Easy way of placing cap ships? & other space issues.
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EGG_GUTS
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Easy way of placing cap ships? & other space issues.
Ok I can place them (multi selected then press 1 then 2 and you place it)
but how do you rotate them so they still stay as a whole ship and not a bunch of parts?
Thanks
but how do you rotate them so they still stay as a whole ship and not a bunch of parts?
Thanks
Last edited by EGG_GUTS on Sun Jul 08, 2007 8:17 pm, edited 1 time in total.
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Hebes24
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RE: Easy way of placing cap ships?
Hold Z, and it rotates the whole group as a group.
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EGG_GUTS
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- Teancum
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Hebes24
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EGG_GUTS
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Hebes24
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EGG_GUTS
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EGG_GUTS
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It didn't work. It was at 1800 and i made it 3000 and I still die. I have a 4th and 5th cap ships and they work fine. I was thinking maybe a death region but that would make the flyers explode, wouldn't it?
I'm also having trouble with the Tie phantom. I take off and it automatically lands again. This happens until the 4th take off then you exit the hanger. Why is it doing this?
Thanks
Edit: I fixed the random death problem. But I still have the Tie phantom problem. I might try to increase the takeoff speed so it won't have time to land.
I'm also having trouble with the Tie phantom. I take off and it automatically lands again. This happens until the 4th take off then you exit the hanger. Why is it doing this?
Thanks
Edit: I fixed the random death problem. But I still have the Tie phantom problem. I might try to increase the takeoff speed so it won't have time to land.
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MercuryNoodles
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EGG_GUTS
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EGG_GUTS
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Thanks Tean Now I can successfully take off in the tie phantom. (it was a rail hanging down)
But I just have 2 Yes/no questions (the space lua doesn't explain as well as the getting started one.)
Is this line right here the reason I can't spawn Twi'leks?
SetMemoryPoolSize("TentacleSimulator", 0)
Would I have to replace 0 with the # of tentacles?
and Those big turrets that shoot the beams... To I have to add anything to the SetMemoryPoolSize to have more then 4? I checked and didn't see anything but I'm just asking to dodge further problems.
Thanks
But I just have 2 Yes/no questions (the space lua doesn't explain as well as the getting started one.)
Is this line right here the reason I can't spawn Twi'leks?
SetMemoryPoolSize("TentacleSimulator", 0)
Would I have to replace 0 with the # of tentacles?
and Those big turrets that shoot the beams... To I have to add anything to the SetMemoryPoolSize to have more then 4? I checked and didn't see anything but I'm just asking to dodge further problems.
Thanks
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EGG_GUTS
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MercuryNoodles
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As long as the turrets are loaded from a valid lvl file, I think all you have to do is set them in ZE. You might need to increase the memory pool "MountedTurret", but I doubt that, unless you have a massive amount of the things.
If you're using Aayla as a regular class and not as a "hero", change the lines that say "WeaponName2", "WeaponAmmo2", etc, to simply "WeaponName", "WeaponAmmo", and so on for all weapons. The existence of these numbers cause the crash when used with the normal classes. Just note that you don't need to touch any line that says "WEAPONSECTION", and you'll know why if you do.
If you're using Aayla as a regular class and not as a "hero", change the lines that say "WeaponName2", "WeaponAmmo2", etc, to simply "WeaponName", "WeaponAmmo", and so on for all weapons. The existence of these numbers cause the crash when used with the normal classes. Just note that you don't need to touch any line that says "WEAPONSECTION", and you'll know why if you do.
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EGG_GUTS
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Ya I know how to do ODFs and thanks for the turret answer.
Here's the Twi'lek Odf.
[GameObjectClass]
ClassParent = "rep_inf_default"
GeometryName = "rep_inf_aaylasecura.msh"
[Properties]
NumTentacles = "2"
BonesPerTentacle = "3"
TentacleCollType = "0"
GeometryName = "rep_inf_aaylasecura"
GeometryLowRes = "rep_inf_aaylasecura_low1"
SkeletonName = "twilek"
WEAPONSECTION = 1
WeaponName = "all_weap_inf_rifle"
WeaponAmmo = 5
WEAPONSECTION = 2
WeaponName = "all_weap_inf_fusioncutter"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonators"
WeaponAmmo = 5
WeaponChannel = 1
///SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_secura_spawn"
SndHeroDefeated = "hero_secura_exhausted"
SndHeroKiller = "hero_secura_exhausted"
VOSound = "rep_off_response_hero_command SC_Follow"
VOSound = "rep_off_response_hero_command SC_StopFollow"
VOSound = "rep_off_response_hero_command SC_VehicleWaitUp"
VOSound = "rep_off_response_hero_command SC_GetIn"
VOSound = "rep_off_response_hero_command SC_GetOut"
VOSound = "hero_secura_AcquiredTarget AcquiredTarget"
VOSound = "hero_secura_KillingSpree4 KillingSpree4"
VOUnitType = 189
SoldierMusic = "rep_hero_secura_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
//ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "rep_inf_soldier"
thanks
Here's the Twi'lek Odf.
[GameObjectClass]
ClassParent = "rep_inf_default"
GeometryName = "rep_inf_aaylasecura.msh"
[Properties]
NumTentacles = "2"
BonesPerTentacle = "3"
TentacleCollType = "0"
GeometryName = "rep_inf_aaylasecura"
GeometryLowRes = "rep_inf_aaylasecura_low1"
SkeletonName = "twilek"
WEAPONSECTION = 1
WeaponName = "all_weap_inf_rifle"
WeaponAmmo = 5
WEAPONSECTION = 2
WeaponName = "all_weap_inf_fusioncutter"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonators"
WeaponAmmo = 5
WeaponChannel = 1
///SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_secura_spawn"
SndHeroDefeated = "hero_secura_exhausted"
SndHeroKiller = "hero_secura_exhausted"
VOSound = "rep_off_response_hero_command SC_Follow"
VOSound = "rep_off_response_hero_command SC_StopFollow"
VOSound = "rep_off_response_hero_command SC_VehicleWaitUp"
VOSound = "rep_off_response_hero_command SC_GetIn"
VOSound = "rep_off_response_hero_command SC_GetOut"
VOSound = "hero_secura_AcquiredTarget AcquiredTarget"
VOSound = "hero_secura_KillingSpree4 KillingSpree4"
VOUnitType = 189
SoldierMusic = "rep_hero_secura_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
//ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "rep_inf_soldier"
thanks
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MercuryNoodles
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I see in that is that you kept the LowHealthThreshold line in, but I don't know if that would cause a crash.
I also see you specified a skeleton when Aayla's hero odf doesn't, and that her odf specifies a certain animation set while yours does not.
Perhaps someone should help shed some light on the problem, because I'm kind of stabbing in the dark here.
I also see you specified a skeleton when Aayla's hero odf doesn't, and that her odf specifies a certain animation set while yours does not.
Perhaps someone should help shed some light on the problem, because I'm kind of stabbing in the dark here.
