Is a submarine type vehicle possible?

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Noobasaurus
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Is a submarine type vehicle possible?

Post by Noobasaurus »

Is it possible to reverse and modify the valuse of a starfighter, paste them on a vehicle that hovers above water, so that when you press space you go down a bit into the water and can continue below the water without being able to emerge from the surface again without pressing space?

Just wanted to know.
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Re: Is it possible?

Post by CressAlbane »

well, I think you CAN have negative take-off values, and that might be possible - but I don't think that you could prevent the vehicle from leaving the region you have set as "water."
(Hovers can't go under the water, and IIRC flyers can't either.)
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Re: Is it possible?

Post by FragMe! »

Hovers can go under water change FloatsOnWater value from 1 to 0. (actual line may vary from what I typed)

Not sure if same thing applies to flyers though.

Also I don't think what you want to do will work as you would be "landing" the flyer under water but once they are laned you can no longer move, just jump out and drown.
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Re: Is it possible?

Post by Noobasaurus »

FragMe! wrote:Hovers can go under water change FloatsOnWater value from 1 to 0. (actual line may vary from what I typed)

Not sure if same thing applies to flyers though.

Also I don't think what you want to do will work as you would be "landing" the flyer under water but once they are laned you can no longer move, just jump out and drown.
I didn't find any water or float values when I manually searched through the odf:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "hover"
GeometryName = "imp_hover_speederbike.msh"

[Properties]
WaterEffect = "com_sfx_waterwake_sm"

FLYERSECTION = "BODY"
VehicleType = "light"

Label = "Speederbike"

MapTexture = "speederbike_icon"
HealthTexture = "HUD_speederbike_icon"
MapScale = 1.5

HealthTexture = "HUD_speederbike_icon"

ExplosionName = "imp_hover_speederbike_exp"
GeometryName = "imp_hover_speederbike"
CollisionThreshold = "4.0 20.0 0.0"
CollisionScale = "0.0 -0.0001 -0.1"
//FirstPerson = "imp\impspbk;imp_1st_cockpit_speederbike"
VehiclePosition = "common.vehiclepositions.pilot"

WakeEffect = "dustwake"
WaterEffect = "com_sfx_waterwake_sm"

PilotPosition = "hp_active"
Pilot9Pose = "speederbike_9pose"

AnimationName = "imp_hover_speederbike"
FinAnimation = "imp_speederbike_9pose"

MaxHealth = 80.0

TimeRequiredToEject = "1.0"
EjectResistance = "0.01"
TimeTilReboard = "5.0"

//HitLocation = "p_crithit 0"

////////// COLLISION ////////////////////

// SMOKE

DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_speeder"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "bone_l_footpedal"

DamageStartPercent = "55"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclesmoke_speeder"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "bone_r_footpedal"

// FIRE

DamageStartPercent = "35"
DamageStopPercent = "0.01"
DamageEffect = "com_sfx_vehicleflame_speeder"
DamageEffectScale = ".75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "bone_l_footpedal"

DamageStartPercent = "15"
DamageStopPercent = "0.01"
DamageEffect = "com_sfx_vehicleflame_speeder"
DamageEffectScale = ".75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "bone_r_footpedal"

SetAltitude = .85
GravityScale = 4.0 //2

Acceleration = 30.0
Deceleration = 60.0
Traction = 35.0
ForwardSpeed = 28.0
ReverseSpeed = 6.0
StrafeSpeed = 3.0

EnergyBar = 50
EnergyAutoRestore = 15
EnergyBoostDrain = 20
BoostSpeed = 40
BoostAcceleration = 100.0
BoostFOV = 60

AddSpringBody = "0.0 0.7 1.5 1.4"
BodyOmegaXSpringFactor = -2.0

AddSpringBody = "-0.5 0.7 -1.0 1.4"
AddSpringBody = "0.5 0.7 -1.0 1.4"

AddSpringBody = "0.0 0.7 0.0 0.4"

VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 3.0
OmegaXDamp = 2.5
OmegaZSpring = 5.0
OmegaZDamp = 1.8

SoldierCollision = "CollisionMesh"
OrdnanceCollision = "CollisionMesh"
VehicleCollision = "p_ball1"
VehicleCollision = "p_ball2"
//BuildingCollision = "p_bcube"

SpinRate = 1.3
TurnRate = 1.4
BoostTurnMultiplier = 1.0
TurnFilter = 15.0
PitchRate = 0.5
StrafeRollAngle = 0.0
ThrustPitchAngle = 0.0
BankAngle = 0.002
BankFilter = 3.0
LevelSpring = 10.0
LevelDamp = 5.0

JumpTimeMin = 0.1
JumpTimeMax = 0.35
JumpForce = 50.0
JumpMinSpeedMult = 0.4
JumpEnergyPerSec = 100.0

