Page 1 of 1

Animated ships that fire [SOLVED]

Posted: Sun Aug 26, 2012 7:13 pm
by Cleb
Sorry that I keep making a lot of posts/topics today, but I'm on a modding spree and I'm trying to make a animated gunship that fires at people as it flies by. When I had the objects ClassLabel on "flyer", the animation didn't work. When I had it on "ArmedBuilding", the animation worked but the turrets didn't work. So how would I get the animation and the turrets to fire?
The ODF for the object:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "REP_LA_AT_Gunship.msh"

[Properties]
FLYERSECTION = "BODY"

ReserveOneForPlayer = "0"

VehicleType = "transport"
MapTexture = "gunship_icon"
HealthTexture = "HUD_rep_gunship_icon"
MapScale = 2.0
PilotType = "none"
GeometryName = "REP_LA_AT_Gunship"
FirstPerson = "REP\repgunsh;rep_1st_cockpit_gunship"
FirstPersonFOV = "60"
CockpitTension = "12"
ThirdPersonFOV = "55"

CollisionScale = "2.5"
CollisionThreshold = "5.0"

CollisionInflict = "0.1"

MaxHealth = 2340.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"


PilotSkillRepairScale = 0.01

Acceleraton = 20.0
MinSpeed = -15.0
MidSpeed = 0.0
MaxSpeed = 45.0
StrafeSpeed = 15.0

PitchRate = 0.8
PitchFilter = 1.75
TurnRate = 1.0
TurnFilter = 5.75

//TurnRate = 1.25 // Max turn //3.25 mouse!
//TurnFilter = 5.75 // Speed of turn //5.75 mouse!


//ThrustPitchAngle = 0.2
//StrafeRollAngle = 0.1
BankAngle = 0.55
BankFilter = 5.5
LevelFilter = 2.0

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

TakeoffTime = 1.5
TakeoffSpeed = 5.0
LandingTime = 1.5
LandingSpeed = 8.0
TakeoffHeight = 10.0

EyePointOffset = "0.0 0.0 10.0"
TrackCenter = "0.0 10.0 -24.0"
TrackOffset = "0.0 0.0 0.0 "
TiltValue = "4.0"

AimTension = "30.0"
MoveTension = "4.5"

WEAPONSECTION = "1"

WeaponName = "rep_weap_fly_gunship_cannon"
WeaponAmmo = "0"

AimerNodeName = "front_gun_1"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

NextAimer = "-"

AimerNodeName = "front_gun_2"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

WEAPONSECTION = "2"

WeaponName = "rep_weap_fly_gunship_missile"
WeaponAmmo = "6"

AimerNodeName = "hp_cannon_1"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

NextAimer = "-"

AimerNodeName = "hp_cannon_2"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

VehiclePosition = "common.vehiclepositions.pilot"

//********************************
//********** CO PILOT *********
//********************************
FLYERSECTION = "TURRET1"
PilotType = "self"
FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


PitchLimits = "-20 50"
YawLimits = "-89 89"
EyePointOffset = "0.0 10.0 0.0"
TrackCenter = "0.0 7.0 -10.0"
TrackOffset = "0.0 1.0 14.0"
TiltValue = "5.0"

WEAPONSECTION = "1"
WeaponName = "rep_weap_fly_gunship_wing"
WeaponAmmo = "0"

AimerNodeName = "wing_turret_2"
AimerYawLimits = "-160.0 20.0"//"-160.0 -20.0"
AimerPitchLimits = "-80.0 80.0"
BarrelLength = "1.0"

//WEAPONSECTION = "2"
NextAimer = "-"

WeaponName = "rep_weap_fly_gunship_wing"
WeaponAmmo = "0"

AimerNodeName = "wing_turret_1"
AimerYawLimits = "-20.0 160.0"//"20.0 160.0"
AimerPitchLimits = "-80.0 80.0"
BarrelLength = "1.0"

VehiclePosition = "common.vehiclepositions.copilot"
//********************************
//******** R BALL TURRET *******
//********************************

FLYERSECTION = "TURRET2"
PilotType = "self"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "-115.0 0.0"
PitchLimits = "-30.0 70.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"


EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "ball_turret_2"
FirePointName = "hp_turret_right"


WeaponName = "rep_weap_fly_gunship_ball"
WeaponAmmo = "0"

BarrelLength = "0.0"

PilotPosition = "hp_gunner2"
PilotAnimation = "drive"
IsPilotExposed = "0"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

VehiclePosition = "common.vehiclepositions.rightturret"

//********************************
//******** L BALL TURRET *******
//********************************
FLYERSECTION = "TURRET3"
PilotType = "self"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "0.0 115.0"
PitchLimits = "-30.0 70.0"

//YawLimits = "0.0 170.0"
//PitchLimits = "10.0 70.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"

//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"

EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "ball_turret_1"
FireNodeName = "hp_turret_left"

WeaponName = "rep_weap_fly_gunship_ball"
WeaponAmmo = "0"

BarrelLength = "0.0"

