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Floating jawa

Posted: Fri Oct 12, 2007 2:53 pm
by bobby_fett
Hi i am new here (but have been modding for a while), but i have come to a problem, i created a jedi jawa using yoda's animations. It works great exept he floats in mid air when he is walking. :faint:
Can anyone help?

Re: Floating jawa

Posted: Fri Oct 12, 2007 8:34 pm
by Caleb1117
Did you copy over the skeleton scale and collision lines from yoda's odf?

Re: Floating jawa

Posted: Sat Oct 13, 2007 11:24 am
by bobby_fett
Um... I think I did. Here is my odf:
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "com_jedi_default"
GeometryName = "tat_inf_jawa.msh"

[Properties]
AISizeType = "HOVER"

FootWaterSplashEffect = "com_sfx_watersplash_sm"
WaterSplashEffect = "com_sfx_watersplash_md"
WakeWaterSplashEffect = "com_sfx_watersplash_wade"
UnitType = "support"
IconTexture = "rep_trooper_icon"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "tat_inf_jawa"
GeometryLowRes = "tat_inf_jawa_low1"
SkeletonName = "jawa"
SkeletonLowRes = "jawalz"

SkeletonRootScale = "0.342974"
SkeletonRootScaleLowRes = "0.342974"
CollisionRootScale = "0.42"
CollisionHeadOffset = "0.0 0.85 0.1"
CollisionTorsoOffset = "0.0 0.7 0.0"
AnimationName = "yoda"

ControlSpeed = "sprint 3.50 0.50 0.50"


MaxHealth = 250.0

Acceleraton = "30.0"
MaxSpeed = "5.0"
MaxStrafeSpeed = "4.0"
MaxTurnSpeed = "3.0"
RecoverFromTumble = "1"

TargetPointOffsetStand = "0.0 -2.0 0.0"
TargetPointOffsetCrouch = "0.0 -2.0 0.0"

JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 30.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WEAPONSECTION = 1
WeaponName1 = "jedi_weap_demo_saber3"
WeaponAmmo1 = 0

WEAPONSECTION = 2
WeaponName2 = "com_weap_inf_force_lightning"
WeaponAmmo2 = 0
WeaponChannel2 = 1

CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.4 0.0"
TrackOffset = "0.0 -0.25 3.6"
TiltValue = "10"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.4 0.0"
TrackCenter = "0.0 1.4 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.4 0.0"
TrackOffset = "0.0 -0.25 3.6"
TiltValue = "10"

CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.4 0.0"
TrackCenter = "0.0 1.4 0.0
TrackOffset = "0.0 -0.25 4.2"
TiltValue = "10.0"
CameraBlendTime = "0.5"



DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.25
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.02

//SOUND
HurtSound = "tat_inf_jawa_hurt"
DeathSound = "tat_inf_jawa_death"
//LeftFootstepSound = "soldierstepleft"
//RightFootstepSound = "soldierstepright"
AcquiredTargetSound = "tat_inf_jawa_chatter"
HidingSound = "tat_inf_jawa_chatter"
ApproachingTargetSound = "tat_inf_jawa_chatter"
FleeSound = "tat_inf_jawa_chatter"
PreparingForDamageSound = "tat_inf_jawa_chatter"
HeardEnemySound = "tat_inf_jawa_heard"
//WaterWadingSound = "com_inf_wading"
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
//RollSound = "com_inf_roll"
JumpSound = ""
LandSound = ""
ClothingRustleSound = ""
LowHealthSound = "tat_inf_jawa_chatter"
LowHealthThreshold = "1.1"


VOUnitType = 172

VOSound = "jawa_inf_chatter_AcquiredTarget AcquiredTarget"
VOSound = "jawa_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
VOSound = "jawa_inf_chatter_KillingSpree4 KillingSpree4"
VOSound = "jawa_inf_chatter_Grenade Grenade"
VOSound = "jawa_inf_chatter_FriendlyFire FriendlyFire"
AISizeType = "SOLDIER"
NoEnterVehicles = 1
FoleyFXClass = "npc_inf_small"


[/code]
Hope you can see my problem.

Re: Floating jawa

Posted: Sat Oct 13, 2007 11:40 am
by Maveritchell

Code: Select all

// these are correct for the dudes running around in Tat 2.....but not if you play as one, WTF?
CollisionHeadOffset 		= "0.0 0.85 0.1"
CollisionTorsoOffset 		= "0.0 0.7 0.0"
You'll notice that in the Jawa .odf they made a comment above those lines. Those are what I would imagine is screwing around with the height. Also, (but only if you've seen a noticeable difference - this shouldn't affect the problem you're currently having) you might change the skeletonrootscale lines back to the Jawa's instead of Yoda's. (That shouldn't affect the way the animation works, it might make the unit look better/more like a Jawa, though.)

Re: Floating jawa

Posted: Sat Oct 13, 2007 12:49 pm
by bobby_fett
Thanks, I'll try that. :D