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Flyer to hover conversion

Posted: Wed Aug 22, 2007 6:06 pm
by Master Fionwë
How would I change this vehicle to a hover, with it working, and keep the engine effects?

Code: Select all

[quote][GameObjectClass]
ClassLabel		= "commandflyer"
GeometryName          = "rep_fly_commandship.msh"

[Properties]
FLYERSECTION            = "BODY"

ReserveOneForPlayer     = "1"

VehicleType				= "transport"
MapTexture				= "gunship_icon"
HealthTexture           = "HUD_rep_gunship_icon"
MapScale				= 2.0
Geometryscale	= 1.2

GeometryName            = "rep_fly_commandship"
AnimationName			= "rep_fly_command"
GeometryLowRes      = "rep_fly_commandship"
FirstPerson             = "REP\repatted;rep_1st_cockpit_ATTE"
//ExplosionCritical       = "rep_fly_command_exp"
ExplosionDestruct       = "rep_fly_command_exp"


FirstPersonFOV          = "65"
CockpitTension			= "12"
ThirdPersonFOV          = "55"

PathFollowerClass           = "rep"
PathFollowerBranchPaths     = "5"
PathFollowerBranchMaxAngle  = "45
PathFollowerMinBranchDist   = "250.0"
PathFollowerBranchRange     = "1000"
PathFollowerFlyerVsFlyer	= "0"

SpawnPointCount         = "6"
SpawnPointLocation      = "-6.0 -3.0 8.0 0"
SpawnPointLocation      = "6.0 -3.0 8.0 0"
SpawnPointLocation      = "-7.0 -3.0 0.0 0"
SpawnPointLocation      = "7.0 -3.0 0.0 0"
SpawnPointLocation      = "-6.0 -3.0 -8.0 0"
SpawnPointLocation      = "6.0 -3.0 -8.0 0"
AllyCount           = 65536
Radius              = 0.0
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
HUDIndexDisplay     = 0

CollisionScale          = "1.5"
CollisionThreshold      = "5.0"

CollisionInflict = "0.1"

MaxHealth           = 5000.0
HealthType          = "vehicle"
//HitLocation           = "p_crithit 0"


PilotSkillRepairScale = 0.01

Acceleraton         = 20.0
MinSpeed            = 0.0
MidSpeed            = 0.0
MaxSpeed            = 40.0
StrafeSpeed         = 0.0
BoostAcceleration   = 40.0
BoostSpeed          = 80.0

BlurEffect              = 0.7
BlurStart               = 60.0

EnergyBar               = 100
EnergyAutoRestore       = 10
EnergyBoostDrain        = 20
EnergyTrickDrainSingleTap = 0
EnergyTrickDrainDoubleTap = 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		= 0.0
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	= 3.0
Landedheight	= 0.0

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"

SoldierCollision	= "collision" //collision meshes on vehicles ONLY apply to soldier and ordnance, for vehicles and buildings primitives are required
OrdnanceCollision	= "collision" //collision meshes on vehicles ONLY apply to soldier and ordnance, for vehicles and buildings primitives are required
BuildingCollisionPrim	= "BldgSphere1 sphere NULL 0.0 5.0 -7.0 5.0 0.0 0.0"
BuildingCollisionPrim	= "BldgSphere2 sphere NULL 0.0 4.0 9.0 4.0 0.0 0.0"
BuildingCollisionPrim	= "BldgSphere3 sphere NULL 0.0 5.0 1.0 5.0 0.0 0.0"

TerrainCollisionPrim	= "BldgSphere1 sphere NULL 0.0 5.0 -7.0 5.0 0.0 0.0"
TerrainCollisionPrim	= "BldgSphere2 sphere NULL 0.0 4.0 9.0 4.0 0.0 0.0"
TerrainCollisionPrim	= "BldgSphere3 sphere NULL 0.0 5.0 1.0 5.0 0.0 0.0"




WEAPONSECTION           = "1"

WeaponName          = "rep_weap_fly_gunship_cannon_weak"
WeaponAmmo          = "0"

AimerNodeName           = "hp_gun_5"
AimerYawLimits          = "-0.0 0.0"
AimerPitchLimits        = "-0.0 0.0"
BarrelLength            = "1.5"

NextAimer           = "-"

AimerNodeName           = "hp_gun_6"
AimerYawLimits          = "-0.0 0.0"
AimerPitchLimits        = "-0.0 0.0"
BarrelLength            = "1.5"

WEAPONSECTION           = "2"

WeaponName          = "rep_weap_fly_command_missile"
WeaponAmmo          = "10"

VehiclePosition         = "common.vehiclepositions.pilot"



//********************************
//********  R BALL TURRET  *******
//********************************

FLYERSECTION            = "TURRET1"

PitchRate           = 1.5
PitchFilter         = 2.75
TurnRate            = 1.5
TurnFilter          = 2.75


FirstPerson         = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits				= "-180.0 0.0"
PitchLimits				= "-60.0 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          = "bone_podr"
FirePointName           = "hp_gun_2"


WeaponName				= "rep_weap_fly_command_ball"
WeaponAmmo				= "0"

BarrelLength            = "0.0"


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        = "TURRET2"

PitchRate           = 1.5
PitchFilter         = 2.75
TurnRate            = 1.5
TurnFilter          = 2.75


FirstPerson         = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits           = "0.0 180.0"
PitchLimits         = "-60.0 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      = "bone_podl"
FireNodeName        = "hp_gun_1"

WeaponName          = "rep_weap_fly_command_ball"
WeaponAmmo          = "0"

BarrelLength        = "0.0"


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"


ThrustEffect			= "com_sfx_exhaust_xwing"
ThrustAttachPoint       = "hp_engine_1"
//ThrustAttachOffset		= "1.5419 -0.2269 -4.4174"
ThrustEffectMinScale    = "0.5"
ThrustEffectMaxScale    = "2.2"
ThrustEffectScaleStart  = "0.0"

ThrustEffect			= "com_sfx_exhaust_xwing"
ThrustAttachPoint       = "hp_engine_2"
//ThrustAttachOffset		= "-1.5419 -0.2269 -4.4174"
ThrustEffectMinScale    = "0.5"
ThrustEffectMaxScale    = "2.2"
ThrustEffectScaleStart  = "0.0"


ThrustEffect			= "com_sfx_exhaust_xwing"
ThrustAttachPoint       = "hp_engine_3"
//ThrustAttachOffset		= "-1.5419 -0.2269 -4.4174"
ThrustEffectMinScale    = "0.5"
ThrustEffectMaxScale    = "2.2"
ThrustEffectScaleStart  = "0.0"

ThrustEffect			= "com_sfx_exhaust_xwing"
ThrustAttachPoint       = "hp_engine_4"
//ThrustAttachOffset		= "-1.5419 -0.2269 -4.4174"
ThrustEffectMinScale    = "0.5"
ThrustEffectMaxScale    = "2.2"
ThrustEffectScaleStart  = "0.0"


DamageStartPercent		= 85.0
DamageStopPercent       = 0.0
DamageEffect			= "com_sfx_vehiclespark_sc"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.0
DamageAttachPoint       = "hp_damage_1"

DamageStartPercent		= 75.0
DamageStopPercent       = 0.0
DamageEffect			= "com_sfx_vehiclespark_sc"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.0
DamageAttachPoint       = "hp_damage_2"

DamageStartPercent		= 75.0
DamageStopPercent       = 45.0
DamageEffect			= "com_sfx_vehiclesmoke_sc"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.0
DamageAttachPoint       = "hp_damage_3"

DamageStartPercent    	= 55.0
DamageStopPercent     	= 25.0
DamageEffect			= "com_sfx_vehiclesmoke_sc"
DamageEffectScale     	= 1.0
DamageInheritVelocity 	= 0.0
DamageAttachPoint		= "hp_damage_2"

DamageStartPercent		= 45.0
DamageStopPercent       = 0.0
DamageEffect        	= "com_sfx_vehicleflame_sc"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.0
DamageAttachPoint       = "hp_damage_1"

DamageStartPercent  	= 25.0
DamageStopPercent       = 0.0
DamageEffect        	= "com_sfx_vehicleflame_sc"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.0
DamageAttachPoint       = "hp_damage_3"



