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Man a disabled vehicle [Solved]

Posted: Sun Feb 07, 2016 7:27 pm
by Oceans14
I'm trying to set up a crashed/disabled republic fightertank where the player can still man the top turret. My problem is, while I know this should be an armed building, I keep getting confused when it comes time to add the turret to the weapon section. Here is what I have in the odf so far:
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "rep_hover_fightertank.msh"

[Properties]

BUILDINGSECTION = "BODY"

MapTexture = "fightertank_icon"
IconTexture = "HUD_all_lascannon_icon"

MapScale = "0.0"
HealthTexture = "HUD_kam_turret_icon"

GeometryName = "rep_hover_fightertank"
ExplosionName = ""
DestroyedGeometryName = ""

MaxHealth = "-1"
RespawnTime = "-1"

FLYERSECTION = "TURRET1"

VehiclePosition = "common.vehiclepositions.gunner"

PilotPosition = "hp_active"
Pilot9Pose = "minigun_9pose"
//FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"

PitchTurnFactor = "0.0"

PitchLimits = "-40.0 15.0"
YawLimits = "-180.0 180.0"
TurnRate = 1.8
TurnFilter = 10.0
PitchRate = 0.5
PitchFilter = 15.0


TurretNodeName ="turret_y"
AimerNodeName = "turret_x"
AimerPitchLimits = "-10.0 90.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "turret_barrel1"
BarrelRecoil = 0.25
FirePointName = "hp_gun_1"

//NextBarrel = "-"

//BarrelNodeName = "turret_barrel2"
//BarrelRecoil = 0.15
//FirePointName = "hp_gun_2"

EyePointOffset = "0.0 0.5 3.0"
TrackCenter = "0.0 1.0 -1.0"
TrackOffset = "0.0 0.0 2.0"
TiltValue = "3.0"

ForceMode = 1

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

WeaponName = "rep_weap_hover_fightertank_laser"
WeaponAmmo = 0

//EFFECTS//

attacheffect = "myg_sfx_fire"
attachtohardpoint = "hp_damage_1"
attachtohardpoint = "hp_damage_2"
attachtohardpoint = "hp_damage_3"
attachtohardpoint = "hp_damage_4"


FoleyFXGroup = "metal_foley"
[/code]
As of now the mesh is appearing in ZE but not in game, even though I added it to the world folder. Interestingly the damage flames are there, floating.

Help would be appreciated, thanks!

Re: Man a disabled vehicle

Posted: Sun Feb 07, 2016 10:20 pm
by AQT
What happens if you use positive values for the MaxHealth and RespawnTime?

Re: Man a disabled vehicle

Posted: Sun Feb 07, 2016 11:19 pm
by Oceans14
AQT wrote:What happens if you use positive values for the MaxHealth and RespawnTime?
That at least got it visible, but I can't enter it.... I noticed in some odfs there is a TURRETSECTION and in others there is a FLYERSECTION. I used flyer in my odf. Would it matter which label I use?

Re: Man a disabled vehicle

Posted: Mon Feb 08, 2016 3:56 am
by AnthonyBF2
It may be easier to just take a turret odf and change the geometry to that of a vehicle, along with the weapon slot.

Re: Man a disabled vehicle

Posted: Mon Feb 08, 2016 11:21 am
by Oceans14
anthonybf2 wrote:It may be easier to just take a turret odf and change the geometry to that of a vehicle, along with the weapon slot.
That did it I think, although oddly when I added it to the tur side and updated the req and script, it didn't show up. When I moved the files back to World everything was happy again - it appears and can be used. I also changed the flyersection to turretsection, not sure if that made a difference or not.
AQT, anthony, thanks for the help :D

Re: Man a disabled vehicle

Posted: Wed Feb 10, 2016 9:53 pm
by AnthonyBF2
Oceans14 wrote: That did it I think, although oddly when I added it to the tur side and updated the req and script, it didn't show up. When I moved the files back to World everything was happy again - it appears and can be used. I also changed the flyersection to turretsection, not sure if that made a difference or not.
AQT, anthony, thanks for the help :D
If you're placing an object into your world from the sides directory it doesn't get detected during munge. Objects must exist in world folders. :wink: