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Recon Droid Issues [Solved]

Posted: Sat Jan 23, 2010 2:06 pm
by General_Nate
Ok guys, I need your help. I thought I would do a prof of concept for my next map. And so far, it's ok. I'm trying to, in a nut-shell, give the recon droid a different geometry. And it's not working. When I try to use it, I just stand there and throw nothing.

Anyway, here are the .odfs:

Soldier odf:
Hidden/Spoiler:
[GameObjectClass]
GeometryName = "rep_hero_bera.msh"
ClassParent = "all_inf_default"


[Properties]
UnitType = "Scout"
GeometryName ="rep_hero_bera"

MaxHealth = 500.0

MaxSpeed = 8.0
MaxStrafeSpeed = 6.0

CollisionHeadOffset = "0.0 0.15 0.0"

WEAPONSECTION = 1
WeaponName = "all_weap_hero_hanpistol"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "imp_weap_inf_remotedroid" <---- That's the droid
WeaponAmmo = 1
WeaponChannel2 = 1



// general VO - Some female VO unavailable
HurtSound = "all_inf_com_chatter_wound_female"
DeathSound = "all_inf_com_chatter_death_female"
DamageRegionSound = "allfemalechoke"
ChokeSound = "allfemaleforcechoke"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
// PreparingForDamageSound = ""
HeardEnemySound = ""

// squad command VO - No female VO available
SCFieldMoveOutSound = ""
SCFieldHoldSound = ""
SCFieldFollowSound = ""
SCDriverGetInSound = ""
SCDriverGetOutSound = ""
SCPassengerMoveOutSound = ""
SCPassengerStopSound = ""
SCPassengerGetInSound = ""
SCPassengerGetOutSound = ""
SCGunnerAllClearSound = ""
SCGunnerSteadySound = ""
SCGunnerGetInSound = ""
SCGunnerGetOutSound = ""
SCResponseYessirSound = ""
SCResponseNosirSound = ""

// AIsquad command VO - No female VO available
AISCFieldMoveOutSound = ""
AISCFieldHoldSound = ""
AISCFieldFollowSound = ""
AISCDriverGetInSound = ""
AISCDriverGetOutSound = ""
AISCPassengerMoveOutSound = ""
AISCPassengerStopSound = ""
AISCPassengerGetInSound = ""
AISCPassengerGetOutSound = ""
AISCGunnerAllClearSound = ""
AISCGunnerSteadySound = ""
AISCGunnerGetInSound = ""
AISCGunnerGetOutSound = ""
AISCResponseYessirSound = ""
AISCResponseNosirSound = ""
imp_weap_inf_remotedroid odf:
Hidden/Spoiler:
[WeaponClass]
ClassParent = "gen_weap_inf_remotedroid"

[Properties]
OrdnanceName = "gen_weap_inf_remotedroid_ord"
LODPriorityMod = "10.0"

FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_med"
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"

gen_weap_inf_remotedroid odf:
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "remote"


[Properties]
IconTexture = "HUD_com_probedroid_health_icon"
OrdnanceName = "gen_weap_inf_remotedroid_ord"

MuzzleFlash = "small_muzzle_flash"
Discharge = "small_smoke_effect"

RoundsPerClip = "1"
ReloadTime = "0.0"
LockOnRange = "80.0"
LockTime = "0.4"

ZoomMin = "0.0"
ZoomMax = "0.0"
ZoomRate = "0.0"

//AnimationBank = "grenade"
OffhandWeapon = 1

SwitchImmediately = "1"

ShotDelay = "1.4"
MinSpread = "0.0"
MaxSpread = "0.0"
AutoAimSize = "1.0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.3"

FireSound = "com_weap_inf_remotedroid_fire"
FireEmptySound = "com_weap_inf_ammo_empty"

gen_weap_inf_remotedroid_ord odf:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "droid"
GeometryName = "pok_pok_magnemite.msh" <--- He he he he.... (For those of you here who knows what that is, keep an eye out for the map in the WIP thread.) :wink:

[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"
GeometryName = "pok_pok_magnemite"

FLYERSECTION = "BODY"
VehicleType = "light"

PilotType = "remote"

JumpHight = 1

JetJump = "5.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "30.0" //Acceleration while hovering.
JetEffect = "rep_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.1" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)


MapTexture = "troop_icon"
HealthTexture = "HUD_com_probedroid_health_icon"
MapScale = 1.0

MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100

CollisionScale = 10.0

MaxHealth = 100.0

ExplosionName = "imp_weap_inf_remotedroid_exp1"

WEAPONSECTION = 1
WeaponName = "imp_weap_inf_remotedroid_blaster"

WEAPONSECTION = 2
WeaponName = "imp_weap_inf_remotedroid_destruct"

GravityScale = 1.0//2
LiftSpring = 10.0 //10Lighter the veh the high the number
LiftDamp = 3.0

ScanningRange = 30.0
TransmitRange = 300.0

Acceleration = 25.0
Deceleration = 3.0
Traction = 22.0
ForwardSpeed = 3.5
ReverseSpeed = 3.5
StrafeSpeed = 0.25

SpinRate = 1.5
TurnRate = 1.5
TurnFilter = 5.0
PitchRate = 2.0
PitchFilter = 5.0
BankAngle = 0.0
BankFilter = 0

MoveTension = "30.0"//how much swim the craft has from the center of the screen


LevelSpring = 5.0
LevelDamp = 3.0

EyePointOffset = "0.0 0.5 0.0"
TrackOffset = "0.0 -0.25 1.8"
TiltValue = "5.0"

DestructTrackOffset = "0.0 0.0 18.0"
DestructTiltValue = "10.0"
DestructChargeEffect = "com_sfx_weap_remotedroidcharge2"

PitchLimits = "-50.0 50.0"
YawLimits = "-0.0 0.0"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"


AISizeType = "SOLDIER"

AmbientSound = "remotedroid_engine_lp"
Ambient2Sound = "remotedroid_radio"
HurtSound = ""
DeathSound = ""

\\\\\\\\\\\\ Collision \\\\\\\\\\\\\\

BuildingCollision = "p_buildingsphere"
VehicleCollision = "p_buildingsphere"
OrdnanceCollision = "p_sphere"
SoldierCollision = "p_sphere"
I know I have something set up wrong. Like I said above, it gets ingame, I just don't dispense anything. i just stand there and throw air, and the ammo count doesn't go down.

Thanks for your help guys! :thumbs:

Re: Recon Droid Issues

Posted: Sat Jan 23, 2010 2:48 pm
by MercuryNoodles
I've done this before. Make sure you've filled the memory pool for EntityDroid.

Re: Recon Droid Issues

Posted: Sat Jan 23, 2010 3:40 pm
by General_Nate
MercuryNoodles wrote:I've done this before. Make sure you've filled the memory pool for EntityDroid.
I don't know how to fill memory pools. Care to enlighten?

Re: Recon Droid Issues

Posted: Sat Jan 23, 2010 3:58 pm
by MercuryNoodles

Code: Select all

SetMemoryPoolSize("EntityDroid", 10)
Add that to your lua (if not already present) with the rest of the memory pools, and make the number whatever you need it to be.

Re: Recon Droid Issues

Posted: Sat Jan 23, 2010 5:16 pm
by General_Nate
Thanks MercuryNoodles! You really helped!

You sure made someone:
Hidden/Spoiler:
Image
Happy! :D
Hidden/Spoiler:
MUHAHAHAHAHAH! >:3
Can be solved.

Re: Recon Droid Issues

Posted: Sat Jan 23, 2010 5:28 pm
by Fiodis
I thought you were working on a Terminator map?

Re: Recon Droid Issues

Posted: Sat Jan 23, 2010 6:34 pm
by General_Nate
Fiodis wrote:I thought you were working on a Terminator map?
Don't worry. I am. In fact, all I have to do is localize it, and i can release it. Expect it, if not tomorrow, sometime this week. You do know what that magnet critter is, right?