PilotPosition = "hp_gunner1"
PilotAnimation = "drive"
IsPilotExposed = "0"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

VehiclePosition = "common.vehiclepositions.leftturret"
//*****************************

////////////////////////////////

//FLYERSECTION = "TURRET3"

////////////////////////////////



//YawLimits = "-40 40"
//PitchLimits = "-10.0 40.0"
//YawLimits = "-140.0 -45.0"
//PitchLimits = "-15.0 35.0"
//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"

//EyePointOffset = "0.0 -1.0 -8.0"
//TrackOffset = "0.0 0.5 1.5"

//EyePointOffset = "0.0 0.2 2.3" by Trey 6/11/04
//TrackOffset = "0.0 0.0 0.0"

//EyePointOffset = "0.0 10.0 -3.0"
//TrackCenter = "1.5 -0.5 -1.0"
//TrackOffset = "0.0 0.0 -1.0"
//ThirdPersonFOV = "55"

//WeaponName = "rep_weap_fly_gunship_wing"
//WeaponAmmo = "0"

//AimerNodeName = "wing_turret_2"
//AimerYawLimits = "-170.0 -30.0"
//AimerPitchLimits = "-40.0 50.0"

//BarrelLength = "1.0"

//PilotPosition = "hp_passenger2"
//PilotAnimation = "standing"

//VehiclePosition = "common.vehiclepositions.rightturret"

////////////////////////////////
//FLYERSECTION = "TURRET4"
////////////////////////////////

//YawLimits = "60 140"
//PitchLimits = "10.0 40.0"

//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"

//EyePointOffset = "0.0 0.2 2.3"
//TrackOffset = "0.0 0.0 0.0"

//WeaponName = "rep_weap_fly_gunship_wing"
//WeaponAmmo = "0"

//AimerNodeName = "wing_turret_1"
//AimerYawLimits = "60.0 140.0"
//AimerPitchLimits = "-40.0 -10.0"

//BarrelLength = "1.0"

//PilotPosition = "hp_passenger3"
//PilotAnimation = "standing"

//VehiclePosition = "common.vehiclepositions.leftturret"

//*****************************
////////////////////////////////
FLYERSECTION = "TURRET4"
////////////////////////////////
//PassengerSlots = "6"
//PassengerEyePoint = "hp_passenger1"

ForceMode = 1
ThirdPersonFOV = 59.5
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75

YawLimits = "-179 90"
PitchLimits = "-35.0 35.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"

PitchTurnFactor = "1.0"
YawTurnFactor = "1.0"

EyePointOffset = "0.0 10.0 -3.0"
MountPos = "1.5 -0.75 1.75"
TrackCenter = "0.0 0.0 0.0"
TrackOffset = "0.0 0.0 0.0"

ControlsUnit = "1"
PilotPosition = "hp_passenger1"
PilotAnimation = "standing"

VehiclePosition = "common.vehiclepositions.passenger"

///////////////////////////////////////////////////////////////


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "gunship_chunk1"
ChunkNodeName = "Wing_gun_housing_2"
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "gunship_chunk2"
ChunkNodeName = "main_backdoor_R"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "REP_LA_AT_Gunship_hulk"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "explosion"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "12.0"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke2"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke3"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke4"

//////////////////////////
////DAMAGE///////////
///////////////

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "vehiclesmoke"
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "hp_damage_4"

DamageStartPercent = 50.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 50.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageAttachPoint = "hp_damage_4"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageAttachPoint = "hp_damage_1"



//ExplosionCritical = "rep_fly_gunship_exp"
ExplosionDestruct = "rep_fly_gunship_exp"



///////////////////////////////////////////////////////////////
//// COLLISION

BuildingCollision = "p_front_sphere"
BuildingCollision = "p_left_sphere"
BuildingCollision = "p_right_sphere"

TerrainCollision = "p_front_sphere"
TerrainCollision = "p_left_sphere"
TerrainCollision = "p_right_sphere"

VehicleCollision = "p_front_sphere"
VehicleCollision = "p_left_sphere"
VehicleCollision = "p_right_sphere"
VehicleCollision = "p_center_sphere"
VehicleCollision = "p_rear_sphere"

SoldierCollision = "p_ball_turret_1"
SoldierCollision = "p_ball_turret_2"
SoldierCollision = "CollisionMesh"

OrdnanceCollision = "p_ball_turret_1"
OrdnanceCollision = "p_ball_turret_2"
OrdnanceCollision = "CollisionMesh"

EngineSound = "rep_fly_gunship_engine_parameterized"
TakeoffSound = "rep_fly_gunship_takeoff"
LandSound = "rep_fly_gunship_land"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
MusicSpeed = ".30"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"

Re: Animated ships that fire

Posted: Mon Aug 27, 2012 9:42 pm
by Dreadnot9
For "PilotType" try "self" instead of "none".
Not sure if that'll solve it, but it's worth a shot.

