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Adding Custom Vehicles [Solved] Edit:New Issue [Solved]

Posted: Sat Jun 26, 2010 3:59 pm
by sim-al2
Sorry for making a topic on a slightly noobish question but I can't seem to get my custom vehicle (a modified AAT) ingame. I've made a custom side and .reqs for it but the side .lvl refuses to munge and is not in the addon folder. I have a vehicle spawn but it does not appear at it.

A) Can I add only the custom vehicle files as a side by itself without any units?
B) Am I not doing something/ doing it horribly wrong?
C) Am I completly ignorant of something very, very obvious?

Here's the error log but the only thing it contains is something I already know...

I've fixed the first red error, but the second one still appears (doesn't appear twice now though)
Hidden/Spoiler:
Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: InVehicle


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'a295' [2dbb7264] uses 1.33 MB

Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'a295' [2dbb7264] uses 1.33 MB

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: InVehicle


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier imp_inf_darktrooper has geometry collision

Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'e11s' [0f20e71f] uses 1.33 MB

Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'e11s' [0f20e71f] uses 1.33 MB

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\dms.lvl

Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "com_weap_bldg_gunturret_exp"
uf_updateClassIndex(): Added class: all_inf_rifleman
uf_updateClassIndex(): Added class: all_inf_rocketeer
uf_updateClassIndex(): Added class: all_inf_sniper
uf_updateClassIndex(): Added class: all_inf_engineer
uf_updateClassIndex(): Added class: all_inf_officer
uf_updateClassIndex(): Added class: all_inf_wookiee
uf_updateClassIndex(): Added class: imp_inf_rifleman
uf_updateClassIndex(): Added class: imp_inf_rocketeer
uf_updateClassIndex(): Added class: imp_inf_sniper
uf_updateClassIndex(): Added class: imp_inf_engineer
uf_updateClassIndex(): Added class: imp_inf_officer
uf_updateClassIndex(): Added class: imp_inf_dark_trooper
uf_updateClassIndex(): Added class: all_hero_hansolo_tat
uf_updateClassIndex(): Added class: imp_hero_bobafett
utility_functions2: ReadDataFile(): This map's code, mode: tsm tsm_conquest

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
.\Source\VehicleSpawn.cpp(140)
Vehicle spawn outside command post "cp2" control region

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_hover_aat"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_hover_aat"


ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file exists
ifs_sideselect_fnEnter(): Starting to remove award effects...
ifs_sideselect_fnEnter(): Finished removing award effects.

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'imp_weap_inf_autoturret' is not localized for stats page
Here is the .req (now properly named... :roll: ) However, renaming it still will not munge the side.
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"cis_hover_aat"




}
}

Vehicle .req
Hidden/Spoiler:
ucft
{
REQN
{
"class"
"cis_hover_aat"
}

REQN
{
"model"
"hud_AAT_shape"
}
}
LUA for GCW but the spawn refernces both eras:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()

ReadDataFile("ingame.lvl")



SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo


ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome")

ReadDataFile("dc:SIDE\\dms.lvl",
"cis_hover_aat")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("SoldierAnimation",380)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:TSM\\TSM.lvl", "TSM_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
Hidden/Spoiler:
I tried changeing the name by adding a "2" to the end but nothings happening...
Clarification on above: I started changing the names (to see if there was a conflict somewhere) but I didn't finish it before posting.



The gist of my problem is that dms.lvl will not munge if that helps anyone. :|

Re: Adding Custom Vehicles Help

Posted: Sat Jun 26, 2010 4:02 pm
by Xavious
Did you create a folder for it in ...\BF2_ModTools\data_AAA\_BUILD\Sides and copy over the munge.bat and clean.bat from one of the other sides' folder?

Re: Adding Custom Vehicles [Solved]

Posted: Thu Jul 01, 2010 1:26 pm
by sim-al2
sim-al2 wrote::shock:

No. I'll try now.

Edit: Ok, got a 1kb dms.lvl file in the map addon. Good start, but that's seems to be a tad... small. Still not ingame. I'll check the scripts to make sure I didn't make a mistake.