VOUnitType          = 131
EngineSound         = "wrong_gunship_loaded"
TakeoffSound        = "rep_fly_gunship_takeoff"
LandSound           = "rep_fly_gunship_land"
HurtSound           = "imp_weap_ord_exp_lg"
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"
Cockpit1stPersonSound   = "rep_inf_com_space_chatter"
Cockpit3rdPersonSound   = "rep_inf_com_space_chatter"
ProximityMinDist        = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist        = "100" // Distance from target where proximity parameter of engine is 1.
BoostSound              = "rep_fly_gunship_shift_up_low_property 0.11 1"
BoostSound              = "rep_fly_gunship_shift_up_property 0.47 1"
BoostSound              = "rep_fly_gunship_shift_up_high_property 0.62 1"
BoostSound              = "rep_fly_gunship_shift_down_low_property 0.11 0"
//BoostSound              = "rep_fly_gunship_shift_down_high_property 0.17 0"
BoostSound              = "rep_fly_gunship_shift_down_property 0.34 0"[/quote]
Thanks in advance. I would fool around with it myself, but since I start school in less than a week and need to finish it, I don't have the time to do so.

RE: Flyer to hover conversion

Posted: Wed Aug 22, 2007 6:23 pm
by Darth_Z13
I am, not even in the slightest, an expert on vehicles, but give this a try:

Code: Select all

[GameObjectClass]
ClassLabel      = "commandhover"
GeometryName          = "rep_fly_commandship.msh"

[Properties]
FLYERSECTION            = "BODY"

ReserveOneForPlayer     = "1"

VehicleType            = "transport"
MapTexture            = "gunship_icon"
HealthTexture           = "HUD_rep_gunship_icon"
MapScale            = 2.0
Geometryscale   = 1.2

GeometryName            = "rep_fly_commandship"
AnimationName         = "rep_fly_command"
GeometryLowRes      = "rep_fly_commandship"
FirstPerson             = "REP\repatted;rep_1st_cockpit_ATTE"
//ExplosionCritical       = "rep_fly_command_exp"
ExplosionDestruct       = "rep_fly_command_exp"


FirstPersonFOV          = "65"
CockpitTension         = "12"
ThirdPersonFOV          = "55"

SetAltitude         = 0.5
GravityScale            = 4.0
LiftSpring          = 4.0   //Suspension tightness.  High is a firm rugged ride, low is floaty and smooth
LiftDamp            = 3.0   //Shock Absorber.  High corrects quickly, low causes it to bounce and over correct alot.

Acceleration            = 7.0
Deceleration            = 5.5
Traction            = 20.0
ForwardSpeed            = 9.0
ReverseSpeed            = 7.0
StrafeSpeed         = 6.0

EnergyBar						= 50
EnergyAutoRestore		= 7.5
EnergyBoostDrain		= 20
BoostSpeed					= 20
BoostAcceleration		= 100.0
BoostFOV						= 60

PathFollowerClass           = "rep"
PathFollowerBranchPaths     = "5"
PathFollowerBranchMaxAngle  = "45
PathFollowerMinBranchDist   = "250.0"
PathFollowerBranchRange     = "1000"
PathFollowerFlyerVsFlyer   = "0"

SpawnPointCount         = "6"
SpawnPointLocation      = "-6.0 -3.0 8.0 0"
SpawnPointLocation      = "6.0 -3.0 8.0 0"
SpawnPointLocation      = "-7.0 -3.0 0.0 0"
SpawnPointLocation      = "7.0 -3.0 0.0 0"
SpawnPointLocation      = "-6.0 -3.0 -8.0 0"
SpawnPointLocation      = "6.0 -3.0 -8.0 0"
AllyCount           = 65536
Radius              = 0.0
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
HUDIndexDisplay     = 0

CollisionScale          = "1.5"
CollisionThreshold      = "5.0"

CollisionInflict = "0.1"

MaxHealth           = 5000.0
HealthType          = "vehicle"
//HitLocation           = "p_crithit 0"


PilotSkillRepairScale = 0.01

Acceleraton         = 20.0
MinSpeed            = 0.0
MidSpeed            = 0.0
MaxSpeed            = 40.0
StrafeSpeed         = 0.0
BoostAcceleration   = 40.0
BoostSpeed          = 80.0

BlurEffect              = 0.7
BlurStart               = 60.0

EnergyBar               = 100
EnergyAutoRestore       = 10
EnergyBoostDrain        = 20
EnergyTrickDrainSingleTap = 0
EnergyTrickDrainDoubleTap = 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      = 0.0
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   = 3.0
Landedheight   = 0.0

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"

