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I need the BF1 Y-wing odf
Posted: Wed May 24, 2006 1:24 am
by xwingguy
I'm trying to make a weapon system for my fighters where their secondaries slowly recover over time, kinda like Rouge Squadron. I now remember that the y wing in BF1 would self-recover its bombs so I need to see its odf so I can replicate that but I don't want download the entire BF1 modtools just to see that. (I'm kinda running low on disk space because my hardrive is pretty small.)
RE: I need the BF1 Y-wing odf
Posted: Wed May 24, 2006 6:38 am
by Gunjak
ok hold on mate
Here it is, im sorry its so long i dont really know which bit you need to see.
Scratch that it is an odf
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "all_fly_ywing.msh"
[Properties]
VehicleType = "fighter"
MapTexture = "y-wing_icon"
HealthTexture = "HUD_all_ywing_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5
GeometryName = "all_fly_ywing"
AnimationName = "all_fly_ywing"
FirstPerson = "all\allywing;all_1st_cockpit_ywing"
CollisionScale = "1.5"
CollisionThreshold = "5.0"
MaxHealth = 2160.0
HealthType = "vehicle"
//HitLocation = "p_crithit 1.5"
FirstPersonFOV = "55"
CockpitTension = 25
PilotSkillRepairScale = 0.03
PilotPosition = "hp_active"
PilotAnimation = "drive"
IsPilotExposed = "0"
WEAPONSECTION = "1"
WeaponName = "all_weap_fly_ywing_cannon"
WeaponAmmo = "0"
AimerNodeName = "hp_fire1"
AimerYawLimts = "-30 30"
AimerPitchLimts = "-30 30"
//BarrelLength = "1.0"
NextAimer = "-"
AimerNodeName = "hp_fire2"
AimerYawLimts = "-30 30"
AimerPitchLimts = "-30 30"
//BarrelLength = "1.0"
WeaponSection = "2"
WeaponName = "all_weap_fly_ywing_bomb"
WeaponAmmo = "0"
FirePointName = "hp_fire1"
//ENGINES------------------------------------------
ThrustEffect = "exhaust_xwing"
ThrustAttachPoint = "dummyroot"
ThrustAttachOffset = "3.5014 0.0622 -4.263"
ThrustEffectMinScale = "0.8"
ThrustEffectMaxScale = "1.5"
ThrustEffectScaleStart = "0.75"
ThrustEffect = "exhaust_xwing"
ThrustAttachPoint = "dummyroot"
ThrustAttachOffset = "-3.5014 0.0622 -4.263"
ThrustEffectMinScale = "0.8"
ThrustEffectMaxScale = "1.5"
ThrustEffectScaleStart = "0.75"
DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_3"
//DamageStartPercent = 65.0
//DamageStopPercent = 30.0
//DamageEffect = "vehicleflame"
//DamageEffectScale = 1.0
//DamageInheritVelocity = 0.75
//DamageAttachPoint = "hp_damage_4"
DamageStartPercent = 40.0
DamageStopPercent = 20.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"
//ExplosionCritical = "all_fly_ywing_exp"
ExplosionDestruct = "all_fly_ywing_exp"
Acceleraton = 15.0
MinSpeed = 20.0
MidSpeed = 35.0
MaxSpeed = 60.0
PitchRate = 1.0 //1.85
PitchFilter = 1.5
TurnRate = 1.0 // Max turn //3.25 mouse!
TurnFilter = 5.75 // Speed of turn //5.75 mouse!