EDIT: Of course I can see that conflicting with the animations. Can you specify a certain turret's/flyer section's pilot type as opposed to the just the main pilot?
I.E. Have Pilot type for the pilot set to none, but for the wing turrets set to self.

Re: Animated ships that fire

Posted: Mon Aug 27, 2012 10:16 pm
by Cleb
Dreadnot9 wrote:For "PilotType" try "self" instead of "none".
Didn't work :(
Dreadnot9 wrote:I.E. Have Pilot type for the pilot set to none, but for the wing turrets set to self.
Um...That's what I had in the ODF before...? :roll:
Now, all I/we really have to do is figure out how Pandemic did it...

Re: Animated ships that fire

Posted: Mon Aug 27, 2012 10:19 pm
by Dreadnot9
Well if pandemic did it (when did they do this? Kamino campaign mission?) then go check the scripts/odf associated where this occurs.

EDIT: Well I checked the scripts for kamc_c and instead of the regular gunship, it loads uta_fly_ride_gunship, which looks like:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "uta1_prop_gunship.msh"

[Properties]
FLYERSECTION = "BODY"

ReserveOneForPlayer = "0"

NeverCrashWhenUnpiloted = "1"

VehicleType = "transport"
MapTexture = ""
HealthTexture = "HUD_rep_gunship_icon"
MapScale = 0.0
PilotType = "none"
GeometryName = "uta1_prop_gunship"
FirstPerson = "REP\repgunsh;rep_1st_cockpit_gunship"
FirstPersonFOV = "60"
CockpitTension = "12"
ThirdPersonFOV = "55"

CollisionScale = "2.5"
CollisionThreshold = "5.0"

CollisionInflict = "0.1"

MaxHealth = 4000.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"


PilotSkillRepairScale = 0.01

Acceleraton = 20.0
MinSpeed = -15.0
MidSpeed = 0.0
MaxSpeed = 45.0
StrafeSpeed = 15.0

PitchRate = 0.8
PitchFilter = 1.75
TurnRate = 1.0
TurnFilter = 5.75

//TurnRate = 1.25 // Max turn //3.25 mouse!
//TurnFilter = 5.75 // Speed of turn //5.75 mouse!


//ThrustPitchAngle = 0.2
//StrafeRollAngle = 0.1
BankAngle = 0.55
BankFilter = 5.5
LevelFilter = 2.0

PCPitchRate = 0.0
PCSpinRate = 0.0
PCTurnRate = 25.0

TakeoffTime = 1.5
TakeoffSpeed = 5.0
LandingTime = 1.5
LandingSpeed = 8.0
TakeoffHeight = 10.0

EyePointOffset = "0.0 0.0 10.0"
TrackCenter = "0.0 10.0 -24.0"
TrackOffset = "0.0 0.0 0.0 "
TiltValue = "4.0"

AimTension = "30.0"
MoveTension = "4.5"

WEAPONSECTION = "1"

WeaponName = "rep_weap_fly_gunship_cannon"
WeaponAmmo = "0"

AimerNodeName = "front_gun_1"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

NextAimer = "-"

AimerNodeName = "front_gun_2"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

WEAPONSECTION = "2"

WeaponName = "rep_weap_fly_gunship_missile"
WeaponAmmo = "6"

AimerNodeName = "hp_cannon_1"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

NextAimer = "-"

AimerNodeName = "hp_cannon_2"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

VehiclePosition = "common.vehiclepositions.pilot"

//********************************
//********** CO PILOT *********
//********************************
FLYERSECTION = "TURRET1"
PilotType = "self"
FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


PitchLimits = "-20 50"
YawLimits = "-89 89"
EyePointOffset = "0.0 10.0 0.0"
TrackCenter = "0.0 7.0 -10.0"
TrackOffset = "0.0 1.0 14.0"
TiltValue = "5.0"

WEAPONSECTION = "1"
WeaponName = "rep_weap_fly_gunship_wing"
WeaponAmmo = "0"

AimerNodeName = "wing_turret_2"
AimerYawLimits = "-160.0 20.0"//"-160.0 -20.0"
AimerPitchLimits = "-80.0 80.0"
BarrelLength = "1.0"

//WEAPONSECTION = "2"
NextAimer = "-"

WeaponName = "rep_weap_fly_gunship_wing"
WeaponAmmo = "0"

AimerNodeName = "wing_turret_1"
AimerYawLimits = "-20.0 160.0"//"20.0 160.0"
AimerPitchLimits = "-80.0 80.0"
BarrelLength = "1.0"

VehiclePosition = "common.vehiclepositions.copilot"
//********************************
//******** R BALL TURRET *******
//********************************

FLYERSECTION = "TURRET2"
PilotType = "self"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "-115.0 0.0"
PitchLimits = "-30.0 70.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"


EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "ball_turret_2"
FirePointName = "hp_turret_right"


WeaponName = "rep_weap_fly_gunship_cannon_weak"
WeaponAmmo = "0"

BarrelLength = "0.0"

PilotPosition = "hp_gunner2"
PilotAnimation = "drive"
IsPilotExposed = "0"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

