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AT-AT head not functioning properly + FP view ground vehicle

Posted: Sun Aug 03, 2008 3:28 pm
by MasterSkywalker
My map Hoth: Escape is almost ready to go, but I still got two vital problems that keep me from releasing it:
I edited the AT-AT to handle like the SWBF1 one (and to have some passenger slots), but for some weird reason the chin blasters operate seperatly from the head:
Hidden/Spoiler:
Image
Also, I tried forcing the game into first person mode, but this simply doesn't work: all ground vehicles remain in 3rd person. What did I forget here, or what did I screw up? This is my AT-AT odf:
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "commandwalker"
GeometryName = "imp_walk_atat.msh"


[Properties]

//***********************************************
//*********** VEHICLE VALUES AND INFO *********
//***********************************************

WALKERSECTION = "BODY"
// /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
VehicleType = "heavy"
AISizeType = "Huge"
NoCombatInterrupt = "1"
ReserveOneForPlayer = "0"
CockpitTension = 15
ForceMode = 2

Label = "AT-AT"
VehiclePosition = "common.vehiclepositions.pilot"
MapTexture = "atat_icon"
HealthTexture = "HUD_imp_atat_icon"
MapScale = "3.5"

ExplosionName = "imp_walk_atat_exp"
ExplosionOffset = "0.0 12.46 0.0"

\\DeathAnimationExplosion = "small_explosion"
DeathAnimationExplosion = "atat_explosion"
DeathAnimationExplosionTime = "1.5"

FinalExplosion = "imp_walk_atat_finalexp"
FinalExplosionOffset = "1.97 0.0 11.43"

GeometryName = "imp_walk_atat"
AnimationName = "imp_walk_atat"

//HACK to add "imp_walk_atat1" to the req file
AnimationExtraFile = "imp_walk_atat1"
FirstPerson = "IMP\impATAT;imp_1st_cockpit_atat"
FirstPersonFOV = "53"
MaxHealth = "30000.0"
//HitLocation = "p_crithit 0"

// dont know if these are working for vehicles but it would be cool
ScanningRange = "60.0"
TransmitRange = "60.0"

//***********************************************
//*********** COMMAND POST VALUES *************
//***********************************************

SpawnPointCount = "6"
SpawnPointLocation = "8.0 0.0 0.0 5"
SpawnPointLocation = "8.0 0.0 4.0 5"
SpawnPointLocation = "8.0 0.0 -4.0 5"
SpawnPointLocation = "-8.0 0.0 0.0 355"
SpawnPointLocation = "-8.0 0.0 4.0 355"
SpawnPointLocation = "-8.0 0.0 -4.0 355"
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 0
Value_DEF_Alliance = 0
Value_DEF_CIS = 0
Value_DEF_Empire = 0
Value_DEF_Republic = 0
Value_DEF_Locals = 0
LegRayHitLength = "16"

//***********************************************
//*********** MOVEMENT VALUES *****************
//***********************************************

Acceleraton = "1.0"
MaxSpeed = "2.0"
MaxStrafeSpeed = "0.0"
MaxTurnSpeed = "0.4"

PCMaxYawSpeed = 1.0
PCMaxTurnSpeed = 1.0
PCPitchRate = .6

PitchRate = 0
PitchFilter = 0
TurnRate = 0
TurnFilter = 0

StoppedTurnSpeed = "0.05"
ForwardTurnSpeed = "0.03"
TurnThreshold = "0.35"

//***********************************************
//*********** CAMERA VALUES *******************
//***********************************************

EyePointOffset = "1.0 16.0 9.0"
TrackCenter = "0.0 17 1.0"
TrackOffset = "0.0 5.75 7.5"
TiltValue = "7.5"

AimerNodeName = "aimer_head"

PitchLimits = "-25 5"
YawLimits = "-35 35"
PitchTurnFactor = "0.5"
YawTurnFactor = "0.5"


//***********************************************
//*********** MAIN WEAPON VALUES **************
//***********************************************

WeaponName = "imp_weap_walk_atat_cannon_chin"
WeaponAmmo = "0" //"5"
ForceMode = "2"
// /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
AimerPitchLimits = "-30 15"
AimerYawLimits = "-70 70"
FireOutsideLimits = 1
BarrelNodeName = "barrel_Lcannon"
FirePoint = "hp_fire_Lcannon"
BarrelRecoil = "0.4"