Edit 2: Yes , the "tiny" syndrome was my fault. Forgot to change a .req.

Edit 3: w00t! It's ingame! Now just to go put the textures in and start modifying it. Thanks so much Xavious!
'Nother problem that doesn't seem to be as obvious. When I try to add a passenger position to the AAT, it causes "disjoined turret syndrome" where the barrel stays locked forward but the turret can still move around... :shock:
Hidden/Spoiler:
Image
ODF:
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "hover"
GeometryName = "cis_hover_aat_sm2.msh"

[Properties]

HUDModel = "hud_AAT_shape"
WaterEffect = "com_sfx_waterwake_lg"
FLYERSECTION = "BODY"
VehicleType = "light"
AISizeType = "MEDIUM"
MapTexture = "aat_icon"
HealthTexture = "HUD_cis_aat_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = "1.5"
GeometryName = "cis_hover_aat_sm2"
Explosion = "cis_hover_aat_exp"
ExplosionCritical = "cis_hover_aat_exp"
ExplosionDestruct = "cis_hover_aat_exp"
//FirstPerson = "cis\cisaatp;cis_1st_cockpit_AAT"
FirstPersonFOV = "52"
CockpitTension = "22"
CollisionScale = "0"
CollisionThreshold = "5"

MaxHealth = "12000"
HitLocation = "p_crithit 4.0"

TimeRequiredToEject = "20.0"
EjectResistance = "0.02"
TimeTilReboard = "5.0"

HealthType = "vehicle"
SetAltitude = "0.5"
GravityScale = "4"
LiftSpring = "4"
LiftDamp = "3"

JumpTimeMin = 0.1
JumpTimeMax = 0.6
JumpForce = 60.0
JumpMinSpeedMult = 0.0
JumpEnergyPerSec = 100.0

Acceleration = "8.0"
Deceleration = "6.0"
Traction = "20"
ForwardSpeed = "12"
ReverseSpeed = "10"
StrafeSpeed = "10"

EnergyBar = 150
EnergyOverheat = 20
EnergyAutoRestore = 7.5
EnergyBoostDrain = 0
BoostSpeed = 25
BoostAcceleration = 100.0
BoostFOV = 60

AddSpringBody = "-1.6 1.9 1.95 2.5"
BodySpringLength = "0.3"
AddSpringBody = "1.6 1.9 1.95 2.5"
BodySpringLength = "0.3"
AddSpringBody = "0.0 2.15 -1.6 3.5"
BodySpringLength = "0.8"
BodyOmegaXSpringFactor = "2"
VelocitySpring = "5"
VelocityDamp = "2.5"
OmegaXSpring = "1"
OmegaXDamp = "3"
OmegaZSpring = "4"
OmegaZDamp = "1.5"
SpinRate = "1.7"
TurnRate = "1.7"
TurnFilter = "10"
PitchRate = "0.5"
PitchFilter = "10"
StrafeRollAngle = "0.01"
ThrustPitchAngle = "0"
BankAngle = "-0.01"
BankFilter = "3"
LevelSpring = "2"
LevelDamp = "1"
PCPitchRate = "15"
PCSpinRate = "15"
PCTurnRate = "20"
EyePointOffset = "0.0 2.5 -2.0"
TrackCenter = "0.0 5.0 0.0"
TrackOffset = "0.0 -1.0 10.0"
TiltValue = "7"
PitchLimits = "-30 20"
YawLimits = "-90 90"


WEAPONSECTION = "1"
WeaponName = ""
WeaponAmmo = ""
AimerNodeName = "side_gun_1"
AimerPitchLimits = "-30.0 90.0"
AimerYawLimits = "-30.0 10.0"
BarrelNodeName = "recoil_1"
BarrelRecoil = "0.25"
FirePointName = "hp_gun_2"
NextAimer = "-"
AimerNodeName = "side_gun_2"
AimerPitchLimits = "-30.0 90.0"
AimerYawLimits = "-10.0 30.0"
BarrelNodeName = "recoil_2"
BarrelRecoil = "0.25"
FirePointName = "hp_gun_1"