VehiclePosition = "common.vehiclepositions.rightturret"

//********************************
//******** L BALL TURRET *******
//********************************
FLYERSECTION = "TURRET3"
PilotType = "self"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75



FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "0.0 115.0"
PitchLimits = "-30.0 70.0"

//YawLimits = "0.0 170.0"
//PitchLimits = "10.0 70.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"

//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"

EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "ball_turret_1"
FireNodeName = "hp_turret_left"

WeaponName = "rep_weap_fly_gunship_cannon_weak"
WeaponAmmo = "0"

BarrelLength = "0.0"

PilotPosition = "hp_gunner1"
PilotAnimation = "drive"
IsPilotExposed = "0"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

VehiclePosition = "common.vehiclepositions.leftturret"

////////////////////////////////
//FLYERSECTION = "TURRET4"
////////////////////////////////



//***********************************************
//*********** COMMAND POST VALUES *************
//***********************************************

//SpawnPointCount = "6"
//SpawnPointLocation = "8.0 0.0 0.0 5"
//SpawnPointLocation = "8.0 0.0 4.0 5"
//SpawnPointLocation = "8.0 0.0 -4.0 5"
//SpawnPointLocation = "-8.0 0.0 0.0 355"
//SpawnPointLocation = "-8.0 0.0 4.0 355"
//SpawnPointLocation = "-8.0 0.0 -4.0 355"
//ValueBleed = 10
//Value_ATK_Alliance = 10
//Value_ATK_CIS = 10
//Value_ATK_Empire = 10
//Value_ATK_Republic = 10
//Value_ATK_Locals = 0
//Value_DEF_Alliance = 0
//Value_DEF_CIS = 0
//Value_DEF_Empire = 0
//Value_DEF_Republic = 0
//Value_DEF_Locals = 0
//LegRayHitLength = "16"


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "gunship_chunk1"
ChunkNodeName = "Wing_gun_housing_2"
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "gunship_chunk2"
ChunkNodeName = "main_backdoor_R"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "REP_LA_AT_Gunship_hulk"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "12.0"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke2"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke3"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke4"

//////////////////////////
////DAMAGE///////////
///////////////

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "hp_damage_4"

DamageStartPercent = 50.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 50.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage_4"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageAttachPoint = "hp_damage_1"



//ExplosionCritical = "rep_fly_gunship_exp"
ExplosionDestruct = "rep_fly_gunship_exp"



///////////////////////////////////////////////////////////////
//// COLLISION

BuildingCollision = "p_front_sphere"
BuildingCollision = "p_left_sphere"
BuildingCollision = "p_right_sphere"

TerrainCollision = "p_front_sphere"
TerrainCollision = "p_left_sphere"
TerrainCollision = "p_right_sphere"

VehicleCollision = "p_front_sphere"
VehicleCollision = "p_left_sphere"
VehicleCollision = "p_right_sphere"
VehicleCollision = "p_center_sphere"
VehicleCollision = "p_rear_sphere"

SoldierCollision = "p_ball_turret_1"
SoldierCollision = "p_ball_turret_2"
SoldierCollision = "CollisionMesh"

OrdnanceCollision = "p_ball_turret_1"
OrdnanceCollision = "p_ball_turret_2"
OrdnanceCollision = "CollisionMesh"

EngineSound = "rep_fly_gunship_engine_parameterized"
TakeoffSound = "rep_fly_gunship_takeoff"
LandSound = "rep_fly_gunship_land"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
MusicSpeed = ".30"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"
try that for your gunship's odf.

Re: Animated ships that fire

Posted: Mon Aug 27, 2012 10:26 pm
by Cleb
First of all, they did it in the campaigns (Mygeeto, Kamino, Utapau). BUT, the ODFs for the gunships they used look almost exactly like mine (I belive the only difference is the weapons used) and the .lua scripts do not reference the gunships except to load them, sound, and to play the occasional animation.

Re: Animated ships that fire

Posted: Mon Aug 27, 2012 10:29 pm
by Dreadnot9
Well, I would personally try loading the gunships used by the stock game campaign scripts and see if they work with your animation, then you'll be able to tell if the problem lies in your odf or not (or if you need it loaded from a custom side, copy the exact odf and such for the gunship).
Sorry if I'm not too much help, I haven't worked with animation a whole lot in zero editor (and especially not recently). :|

Re: Animated ships that fire

Posted: Mon Aug 27, 2012 10:34 pm
by Cleb
Dreadnot9 wrote:Well, I would personally try loading the gunships used by the stock game campaign scripts and see if they work with your animation, then you'll be able to tell if the problem lies in your odf or not (or if you need it loaded from a custom side, copy the exact odf and such for the gunship).
I have used and animated this ODF many times before in random test maps (as you can probably tell the laat is my favorite star wars ship of all time :) ) and it does not fire I know as a fact from many other maps that i made even if it's on team 1 or 2 :(

I think the way Pandemic did it was they allowed the ships to take off somehow because back when I played the Xbox version I noticed that there were two types of ships: some had collision and they didn't shoot and some shot but you could fall right through them. It's like the uta_fly_ride_gunship odf if you make it flyable, when it's landed it has collision but it doesnt when you take off. Not sure though.
Dreadnot9 wrote:Sorry if I'm not too much help, I haven't worked with animation a whole lot in zero editor (and especially not recently). :|
I know it crashes a lot which is annoying :?

