FPV for vehicles

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Anakin
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FPV for vehicles

Post by Anakin »

Hi,

i have some problems to enable the first person view for vehicles. The only way it is working for me is ForceMode = "2" But than you cannot play in 3rd person. I already tryed ForceMode = "0", but no matter if you are in 1st or 3rd person view when you enter the vehicle, you get the 3rd person view.
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[code][GameObjectClass]
ClassLabel = "hover"
GeometryName = "veh_hover_speederbike.msh"

[Properties]
ForceMode = "0"
WaterEffect = "com_sfx_waterwake_sm"

FLYERSECTION = "BODY"
VehicleType = "light"

Label = "Speederbike"

MapTexture = "speederbike_icon"
HealthTexture = "HUD_speederbike_icon"
MapScale = 1.5

HealthTexture = "HUD_speederbike_icon"

ExplosionName = "veh_rep_speeder_exp"
GeometryName = "veh_hover_speederbike"
CollisionThreshold = "4.0 20.0 0.0"
CollisionScale = "0.0 -0.0001 -0.1"
FirstPerson = "veh\veh_rep_speeder;veh_1st_cockpit_speederbike"
FirstPersonFOV = "60"
VehiclePosition = "common.vehiclepositions.pilot"

WakeEffect = "dustwake"
WaterEffect = "com_sfx_waterwake_sm"

PilotPosition = "hp_active"
Pilot9Pose = "speederbike_9pose"

AnimationName = "imp_hover_speederbike"
FinAnimation = "imp_speederbike_9pose"

MaxHealth = 80.0

TimeRequiredToEject = "1.0"
EjectResistance = "0.01"
TimeTilReboard = "5.0"

//HitLocation = "p_crithit 0"

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

// SMOKE

DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_speeder"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "bone_l_footpedal"

DamageStartPercent = "55"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclesmoke_speeder"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "bone_r_footpedal"

// FIRE

DamageStartPercent = "35"
DamageStopPercent = "0.01"
DamageEffect = "com_sfx_vehicleflame_speeder"
DamageEffectScale = ".75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "bone_l_footpedal"

DamageStartPercent = "15"
DamageStopPercent = "0.01"
DamageEffect = "com_sfx_vehicleflame_speeder"
DamageEffectScale = ".75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "bone_r_footpedal"

SetAltitude = .85
GravityScale = 4.0 //2

Acceleration = 30.0
Deceleration = 60.0
Traction = 35.0
ForwardSpeed = 28.0
ReverseSpeed = 6.0
StrafeSpeed = 3.0

EnergyBar = 50
EnergyAutoRestore = 15
EnergyBoostDrain = 20
BoostSpeed = 40
BoostAcceleration = 100.0
BoostFOV = 60

AddSpringBody = "0.0 0.7 1.5 1.4"
BodyOmegaXSpringFactor = -2.0

AddSpringBody = "-0.5 0.7 -1.0 1.4"
AddSpringBody = "0.5 0.7 -1.0 1.4"

AddSpringBody = "0.0 0.7 0.0 0.4"

VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 3.0
OmegaXDamp = 2.5
OmegaZSpring = 5.0
OmegaZDamp = 1.8

SoldierCollision = "CollisionMesh"
OrdnanceCollision = "CollisionMesh"
VehicleCollision = "p_ball1"
VehicleCollision = "p_ball2"
//BuildingCollision = "p_bcube"

SpinRate = 1.3
TurnRate = 1.4
BoostTurnMultiplier = 1.0
TurnFilter = 15.0
PitchRate = 0.5
StrafeRollAngle = 0.0
ThrustPitchAngle = 0.0
BankAngle = 0.002
BankFilter = 3.0
LevelSpring = 10.0
LevelDamp = 5.0

JumpTimeMin = 0.1
JumpTimeMax = 0.35
JumpForce = 50.0
JumpMinSpeedMult = 0.4
JumpEnergyPerSec = 100.0

//PCPitchRate = 15.0
//PCSpinRate = 15.0
//PCTurnRate = 25.0


EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0 2.5 -6"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "5.0"

CockpitTension = "12"

NormalDirection = "0.0 -10.0 0.0"

PitchLimits = "-5.0 5.0"
YawLimits = "-15.0 15.0"

WeaponName = "veh_weap_rep_speeder_cannon"
WeaponAmmo = "0" //"5"

