehecal and unit, i think thats why you can't headshot it.CressAlbane wrote:And another quick question, is there a way to make only the player immune to headshots?I know the droideka is immune to headshots, is there a way to have the lua apply that same property only to the player when he spawns
was that a question or just quotes?
- wishihadaname
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Re: How do I make vehicles better at ramming units?
nice one! Didn't even think about the sbd. I can set the headshot point to be in the middle of the model so that headshots are impossible. I know I would use class properties for this, but doesn't anyone know how to make a class property that only applies to the player?