WEAPONSECTION = "2"
WeaponName = ""
WeaponAmmo = ""

AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missleR_1"

NextAimer = "-"

AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missleL_2"

NextAimer = "-"

AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missleR_2"

NextAimer = "-"

AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missleL_3"

NextAimer = "-"

AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missleR_3"

NextAimer = "-"

AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missleL_1"

VehicleCollision = "p_vehiclesphere"

OrdnanceCollision = "p_crithit" // critical hit location
OrdnanceCollision = "CollisionMesh"
OrdnanceCollision = "p_sidegun1"

SoldierCollision = "CollisionMesh"

FLYERSECTION = "TURRET1"
VehiclePosition = "common.vehiclepositions.gunner"
//FirstPerson = "cis\cissccam;cis_1st_cockpit_securitycam"
TurretNodeName = "Gun_Body"
PitchLimits = "-40.0 20.0"
YawLimits = "0.0 0.0"
PitchTurnFactor = "0"
PCPitchRate = "15"
TurnRate = "1.8"
TurnFilter = "10"
PitchRate = "0.5"
PitchFilter = "10"
PitchDamp = "10"
BarrelNodeName = "recoil_3"
BarrelRecoil = "0.75"
FirePointName = "hp_cannon_1"
EyePointOffset = "0.0 2.0 -1.75"
TrackCenter = "0.0 1.0 -2.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "10"

ForceMode = 1

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
WeaponName = "com_weap_null"
WeaponAmmo = "0"

FLYERSECTION = "TURRET2"

//FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
EyePointOffset = "0.0 2.5 4.0"
TrackCenter = "0.0 0.0 0.0"
TrackOffset = "0 3 20"
TiltValue = "5"
FirstPersonFOV = "50"
ForceMode = "1"

VehiclePosition = "common.vehiclepositions.passenger"

PitchLimits = "-20.0 10.0"
YawLimits = "-180.0 180.0"

PitchTurnFactor = "0.0"

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_hover_att_Chunk1"
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 2.0 1.0"
ChunkBounciness = "0.35"
ChunkStickiness = "0.45"
ChunkSpeed = "15"
ChunkUpFactor = "25"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_hover_att_Chunk2"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = "0.45"
ChunkStickiness = "0.25"
ChunkSpeed = "10"
ChunkUpFactor = "0"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_hover_att_Chunk3"
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 2.0"
PCTurnRate = "20"
AimerNodeName = "Main_Gun"
ChunkSpeed = "12"
DamageStartPercent = "70"
DamageStopPercent = "20"
DamageEffect = "com_sfx_vehiclespark"
AimerPitchLimits = "-30.0 90.0"
AimerYawLimits = "0.0 0.0"
DamageAttachPoint = "hp_damage_3"
DamageStartPercent = "70"
DamageStopPercent = "20"
DamageEffect = "com_sfx_vehiclespark"
SoldierCollision = "p_barrel"
SoldierCollision = "p_turret"
DamageAttachPoint = "hp_damage_4"
DamageStartPercent = "60"
DamageStopPercent = "20"
DamageEffect = "com_sfx_vehiclespark"
OrdnanceCollision = "p_sidegun2"
OrdnanceCollision = "p_barrel"
DamageAttachPoint = "hp_damage_5"
DamageStartPercent = "50"
DamageStopPercent = "0"
DamageEffect = "com_sfx_vehiclesmoke"
OrdnanceCollision = "p_turret"
CHUNKSECTION = "CHUNK4"
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = "30"
DamageStopPercent = "0"
DamageEffect = "com_sfx_vehiclesmoke"
ChunkGeometryName = "cis_hover_att_Chunk4"
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = "10"
DamageStopPercent = "0"
DamageEffect = "com_sfx_vehicleflame"
ChunkTerrainCollisions = "0"
DamageAttachPoint = "hp_damage_2"
VOUnitType = 086
EngineSound = "cis_hover_aat_engine_parameterized"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
ChunkTerrainEffect = "dirtspray"
RepMusic = "rep_vehicle"
CISMusic = "cis_vehicle"
ImpMusic = "imp_vehicle"
MusicSpeed = "0.25"
MusicDelay = "3"
FoleyFXGroup = "metal_foley"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "LEAF"
ChunkOmega = "0.2 0.0 0.2"
ChunkSpeed = "2"
Any ideas on how to fix this?