AimerNodeName = "gun"
FirePointName = "hp_fire"
//BarrelNodeName = "hp_fire"
BarrelLength = "2.0"
AimerPitchLimits = "-15.0 15.0"
AimerYawLimits = "-25.0 25.0"

BlurEffect = 0.5 //the closer to 1 the greater the blur
BlurStart = 0.8 //percentage of maxspeed where blur starts


//BuildingCollisionPrim = "BldgCylinder1 aacylinder NULL 0.0 0.5 1.4 1.0 1.0 0.0"
//BuildingCollisionPrim = "BldgCylinder2 aacylinder NULL 0.0 0.5 -0.4 0.8 1.0 0.0"




AISizeType = "MEDIUM"
NoCombatInterrupt = 1
AvailableForAnyTeam = 1

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "speederbike_chunk3"
ChunkNodeName = "imp_hover_speederbike"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"

//ChunkInitialCollisionSound = "exp_obj_small_debris"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "speederbike_chunk1"
ChunkNodeName = "imp_hover_speederbike"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"

//ChunkInitialCollisionSound = "exp_obj_small_debris"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "speederbike_chunk2"
ChunkNodeName = "imp_hover_speederbike"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"

//ChunkInitialCollisionSound = "exp_obj_small_debris"

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "speederbike_chunk4"
ChunkNodeName = "imp_hover_speederbike"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"

//ChunkInitialCollisionSound = "exp_obj_small_debris"

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "speederbike_chunk5"
ChunkNodeName = "imp_hover_speederbike"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"

//ChunkInitialCollisionSound = "exp_obj_small_debris"

VOUnitType = 134
EngineSound = "speederbike_engine_parameterized"
HurtSound = ""
DeathSound = "com_weap_obj_small_exp"
VehicleCollisionSound = "com_veh_collision_sm"
TurnOnSound = ""
TurnOffSound = ""
Music = ""
CisMusic = "cis_vehicle"
RepMusic = "rep_vehicle"
MusicSpeed = "0.5"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
//BoostSound = "imp_hover_speederbike_boost_on 0.5 1"
//BoostSound = "imp_hover_speederbike_boost_on_max 0.9 1"
//BoostSound = "imp_hover_speederbike_boost_off_max 0.8 0"
//BoostSound = "imp_hover_speederbike_boost_off 0.4 0"
FoleyFXGroup = "metal_foley"[/code]

==EDIT==

an other question, how can i make a static fpm for an gunner position, and if you move only the FOV should rotate, but not the model.
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Re: FPV for vehicles

Post by SpartanA259 »

From what I found you can't switch between 1st and 3rd person in ground vehicles, you can only do that in space vehicles.

Source topic
Cockpits for Ground Vehicle
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Anakin
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Re: FPV for vehicles

Post by Anakin »

AQT told me it is possible, he did it in his latest map
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Re: FPV for vehicles

Post by AceMastermind »

I'm pretty sure the reason you can't switch between 1st and 3rd person view in hovers and walkers is because the control doesn't exist.
View was replaced by Droideka View for hovers and walkers.

Options > Controls > Vehicles > Droideka View
Options > Controls > Starfighter > View
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Re: FPV for vehicles

Post by AQT »

Anakin wrote:AQT told me it is possible, he did it in his latest map
Just to be clear, I didn't say you can switch from first to third person view and vice versa while inside of a ground vehicle. What I said was, if you set up your vehicle ODF correctly, then when you enter the vehicle while in first person, you should get the first person view in the vehicle. Same thing for third person view.

Now, looking at your original post, you tried using the ForceMode parameter with different values. As its name suggests, it forces the player into either first or third person view regardless of the view they were in before entering the vehicle. Have you tried not using that parameter at all?
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Anakin
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Re: FPV for vehicles

Post by Anakin »

I think i did it, before i tried the force method, but not sure about it. It was a while ago. I'll try it soon.

==EDIT==

i just removed the ForceMode line, but there is still only 3rd person view. I entered with 1st and 3rd person, but always i get the 3rd person on the vehicle
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Re: FPV for vehicles

Post by ZoomV »

Anakin wrote:I think i did it, before i tried the force method, but not sure about it. It was a while ago. I'll try it soon.

==EDIT==

i just removed the ForceMode line, but there is still only 3rd person view. I entered with 1st and 3rd person, but always i get the 3rd person on the vehicle
Odd, with Icebound I had the forcemode set for the ATTE for First, I don't see why it wouldn't work without the forcemode line.
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