NextBarrel = "-"

AimerPitchLimits = "-30 15"
AimerYawLimits = "-70 70"
FireOutsideLimits = 1
BarrelNodeName = "barrel_Rcannon"
FirePoint = "hp_fire_Rcannon"
BarrelRecoil = "0.4"

TEMP_AnimationSpeed = "1.5"
TEMP_Type = "1" //Sets up collision and number of legs, will be moved to the msh file

WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"

//***********************************************
//****** SECONDARY POSITION WEAPON VALUES *****
//***********************************************

WALKERSECTION = "TURRET1"
ForceMode = "2"
VehiclePosition = "common.vehiclepositions.copilot"
FirstPersonFOV = "53"
// /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
FirstPerson = "IMP\IMPATATG;imp_1st_cockpit_ATATgnr"
CockpitTension = 35
TurretNodeName = "aimer_head"

PitchLimits = "-25 -5"
YawLimits = "-65 65"

WeaponName = "imp_weap_walk_atat_cannon_head"
WeaponAmmo = "0"
// /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|

AimerNodeName = "aimer_Lgun"

AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-5.0 60.0"
FirePointName = "hp_fire_Lgun"

NextAimer = "-"

AimerNodeName = "aimer_Rgun"

AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-60.0 5.0"
FirePointName = "hp_fire_Rgun"

YawLimits = "-25 20"
PitchLimits = "-20 15"
PitchTurnFactor = "1.0"
YawTurnFactor = "1.0"
PCPitchTurnFactor = "10.0"
PCYawTurnFactor = "10.0"

EyePointOffset = "-1.0 0.0 9.0"
TrackCenter = "0.0 4.0 4.0"
TrackOffset = "0.0 -1.0 6.0"


WALKERSECTION = "TURRET1"

PassengerEyePoint = "hp_passenger"
EyePointOffset = "4.0 12.0 0.0"

VehiclePosition = "common.vehiclepositions.passenger"

WALKERSECTION = "TURRET2"

PassengerEyePoint = "hp_passenger"
EyePointOffset = "4.0 12.0 0.0"

VehiclePosition = "common.vehiclepositions.passenger"

WALKERSECTION = "TURRET3"

PassengerEyePoint = "hp_passenger"
EyePointOffset = "4.0 12.0 0.0"

VehiclePosition = "common.vehiclepositions.passenger"

WALKERSECTION = "TURRET4"

PassengerEyePoint = "hp_passenger"
EyePointOffset = "4.0 12.0 0.0"

VehiclePosition = "common.vehiclepositions.passenger"


//***********************************************
//*********** VISUAL EFFECTS ******************
//***********************************************

StompEffect = "bigwalkerstomp"
StompDecal = "decal_atat_footprint"
StompDecalSize = "2.5"

DeathShakeDelay = "3.5"
DeathShakeForce = "1.0"
DeathShakeDuration = "1.0"
DeathShakeRadius = "30.0"

//***********************************************
//*********** ANIMATION VALUES ****************
//***********************************************

LegPairCount = "2"

WalkerLegPair = "front_legs"

LegBoneLeft = "bone_fl_thigh"
LegBoneRight = "bone_fr_thigh"

LegBoneTopLeft = "bone_fl_thigh"
LegBoneTopRight = "bone_fr_thigh"

TerrainLeft = "p_front_left"
TerrainRight = "p_front_right"

FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"

WalkerLegPair = "back_legs"

LegBoneLeft = "bone_bl_thigh"
LegBoneRight = "bone_br_thigh"

LegBoneTopLeft = "bone_bl_thigh"
LegBoneTopRight = "bone_br_thigh"

TerrainLeft = "p_back_left"
TerrainRight = "p_back_right"

FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"

//***********************************************
//*********** COLLISION VALUES ****************
//***********************************************
TerrainCollision = "p_front_left"
TerrainCollision = "p_back_right"
TerrainCollision = "p_front_right"
TerrainCollision = "p_back_left"

BuildingCollision = "p_front_left"
BuildingCollision = "p_front_right"
BuildingCollision = "p_back_left"
BuildingCollision = "p_back_right"
BuildingCollision = "p_main_building"
BuildingCollision = "p_head_building"