Re: Adding Custom Vehicles [Solved]

Posted: Fri Jul 02, 2010 1:27 am
by lucasfart
Did you edit the model at all, or just the texture? Because I think that has something to do with bones and all that complicated stuff. Probably ask this question in the 3d modelling forum, as it doesn't sound like an odf issue...

Re: Adding Custom Vehicles [Solved] Re:New Issue

Posted: Fri Jul 02, 2010 1:50 am
by sim-al2
:shock: Trust me absolutely no modeling at all. I only edited the texture and it has nothing to do with that. I know it's a odf because when the passenger section is removed it returns to normal.

Offtopic: Does the AAT have bones or not? No impact on this issue but "prop" as the ClassLabel for many vehicle causes it to appear "exploded" so I think it may...

Re: Adding Custom Vehicles [Solved] Edit:New Issue

Posted: Fri Jul 02, 2010 2:31 am
by AQT
FAQ/Everything You Need Thread v2.0 wrote: ...
ODF
... ...
ClassLabel needs to be "armedbuilding" rather than "prop."

Re: Adding Custom Vehicles [Solved] Edit:New Issue

Posted: Fri Jul 02, 2010 1:04 pm
by sim-al2
Yes I know about the making vehicles into prop faq. But I'm making a vehicle into a... erm... vehicle. :P

Edit: Well, for now I've made a quick fix by locking down the turret so it can't rotate. It would be nice though if a solution could be found.

I've noticed that if one removes the weapon on the turret (without adding postions), the same bug occurs. :runaway:

Re: Adding Custom Vehicles [Solved] Edit:New Issue

Posted: Fri Jul 02, 2010 9:57 pm
by lucasfart
Did you do what AQT suggested? Change "hover" after classlabel to "armedbuilding".

Re: Adding Custom Vehicles [Solved] Edit:New Issue

Posted: Fri Jul 02, 2010 10:19 pm
by sim-al2
:runaway: I'm not making a prop or a turret. I'm making it a vehicle. I want it to move, not just sit there. Nobody noticed the jump lines I put in the odf btw. :P

Re: Adding Custom Vehicles [Solved] Re:New Issue

Posted: Sat Jul 03, 2010 4:55 am
by DarthD.U.C.K.
sim-al2 wrote: Offtopic: Does the AAT have bones or not? No impact on this issue but "prop" as the ClassLabel for many vehicle causes it to appear "exploded" so I think it may...
yes, it has "bones", they are necessary for turrets to move

what did you do to the weaponsections? and why did you put another weapon at the end of the TURRET1-section?

Re: Adding Custom Vehicles [Solved] Edit:New Issue

Posted: Sat Jul 03, 2010 8:46 am
by sim-al2
What do you mean? I don't see anything I added besides
Hidden/Spoiler:
FLYERSECTION = "TURRET2"

//FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
EyePointOffset = "0.0 2.5 4.0"
TrackCenter = "0.0 0.0 0.0"
TrackOffset = "0 3 20"
TiltValue = "5"
FirstPersonFOV = "50"
ForceMode = "1"

VehiclePosition = "common.vehiclepositions.passenger"

PitchLimits = "-20.0 10.0"
YawLimits = "-180.0 180.0"
Is there something specific in the AAT model that somehow only lets two positions to be used and nothing else to work? I wouldn't think so but it's sure acting like it. If your asking about the "Com_weapon_null" that was neccessary for the turret to not become messed when I first tried to remove the weapons, but the passenger section messed that up again. :?

Edit: Updated odf.

Re: Adding Custom Vehicles [Solved] Edit:New Issue

Posted: Sat Jul 03, 2010 3:24 pm
by FragMe!
Was going to say have a look at the rep_fly_gunship at the second
FLYERSECTION = "TURRET4" to see how they do it.
You may or may not want a different animation but that is up to you