Re: Animated ships that fire

Posted: Tue Aug 28, 2012 12:05 am
by Dreadnot9
Cleb wrote:I think the way Pandemic did it was they allowed the ships to take off somehow because back when I played the Xbox version I noticed that there were two types of ships: some had collision and they didn't shoot and some shot but you could fall right through them. It's like the uta_fly_ride_gunship odf if you make it flyable, when it's landed it has collision but it doesnt when you take off. Not sure though.
Is there any lua code/function that will force a flyer to take off? That may be what you're looking for. Or you could turn the gunship into a stationary turret and then animate it (because flyers can't fire while grounded, or in non-take off mode).

Re: Animated ships that fire

Posted: Tue Aug 28, 2012 12:18 am
by Cleb
I just looked in the FAQ and saw the lua functions thread and copied and pasted all of them and used ctrl+f and found this:

Code: Select all

EntityFlyerTakeOff
That might be what we're looking for. Not sure though.

EDIT:
Just ctrl+f ed the above in the Utapau script and it was in there.

Code: Select all

function la_anim()
	if laanim == 1 then
		PauseAnimation("LA03");
		RewindAnimation("LA01");
		PlayAnimation("LA01");
		EntityFlyerTakeOff("LAATAttack")
		laanim = 2
	
	
	elseif laanim == 2 then
		PauseAnimation("LA01");
		RewindAnimation("LA02");
		PlayAnimation("LA02");
		EntityFlyerTakeOff("LAATAttack")	
		laanim = 3
		
	
	elseif laanim == 3 then
		PauseAnimation("LA02");
		RewindAnimation("LA03");
		PlayAnimation("LA03");
		EntityFlyerTakeOff("LAATAttack")
		laanim = 1
	end
	
	SetTimerValue(la_timer, 30)
    StartTimer(la_timer)	
end
Tommorrow (or today since its past midnight) I'm going to try to get this into my map.

Re: Animated ships that fire

Posted: Tue Aug 28, 2012 12:21 am
by Dreadnot9
Might as well give it a try though! I'm just curious to see if it works now!

EDIT: aww, missed your edit. Hope all goes well, once again, I'm really curious to see how this works (seems like it should now, but you never know)

Re: Animated ships that fire

Posted: Tue Aug 28, 2012 12:29 pm
by Cleb
Ugh. It didn't work. :| I changed the odf back to a flyer (because that's what the Utapau ships were) and changed the pilottype to self. Heres my lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(500)
SetMaxPlayerFlyHeight (500)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

EntityFlyerTakeOff("rep_fly_gunshipbf1propshoot")
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cfd.lvl",
"cis_inf_bdroid",
"cis_inf_sprbdroid",
"cis_inf_scout",
"cis_inf_support",
"cis_inf_weapons",
"cis_inf_droid_commander",
"cis_inf_icedroid")
ReadDataFile("dc:SIDE\\327.lvl",
"rep_inf_327",
"rep_inf_commander")


ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_beam",
"tur_bldg_chaingun_tripod",
"tur_bldg_recoilless_lg",
"tur_bldg_recoilless_fel_auto")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_327",9, 25},
assault = { "rep_inf_commander",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_bdroid",9, 18},
assault = { "cis_inf_scout",1, 6},
engineer = { "cis_inf_icedroid",1, 4},
sniper = { "cis_inf_droid_commander",1, 4},
officer = {"cis_inf_weapons",1, 4},
special = { "cis_inf_support",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
AddUnitClass(CIS, "cis_inf_sprbdroid",1, 4)


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:MNT\\MNT.lvl", "MNT_conquest")
ReadDataFile("dc:MNT\\MNT.lvl", "MNT_conquest")
SetDenseEnvironment("false")
AddDeathRegion("Region0")
AddDeathRegion("Region1")
AddDeathRegion("Region2")
AddDeathRegion("Region3")
AddDeathRegion("Region4")
AddDeathRegion("Region5")
AddDeathRegion("Region6")
AddDeathRegion("Region7")
AddDeathRegion("Region8")
AddDeathRegion("Region9")
AddDeathRegion("Region10")
AddDeathRegion("Region11")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
Did I do something wrong?

EDIT:
Weird double post bug posted my post twice deleted one :?