TargetableCollision = "p_front_left_thigh"
TargetableCollision = "p_front_left_shin"
TargetableCollision = "p_front_right_thigh"
TargetableCollision = "p_front_right_shin"
TargetableCollision = "p_back_left_thigh"
TargetableCollision = "p_back_left_shin"
TargetableCollision = "p_back_right_thigh"
TargetableCollision = "p_back_right_shin"

TowCableCollision = "p_front_left_thigh 0.36 0.0 1.06"
SmashParkedFlyers = "1"
TowCableCollision = "p_front_left_shin 0.36 0.0 1.06"
TowCableCollision = "p_front_left 0.5 0.0 1.1"

TowCableCollision = "p_front_right_thigh -0.36 0.0 1.06"
TowCableCollision = "p_front_right_shin -0.36 0.0 1.06"
TowCableCollision = "p_front_right -0.5 0.0 1.1"

TowCableCollision = "p_back_right_thigh -0.36 0.0 -1.06"
TowCableCollision = "p_back_right_shin -0.36 0.0 -1.06"
TowCableCollision = "p_back_right -0.5 0.0 -1.1"

TowCableCollision = "p_back_left_thigh 0.36 0.0 -1.06"
TowCableCollision = "p_back_left_shin 0.36 0.0 -1.06"
TowCableCollision = "p_back_left 0.5 0.0 -1.1"

VehicleCollision ="p_front_left_vehicle"
VehicleCollision ="p_front_right_vehicle"
VehicleCollision ="p_back_left_vehicle"
VehicleCollision ="p_back_right_vehicle"
VehicleCollision ="p_main_vehicle"
VehicleCollision ="p_head_vehicle"

OrdnanceCollision = "p_main_soldier1"
OrdnanceCollision = "p_main_soldier2"
OrdnanceCollision = "p_main_soldier3"
OrdnanceCollision = "p_main_soldier4"
OrdnanceCollision = "p_main_soldier5"
OrdnanceCollision = "p_neck_soldier"
OrdnanceCollision = "p_head_soldier"
OrdnanceCollision = "p_front_left_thigh"
OrdnanceCollision = "p_front_left_shin"
OrdnanceCollision = "p_front_left"
OrdnanceCollision = "p_front_right_thigh"
OrdnanceCollision = "p_front_right_shin"
OrdnanceCollision = "p_front_right"
OrdnanceCollision = "p_back_left_thigh"
OrdnanceCollision = "p_back_left_shin"
OrdnanceCollision = "p_back_left"
OrdnanceCollision = "p_back_right_thigh"
OrdnanceCollision = "p_back_right_shin"
OrdnanceCollision = "p_back_right"

SoldierCollision = "p_main_soldier1"
SoldierCollision = "p_main_soldier2"
SoldierCollision = "p_main_soldier3"
SoldierCollision = "p_main_soldier4"
SoldierCollision = "p_main_soldier5"
SoldierCollision = "p_neck_soldier"
SoldierCollision = "p_head_soldier"
SoldierCollision = "p_front_left_thigh"
SoldierCollision = "p_front_left_shin"
SoldierCollision = "p_front_left"
SoldierCollision = "p_front_right_thigh"
SoldierCollision = "p_front_right_shin"
SoldierCollision = "p_front_right"
SoldierCollision = "p_back_left_thigh"
SoldierCollision = "p_back_left_shin"
SoldierCollision = "p_back_left"
SoldierCollision = "p_back_right_thigh"
SoldierCollision = "p_back_right_shin"
SoldierCollision = "p_back_right"

//***********************************************
//*********** DAMAGE VALUES ****************
//***********************************************

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fl_thigh"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fr_thigh"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_bl_thigh"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_br_thigh"

DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fl_calf"

DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fr_calf"

DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_bl_calf"

DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_br_calf"

//DamageStartPercent = 30.0
//DamageStopPercent = 20.0
//DamageEffect = "com_sfx_vehiclesmoke"
//DamageEffectScale = 3.0
//DamageInheritVelocity = 0.0
//DamageAttachPoint = "hp_damage_1"

//DamageStartPercent = 15.0
//DamageStopPercent = 0.0
//DamageEffect = "com_sfx_vehicleflame"
//DamageEffectScale = 3.0
//DamageInheritVelocity = 0.0
//DamageAttachPoint = "hp_damage_1"