SoldierCollision   = "collision" //collision meshes on vehicles ONLY apply to soldier and ordnance, for vehicles and buildings primitives are required
OrdnanceCollision   = "collision" //collision meshes on vehicles ONLY apply to soldier and ordnance, for vehicles and buildings primitives are required
BuildingCollisionPrim   = "BldgSphere1 sphere NULL 0.0 5.0 -7.0 5.0 0.0 0.0"
BuildingCollisionPrim   = "BldgSphere2 sphere NULL 0.0 4.0 9.0 4.0 0.0 0.0"
BuildingCollisionPrim   = "BldgSphere3 sphere NULL 0.0 5.0 1.0 5.0 0.0 0.0"

TerrainCollisionPrim   = "BldgSphere1 sphere NULL 0.0 5.0 -7.0 5.0 0.0 0.0"
TerrainCollisionPrim   = "BldgSphere2 sphere NULL 0.0 4.0 9.0 4.0 0.0 0.0"
TerrainCollisionPrim   = "BldgSphere3 sphere NULL 0.0 5.0 1.0 5.0 0.0 0.0"




WEAPONSECTION           = "1"

WeaponName          = "rep_weap_fly_gunship_cannon_weak"
WeaponAmmo          = "0"

AimerNodeName           = "hp_gun_5"
AimerYawLimits          = "-0.0 0.0"
AimerPitchLimits        = "-0.0 0.0"
BarrelLength            = "1.5"

NextAimer           = "-"

AimerNodeName           = "hp_gun_6"
AimerYawLimits          = "-0.0 0.0"
AimerPitchLimits        = "-0.0 0.0"
BarrelLength            = "1.5"

WEAPONSECTION           = "2"

WeaponName          = "rep_weap_fly_command_missile"
WeaponAmmo          = "10"

VehiclePosition         = "common.vehiclepositions.pilot"



//********************************
//********  R BALL TURRET  *******
//********************************

FLYERSECTION            = "TURRET1"

PitchRate           = 1.5
PitchFilter         = 2.75
TurnRate            = 1.5
TurnFilter          = 2.75


FirstPerson         = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits            = "-180.0 0.0"
PitchLimits            = "-60.0 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          = "bone_podr"
FirePointName           = "hp_gun_2"


WeaponName            = "rep_weap_fly_command_ball"
WeaponAmmo            = "0"

BarrelLength            = "0.0"


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        = "TURRET2"

PitchRate           = 1.5
PitchFilter         = 2.75
TurnRate            = 1.5
TurnFilter          = 2.75


FirstPerson         = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits           = "0.0 180.0"
PitchLimits         = "-60.0 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      = "bone_podl"
FireNodeName        = "hp_gun_1"

WeaponName          = "rep_weap_fly_command_ball"
WeaponAmmo          = "0"

BarrelLength        = "0.0"


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"


ThrustEffect         = "com_sfx_exhaust_xwing"
ThrustAttachPoint       = "hp_engine_1"
//ThrustAttachOffset      = "1.5419 -0.2269 -4.4174"
ThrustEffectMinScale    = "0.5"
ThrustEffectMaxScale    = "2.2"
ThrustEffectScaleStart  = "0.0"

ThrustEffect         = "com_sfx_exhaust_xwing"
ThrustAttachPoint       = "hp_engine_2"
//ThrustAttachOffset      = "-1.5419 -0.2269 -4.4174"
ThrustEffectMinScale    = "0.5"
ThrustEffectMaxScale    = "2.2"
ThrustEffectScaleStart  = "0.0"


ThrustEffect         = "com_sfx_exhaust_xwing"
ThrustAttachPoint       = "hp_engine_3"
//ThrustAttachOffset      = "-1.5419 -0.2269 -4.4174"
ThrustEffectMinScale    = "0.5"
ThrustEffectMaxScale    = "2.2"
ThrustEffectScaleStart  = "0.0"

ThrustEffect         = "com_sfx_exhaust_xwing"
ThrustAttachPoint       = "hp_engine_4"
//ThrustAttachOffset      = "-1.5419 -0.2269 -4.4174"
ThrustEffectMinScale    = "0.5"
ThrustEffectMaxScale    = "2.2"
ThrustEffectScaleStart  = "0.0"


DamageStartPercent      = 85.0
DamageStopPercent       = 0.0
DamageEffect         = "com_sfx_vehiclespark_sc"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.0
DamageAttachPoint       = "hp_damage_1"