EDIT2:

OK I got it to animate as a flyer but it still won't shoot. lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(500)
SetMaxPlayerFlyHeight (500)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

function la_anim()
if laanim == 1 then
PauseAnimation("fly1");
RewindAnimation("fly1");
PlayAnimation("fly1");
EntityFlyerTakeOff("rep_fly_gunshipbf1propshoot")
laanim = 1

end

end

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cfd.lvl",
"cis_inf_bdroid",
"cis_inf_sprbdroid",
"cis_inf_scout",
"cis_inf_support",
"cis_inf_weapons",
"cis_inf_droid_commander",
"cis_inf_icedroid")
ReadDataFile("dc:SIDE\\327.lvl",
"rep_inf_327",
"rep_inf_commander")


ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_beam",
"tur_bldg_chaingun_tripod",
"tur_bldg_recoilless_lg",
"tur_bldg_recoilless_fel_auto")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_327",9, 25},
assault = { "rep_inf_commander",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_bdroid",9, 18},
assault = { "cis_inf_scout",1, 6},
engineer = { "cis_inf_icedroid",1, 4},
sniper = { "cis_inf_droid_commander",1, 4},
officer = {"cis_inf_weapons",1, 4},
special = { "cis_inf_support",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
AddUnitClass(CIS, "cis_inf_sprbdroid",1, 4)


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:MNT\\MNT.lvl", "MNT_conquest")
ReadDataFile("dc:MNT\\MNT.lvl", "MNT_conquest")
SetDenseEnvironment("false")
AddDeathRegion("Region0")
AddDeathRegion("Region1")
AddDeathRegion("Region2")
AddDeathRegion("Region3")
AddDeathRegion("Region4")
AddDeathRegion("Region5")
AddDeathRegion("Region6")
AddDeathRegion("Region7")
AddDeathRegion("Region8")
AddDeathRegion("Region9")
AddDeathRegion("Region10")
AddDeathRegion("Region11")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
The vehicle MUST be in a vehicle spawn named whatever you put in entityflyertakeoff but that code doesn't seem to be working...

Re: Animated ships that fire

Posted: Tue Aug 28, 2012 10:13 pm
by Dreadnot9
Well then this issue seems to have reached the limits of my lua knowledge, I can't think of much more to do other than use the exact same code/odf used in the stock campaigns just in case.

Re: Animated ships that fire

Posted: Tue Aug 28, 2012 10:43 pm
by AQT
@Cleb: You were on the right track in your original post. Dreadnot was also right to suggest setting the PilotType of each section to "self." Now here's what you have to do differently: change all instances of FLYERSECTION you find to BUILDINGSECTION. And be sure you also have the original .msh.option file for the gunship model.

So now the gunship should be a working self-controlled turret that can be animated. But the problem is that a turret can only have one position, so it means that you will have to remove all but one BUILDINGSECTION. The alternative is that you keep the gunship as a "flyer" instead of an "armedbuilding," and set all sections' PilotType to "self" except for the section responsible for flying, which in that case you just remove that line entirely. The downside is that the main guns won't fire. If I can recall, Majin Revan's first Rise of the Empire map had gunships that can't be flown, but both of its bubble turrets were accessible. Although in that case the gunship wasn't animated and the bubble turrets weren't self-controlled.

And I'm not sure what the deal is with the stock gunship found in the campaign missions. It seems to be a combination of a self-piloted flyer following flyer splines that occassionally get taken over by animations....

Re: Animated ships that fire

Posted: Tue Aug 28, 2012 11:39 pm
by Cleb
Ok I did what you said and it works (Yay :D :o thank you AQT and Dreadnot9!) and it shooting me to pieces was probably the most beautiful thing I've ever seen :lol: , but the ship wobbles and shakes as if its trying to break free of the animation but it can't and it looks really bad. Does anyone know how to fix this?
AQT wrote:And I'm not sure what the deal is with the stock gunship found in the campaign missions. It seems to be a combination of a self-piloted flyer following flyer splines that occassionally get taken over by animations....
It's all animated but they did the animations weirdly (I personally never how they got it curvy like a path) so it looks like its being flown very smoothly. :wink:

Re: Animated ships that fire

Posted: Wed Aug 29, 2012 12:36 am
by AQT
Hmm, that sounds like the Pilot position is still enabled. Can you post your current ODF please?

So I did a little testing and noticed that one can't fire from the turret positions of a flyer (tried it on Hoth with the Snowspeeder) while it is still landed. I also tried Majin Revan's Rise of the Empire #1 again and noticed that gunships' turrets can be fired from while they are landed (technically, only the ball turret positions were available). So this must mean "armedbuildings" can have multiple positions, it seems. I'm not sure what you ended up using, Cleb, but if "armedbuildings" can have multiple positions, then ignore everything I wrote beyond the following:
AQT wrote:You were on the right track in your original post. Dreadnot was also right to suggest setting the PilotType of each section to "self." Now here's what you have to do differently: change all instances of FLYERSECTION you find to BUILDINGSECTION. And be sure you also have the original .msh.option file for the gunship model.

Re: Animated ships that fire

Posted: Wed Aug 29, 2012 3:38 am
by DarthD.U.C.K.
im not sure if thats the solution, but the animated flyers in the campaign are set as landed or taken off through lua commands. here is a thread discussing them.