//***********************************************
//*********** DEATH EXPLOSION VALUES **********
//***********************************************

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "imp_walk_atat_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.1 0.1 0.5"
ChunkBounciness = 0.05
ChunkStickiness = 0.05
ChunkSpeed = "0.0"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke_1"


CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "imp_walk_atat_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "1"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "0.5 0.5 0.3"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "16.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"


CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "imp_walk_atat_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "1"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 2.0"
ChunkSpeed = "4.0"
ChunkUpFactor = "8.00"


CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "imp_walk_atat_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.4 0.2 1.0"
ChunkBounciness = 0.55
ChunkStickiness = 0.25
ChunkSpeed = "5.0"
ChunkUpFactor = "4.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"


CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "imp_walk_atat_chunk5"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "3.0"
ChunkUpFactor = "6.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"


CHUNKSECTION = "CHUNK6"
ChunkGeometryName = "imp_walk_atat_chunk6"
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.5 1.0 1.25"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "5.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

//*******************************************
//*********** SOUND VALUES ****************
//*******************************************

VOUnitType = 50
StompDetectionType = "1"
FootstepSound0 = "com_weap_layered_at_step"
FootstepSound1 = "com_weap_layered_at_step"
FootstepSound2 = "com_weap_layered_at_step"
FootstepSound3 = "com_weap_layered_at_step"
HydraulicSound = "atst_leg_up"
HydraulicSoundHeight = "0.5"
HydraulicLowerSound = ""
//HydraulicLowerHeight = "0.5"
HurtSound = ""
DeathSound = "com_weap_obj_med_exp"
//AllMusic = "all_vehicle"
ImpMusic = "imp_vehicle"
MusicSpeed = "0.0"
MusicDelay = "5.0"
EngineSound = "atst_engine_parameterized"
TurnOnSound = ""
TurnOnTime = "1.0"
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = "1.0"
[/code]
Thanks in advance,
- Jonas

Re: AT-AT head not functioning properly + FP view ground vehicle

Posted: Mon Aug 04, 2008 9:29 am
by MercuryNoodles
From the looks of it, the weapon's aimer pitch limits allow your chin cannon to aim 30 degrees in the downward direction, which more or less matches what I'm seeing in the screenshot. If you want it to not move, you have to set the pitch limits and yaw limits for that weapon so they can't move. Then, it would be totally dependent on the head for aiming.

Someone correct me if I'm wrong about that, but I think that's all there is to it.


Code: Select all

//ForceMode          = "2"
This line is commented out. I forgot which value makes it first person, but this line needs to be uncommented to have any effect. It's one of the first things set under properties.

Re: AT-AT head not functioning properly + FP view ground vehicle

Posted: Mon Aug 04, 2008 10:56 am
by ARC_Commander
I had this exact problem. Here's the working code for the passenger positions:

Code: Select all

//***********************************************
//****************  PASSENGER 1 *****************
//***********************************************

WALKERSECTION        = "TURRET2"

FirstPerson             = "IMP\impsccam;imp_1st_cockpit_securitycam"
FirstPersonFOV          = "48"
ForceMode           = 2                 //force 1st person for passenger

AimerNodeName 		= "aimer_head"

EyePointOffset 			= "0.0 16.0 9.0"
TrackCenter			= "0.0 4.0 4.0"
TrackOffset 			= "0.0 -1.0 6.0"

VehiclePosition     = "common.vehiclepositions.passenger""

Re: AT-AT head not functioning properly + FP view ground vehicle

Posted: Mon Aug 04, 2008 11:05 am
by MandeRek
//FirstPerson = "IMP\impATAT;imp_1st_cockpit_atat"

your should remove your //

Also, the chin blaster might function differently when you try to insert other seats. Guess it's non-fixable!

Re: AT-AT head not functioning properly + FP view ground vehicle

Posted: Mon Aug 04, 2008 3:32 pm
by MasterSkywalker
I already figured the passenger and the FP view problem myself :P

But one problem remains: the AT-AT's chin blasters keep acting seperately from the head.. :(

EDIT: I feel so stupid now.. instead of posting my own odf I posted the stock one XD It's fixed now.