BankAngle = 0.7
BankFilter = 2.5
LevelFilter = 5.0
PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0
//TurnFilter = 2.75
//BankAngle = 0.9
//BankFilter = 2.5
//LevelFilter = 5.0
TakeoffTime = 1.0
TakeoffSpeed = 5.0
LandingTime = 2.0
LandingSpeed = 5.0
TakeoffHeight = 6.0
EyePointOffset = "0.0 3.0 2.0"
TrackCenter = "0.0 2.0 -4.0"
TrackOffset = "0.0 2.0 8.0"
// = "0.0 0.0 5.0"
TiltValue = "0.0"
AimTension = "30.0"
MoveTension = "4.5"
TerrainCollision = "p_front_sphere1"
TerrainCollision = "p_front_sphere2"
TerrainCollision = "p_front_sphere3"
TerrainCollision = "p_left_sphere1"
TerrainCollision = "p_left_sphere2"
TerrainCollision = "p_left_sphere3"
TerrainCollision = "p_right_sphere1"
TerrainCollision = "p_right_sphere2"
TerrainCollision = "p_right_sphere3"
BuildingCollision = "p_front_sphere1"
BuildingCollision = "p_front_sphere2"
BuildingCollision = "p_front_sphere3"
BuildingCollision = "p_left_sphere1"
BuildingCollision = "p_left_sphere2"
BuildingCollision = "p_left_sphere3"
BuildingCollision = "p_right_sphere1"
BuildingCollision = "p_right_sphere2"
BuildingCollision = "p_right_sphere3"
VehicleCollision = "p_front_sphere1"
VehicleCollision = "p_front_sphere2"
VehicleCollision = "p_front_sphere3"
VehicleCollision = "p_left_sphere1"
VehicleCollision = "p_left_sphere2"
VehicleCollision = "p_left_sphere3"
VehicleCollision = "p_right_sphere1"
VehicleCollision = "p_right_sphere2"
VehicleCollision = "p_right_sphere3"
FLYERSECTION = "TURRET1"
VehiclePosition = "common.vehiclepositions.gunner"
FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
EyePointOffset = "0.0 2.5 4.0"
TrackCenter = "0.0 2.0 -1.0"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "5.0"
FirstPersonFOV = "50"
WeaponSection = 1
WeaponName = "all_weap_fly_ywing_cannon"
WeaponAmmo = "0"
PitchLimits = "-20.0 15.0"
YawLimits = "-180.0 180.0"
PitchTurnFactor = "0.0"
TurretNodeName ="turret_base"
AimerNodeName = "turret_back"
AimerPitchLimits = "-10.0 90.0"
AimerYawLimits = "0.0 0.0"
BarrelNodeName = "cannon_R"
BarrelRecoil = 0.15
FirePointName = "hp_cannon2"
NextBarrel = "-"
BarrelNodeName = "cannon_L"
BarrelRecoil = 0.15
FirePointName = "hp_cannon1"
//Camera Placement
//--------------
//EyePointOffset = "0.0 0.0 3.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"
// BOMBADIER
//-------------- THIS SLOT STILL NEEDS AN AIMER ON THE CHIN OF THE VEHICLE 4-12-04
//FLYERSECTION = "TURRET2"
//PitchLimits = "-10.0 85"
//YawLimits = "-180.0 180.0"
//EyePointCenter = "0.0 0.0 0.0"
//MountPos = "0.0 -1.0 -15.0"
//TrackCenter = "0.0 -.9 -9.0"
//TrackOffset = "0.0 0.0 0.0"
//TiltValue = "0"
//PitchLimits = "-10 85"
//YawLimits = "-145 145"
//EyePointOffset = "0.0 0.0 0.0"
//MountPos = "0.0 -1.0 -10.0"
//TrackCenter = "0.0 0.0 0.0"
//TrackOffset = "0.0 1.5 10.0"
//TiltValue = "0.0"
//WeaponSection = "1"
//WeaponName = "all_weap_fly_ywing_bomb"
//WeaponAmmo = "0"
//FirePointName = "hp_fire1"
//NOTES:
//
// Hardpoint names:
// guns on nose are called hp_fire1 and hp_fire2
// guns on turret are called hp_cannon1 and hp_cannon2
//
// damage points are already done and should be ok
//
// turret nodes names:
// the base which turns along the y axis : turret_base
// the other piece which turns on the x : turret_back
//
// barrel nodes:
// cannon_R
// cannon_L
// gun_L
// gun_R
//
// i mostly already took care of the cosmetic stuff like the exhaust, damage points, collision, and hud display.. the rest is up to
// you guys
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "all_fly_ywing_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "explosion"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "4.00"
ChunkTrailEffect = "mediumsmoketrail"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "all_fly_ywing_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "explosion"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "11.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "mediumsmoketrail"
EngineSound = "all_fly_ywing_engine_parameterized"
TakeoffSound = "r2_take_off"
LandSound = "r2_land"
HurtSound = "r2_damage"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "r2_turn_on"
TurnOffSound = ""
TurnOffTime = ""
TurningOffSound = "r2_turn_off"
ImpMusic = "imp_vehicle"
AllMusic = "all_vehicle"
MusicSpeed = ".25"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"