Re: Animated ships that fire

Posted: Wed Aug 29, 2012 6:44 pm
by Cleb
Ok so hers my current ODF:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "REP_LA_AT_Gunship.msh"

[Properties]
BUILDINGSECTION = "BODY"

ReserveOneForPlayer = "0"

VehicleType = "transport"
MapTexture = "gunship_icon"
HealthTexture = "HUD_rep_gunship_icon"
MapScale = 2.0
PilotType = "none"
GeometryName = "REP_LA_AT_Gunship"
FirstPerson = "REP\repgunsh;rep_1st_cockpit_gunship"
FirstPersonFOV = "60"
CockpitTension = "12"
ThirdPersonFOV = "55"

CollisionScale = "2.5"
CollisionThreshold = "5.0"

CollisionInflict = "0.1"

MaxHealth = 2340.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"


PilotSkillRepairScale = 0.01

Acceleraton = 20.0
MinSpeed = -15.0
MidSpeed = 0.0
MaxSpeed = 45.0
StrafeSpeed = 15.0

PitchRate = 0.8
PitchFilter = 1.75
TurnRate = 1.0
TurnFilter = 5.75

//TurnRate = 1.25 // Max turn //3.25 mouse!
//TurnFilter = 5.75 // Speed of turn //5.75 mouse!


//ThrustPitchAngle = 0.2
//StrafeRollAngle = 0.1
BankAngle = 0.55
BankFilter = 5.5
LevelFilter = 2.0

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

TakeoffTime = 1.5
TakeoffSpeed = 5.0
LandingTime = 1.5
LandingSpeed = 8.0
TakeoffHeight = 10.0

EyePointOffset = "0.0 0.0 10.0"
TrackCenter = "0.0 10.0 -24.0"
TrackOffset = "0.0 0.0 0.0 "
TiltValue = "4.0"

AimTension = "30.0"
MoveTension = "4.5"

WEAPONSECTION = "1"

WeaponName = "rep_weap_fly_gunship_cannon"
WeaponAmmo = "0"

AimerNodeName = "front_gun_1"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

NextAimer = "-"

AimerNodeName = "front_gun_2"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

WEAPONSECTION = "2"

WeaponName = "rep_weap_fly_gunship_missile"
WeaponAmmo = "6"

AimerNodeName = "hp_cannon_1"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

NextAimer = "-"

AimerNodeName = "hp_cannon_2"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

VehiclePosition = "common.vehiclepositions.pilot"

//********************************
//********** CO PILOT *********
//********************************
BUILDINGSECTION = "TURRET1"
PilotType = "self"
FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


PitchLimits = "-20 50"
YawLimits = "-89 89"
EyePointOffset = "0.0 10.0 0.0"
TrackCenter = "0.0 7.0 -10.0"
TrackOffset = "0.0 1.0 14.0"
TiltValue = "5.0"

WEAPONSECTION = "1"
WeaponName = "rep_weap_fly_gunship_wing"
WeaponAmmo = "0"

AimerNodeName = "wing_turret_2"
AimerYawLimits = "-160.0 20.0"//"-160.0 -20.0"
AimerPitchLimits = "-80.0 80.0"
BarrelLength = "1.0"

//WEAPONSECTION = "2"
NextAimer = "-"

WeaponName = "rep_weap_fly_gunship_wing"
WeaponAmmo = "0"

AimerNodeName = "wing_turret_1"
AimerYawLimits = "-20.0 160.0"//"20.0 160.0"
AimerPitchLimits = "-80.0 80.0"
BarrelLength = "1.0"

VehiclePosition = "common.vehiclepositions.copilot"
//********************************
//******** R BALL TURRET *******
//********************************

BUILDINGSECTION = "TURRET2"
PilotType = "self"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "-115.0 0.0"
PitchLimits = "-30.0 70.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"


EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "ball_turret_2"
FirePointName = "hp_turret_right"


WeaponName = "rep_weap_fly_gunship_ball"
WeaponAmmo = "0"

BarrelLength = "0.0"

PilotPosition = "hp_gunner2"
PilotAnimation = "drive"
IsPilotExposed = "0"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

VehiclePosition = "common.vehiclepositions.rightturret"

//********************************
//******** L BALL TURRET *******
//********************************
BUILDINGSECTION = "TURRET3"
PilotType = "self"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "0.0 115.0"
PitchLimits = "-30.0 70.0"

//YawLimits = "0.0 170.0"
//PitchLimits = "10.0 70.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"

//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"

EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "ball_turret_1"
FireNodeName = "hp_turret_left"

WeaponName = "rep_weap_fly_gunship_ball"
WeaponAmmo = "0"

BarrelLength = "0.0"

PilotPosition = "hp_gunner1"
PilotAnimation = "drive"
IsPilotExposed = "0"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

VehiclePosition = "common.vehiclepositions.leftturret"
//*****************************

////////////////////////////////

//BUILDINGSECTION = "TURRET3"

////////////////////////////////



//YawLimits = "-40 40"
//PitchLimits = "-10.0 40.0"
//YawLimits = "-140.0 -45.0"
//PitchLimits = "-15.0 35.0"
//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"