DamageStartPercent      = 75.0
DamageStopPercent       = 0.0
DamageEffect         = "com_sfx_vehiclespark_sc"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.0
DamageAttachPoint       = "hp_damage_2"

DamageStartPercent      = 75.0
DamageStopPercent       = 45.0
DamageEffect         = "com_sfx_vehiclesmoke_sc"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.0
DamageAttachPoint       = "hp_damage_3"

DamageStartPercent       = 55.0
DamageStopPercent        = 25.0
DamageEffect         = "com_sfx_vehiclesmoke_sc"
DamageEffectScale        = 1.0
DamageInheritVelocity    = 0.0
DamageAttachPoint      = "hp_damage_2"

DamageStartPercent      = 45.0
DamageStopPercent       = 0.0
DamageEffect           = "com_sfx_vehicleflame_sc"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.0
DamageAttachPoint       = "hp_damage_1"

DamageStartPercent     = 25.0
DamageStopPercent       = 0.0
DamageEffect           = "com_sfx_vehicleflame_sc"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.0
DamageAttachPoint       = "hp_damage_3"



VOUnitType          = 131
EngineSound         = "wrong_gunship_loaded"
TakeoffSound        = "rep_fly_gunship_takeoff"
LandSound           = "rep_fly_gunship_land"
HurtSound           = "imp_weap_ord_exp_lg"
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"
Cockpit1stPersonSound   = "rep_inf_com_space_chatter"
Cockpit3rdPersonSound   = "rep_inf_com_space_chatter"
ProximityMinDist        = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist        = "100" // Distance from target where proximity parameter of engine is 1.
BoostSound              = "rep_fly_gunship_shift_up_low_property 0.11 1"
BoostSound              = "rep_fly_gunship_shift_up_property 0.47 1"
BoostSound              = "rep_fly_gunship_shift_up_high_property 0.62 1"
BoostSound              = "rep_fly_gunship_shift_down_low_property 0.11 0"
//BoostSound              = "rep_fly_gunship_shift_down_high_property 0.17 0"
BoostSound              = "rep_fly_gunship_shift_down_property 0.34 0"
It might work. :P

RE: Flyer to hover conversion

Posted: Wed Aug 22, 2007 10:00 pm
by Master Fionwë
Well, I'm testing it now, thanks.

RE: Flyer to hover conversion

Posted: Wed Aug 22, 2007 10:10 pm
by Penguin
add this.

Code: Select all

DamageStartPercent      = 100.0
DamageStopPercent       = 0.0
DamageEffect         = "com_sfx_exhaust_xwing"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.0
DamageAttachPoint       = "hp_engine_1" 

DamageStartPercent      = 100.0
DamageStopPercent       = 0.0
DamageEffect         = "com_sfx_exhaust_xwing"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.0
DamageAttachPoint       = "hp_engine_2" 

DamageStartPercent      = 100.0
DamageStopPercent       = 0.0
DamageEffect         = "com_sfx_exhaust_xwing"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.0
DamageAttachPoint       = "hp_engine_3" 

DamageStartPercent      = 100.0
DamageStopPercent       = 0.0
DamageEffect         = "com_sfx_exhaust_xwing"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.0
DamageAttachPoint       = "hp_engine_4" 
If you want one of the engines to 'cut out' when damaged enough, change the DamageStopPercent = 0.0 line to something between 1-99. its a percentage of remaining health

RE: Flyer to hover conversion

Posted: Thu Aug 23, 2007 12:34 am
by Master Fionwë
Okay, thanks. I'll try it out.

EDIT: Nope, the first suggestion didn't work. It just hovers over the ground spinning crazily trying to fly. Maybe I need to do all teh movements manually for a hover...

Posted: Thu Aug 23, 2007 1:04 am
by Maveritchell
Having tried it before, it's pretty hard to turn a flyer into a hover, simply because if you add enough "spring" to get it to hover high enough, you turn it into a superball. But definitely make note of what Penguin posted; it's the only way to attach effects to a hover.

Posted: Thu Aug 23, 2007 1:42 am
by Master Fionwë
Okay, I've gotten the hover part to work correctly now, so next I just need to get teh effects working. I'm trying that out now. Thank you guys for your help so far with this, I'll also be able to use it for the race.