//EyePointOffset = "0.0 -1.0 -8.0"
//TrackOffset = "0.0 0.5 1.5"

//EyePointOffset = "0.0 0.2 2.3" by Trey 6/11/04
//TrackOffset = "0.0 0.0 0.0"

//EyePointOffset = "0.0 10.0 -3.0"
//TrackCenter = "1.5 -0.5 -1.0"
//TrackOffset = "0.0 0.0 -1.0"
//ThirdPersonFOV = "55"

//WeaponName = "rep_weap_fly_gunship_wing"
//WeaponAmmo = "0"

//AimerNodeName = "wing_turret_2"
//AimerYawLimits = "-170.0 -30.0"
//AimerPitchLimits = "-40.0 50.0"

//BarrelLength = "1.0"

//PilotPosition = "hp_passenger2"
//PilotAnimation = "standing"

//VehiclePosition = "common.vehiclepositions.rightturret"

////////////////////////////////
//BUILDINGSECTION = "TURRET4"
////////////////////////////////

//YawLimits = "60 140"
//PitchLimits = "10.0 40.0"

//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"

//EyePointOffset = "0.0 0.2 2.3"
//TrackOffset = "0.0 0.0 0.0"

//WeaponName = "rep_weap_fly_gunship_wing"
//WeaponAmmo = "0"

//AimerNodeName = "wing_turret_1"
//AimerYawLimits = "60.0 140.0"
//AimerPitchLimits = "-40.0 -10.0"

//BarrelLength = "1.0"

//PilotPosition = "hp_passenger3"
//PilotAnimation = "standing"

//VehiclePosition = "common.vehiclepositions.leftturret"

//*****************************
////////////////////////////////
BUILDINGSECTION = "TURRET4"
////////////////////////////////
//PassengerSlots = "6"
//PassengerEyePoint = "hp_passenger1"

ForceMode = 1
ThirdPersonFOV = 59.5
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75

YawLimits = "-179 90"
PitchLimits = "-35.0 35.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"

PitchTurnFactor = "1.0"
YawTurnFactor = "1.0"

EyePointOffset = "0.0 10.0 -3.0"
MountPos = "1.5 -0.75 1.75"
TrackCenter = "0.0 0.0 0.0"
TrackOffset = "0.0 0.0 0.0"

ControlsUnit = "1"
PilotPosition = "hp_passenger1"
PilotAnimation = "standing"

VehiclePosition = "common.vehiclepositions.passenger"

///////////////////////////////////////////////////////////////


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "gunship_chunk1"
ChunkNodeName = "Wing_gun_housing_2"
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "gunship_chunk2"
ChunkNodeName = "main_backdoor_R"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "REP_LA_AT_Gunship_hulk"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "explosion"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "12.0"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke2"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke3"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke4"

//////////////////////////
////DAMAGE///////////
///////////////

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "vehiclesmoke"
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "hp_damage_4"

DamageStartPercent = 50.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 50.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageAttachPoint = "hp_damage_4"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageAttachPoint = "hp_damage_1"



//ExplosionCritical = "rep_fly_gunship_exp"
ExplosionDestruct = "rep_fly_gunship_exp"



///////////////////////////////////////////////////////////////
//// COLLISION

BuildingCollision = "p_front_sphere"
BuildingCollision = "p_left_sphere"
BuildingCollision = "p_right_sphere"

TerrainCollision = "p_front_sphere"
TerrainCollision = "p_left_sphere"
TerrainCollision = "p_right_sphere"

VehicleCollision = "p_front_sphere"
VehicleCollision = "p_left_sphere"
VehicleCollision = "p_right_sphere"
VehicleCollision = "p_center_sphere"
VehicleCollision = "p_rear_sphere"

SoldierCollision = "p_ball_turret_1"
SoldierCollision = "p_ball_turret_2"
SoldierCollision = "CollisionMesh"

OrdnanceCollision = "p_ball_turret_1"
OrdnanceCollision = "p_ball_turret_2"
OrdnanceCollision = "CollisionMesh"

EngineSound = "rep_fly_gunship_engine_parameterized"
TakeoffSound = "rep_fly_gunship_takeoff"
LandSound = "rep_fly_gunship_land"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
MusicSpeed = ".30"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"
I don't see anything wrong with it... :?

Re: Animated ships that fire

Posted: Wed Aug 29, 2012 6:50 pm
by AQT
Try changing the ClassLabel from flyer to armedbuilding. If the gunship then animates normally and turrets are also still shooting, then it should be safe add back in:

Code: Select all

PilotType = "self"
for the main pilot section.

Re: Animated ships that fire

Posted: Wed Aug 29, 2012 7:02 pm
by Cleb
I changed it to armedbuilding, and....drumroll....it worked. :runaway: :o Thank you all of you who helped me! :)
Now all someone has to do is write a tutorial on how to do this and put it in the FAQ so no one ever has to go through this.