//PCPitchRate = 15.0
//PCSpinRate = 15.0
//PCTurnRate = 25.0


EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0 2.5 -6"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "5.0"

CockpitTension = "12"

NormalDirection = "0.0 -10.0 0.0"

PitchLimits = "-5.0 5.0"
YawLimits = "-15.0 15.0"

WeaponName = "imp_weap_hover_speederbike_cannon"
WeaponAmmo = "0" //"5"

AimerNodeName = "gun"
FirePointName = "hp_fire"
//BarrelNodeName = "hp_fire"
BarrelLength = "2.0"
AimerPitchLimits = "-15.0 15.0"
AimerYawLimits = "-25.0 25.0"

BlurEffect = 0.5 //the closer to 1 the greater the blur
BlurStart = 0.8 //percentage of maxspeed where blur starts


//BuildingCollisionPrim = "BldgCylinder1 aacylinder NULL 0.0 0.5 1.4 1.0 1.0 0.0"
//BuildingCollisionPrim = "BldgCylinder2 aacylinder NULL 0.0 0.5 -0.4 0.8 1.0 0.0"




AISizeType = "MEDIUM"
NoCombatInterrupt = 1
AvailableForAnyTeam = 1

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "speederbike_chunk3"
ChunkNodeName = "imp_hover_speederbike"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"

//ChunkInitialCollisionSound = "exp_obj_small_debris"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "speederbike_chunk1"
ChunkNodeName = "imp_hover_speederbike"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"

//ChunkInitialCollisionSound = "exp_obj_small_debris"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "speederbike_chunk2"
ChunkNodeName = "imp_hover_speederbike"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"

//ChunkInitialCollisionSound = "exp_obj_small_debris"

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "speederbike_chunk4"
ChunkNodeName = "imp_hover_speederbike"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"

//ChunkInitialCollisionSound = "exp_obj_small_debris"

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "speederbike_chunk5"
ChunkNodeName = "imp_hover_speederbike"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"

//ChunkInitialCollisionSound = "exp_obj_small_debris"

VOUnitType = 52
EngineSound = "speederbike_engine_parameterized"
HurtSound = ""
DeathSound = "com_weap_obj_small_exp"
VehicleCollisionSound ="com_veh_collision_sm"
TurnOnSound = ""
TurnOffSound = ""
Music = ""
ImpMusic = "imp_vehicle"
AllMusic = "all_vehicle"
CisMusic = "cis_vehicle"
MusicSpeed = "0.5"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
//BoostSound = "imp_hover_speederbike_boost_on 0.5 1"
//BoostSound = "imp_hover_speederbike_boost_on_max 0.9 1"
//BoostSound = "imp_hover_speederbike_boost_off_max 0.8 0"
//BoostSound = "imp_hover_speederbike_boost_off 0.4 0"
FoleyFXGroup = "metal_foley"
Perhaps I need to add it in? I changed the "SetAltitude = .85" to .01, perhaps that will make it lower on the ground and everywhere, checking right now.

And what I am actually trying to make is a submarine, where it floats on the water (half in, half out) and when you press space you submerge...

OFFTOPIC: When I made the terrain size bigger, it somehow made all of my proportions off, so when I placed water in a ditch (in ZE) ingame it showed up super far away from the actual water...
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Re: Is it possible?

Post by The Nasal Abyss »

Did you use a power of two for your terrain size? Ex: 128x128, 256x256, 512x512, 1024x1024, 2048x2048?
Noobasaurus
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Re: Is it possible?

Post by Noobasaurus »

The Nasal Abyss wrote:Did you use a power of two for your terrain size? Ex: 128x128, 256x256, 512x512, 1024x1024, 2048x2048?
I am pretty sure I did, although I will resize my terrain again to make sure.

EDIT: Resized, now everything is in balance again. Thank you!

EDIT2: Tested negative takeoff values, they make the screen black, even when using freecam, until you die. :|

A note: I put the flyer directly above the water...
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Re: Is it possible?

Post by FragMe! »

The line for hovers is

FloatsOnWater = 0

you would have to add it in.
You mentioning what you wanted to reminded me about something I played around with once just for fun.
Click picture to see video
Image

It is a hover, it will "submerge" how far is determined by the line

SetAltitude = 0.5

So yes you are submerged but you are really just driving along the bottom.
Noobasaurus
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Re: Is a submarine type vehicle possible?

Post by Noobasaurus »

FragMe! wrote:The line for hovers is

FloatsOnWater = 0

you would have to add it in.
You mentioning what you wanted to reminded me about something I played around with once just for fun.
Click picture to see video
Hidden/Spoiler:
Image

It is a hover, it will "submerge" how far is determined by the line

SetAltitude = 0.5

So yes you are submerged but you are really just driving along the bottom.
That might just work! I will test it and report back!

Edit: If I put invisible objects in, it could actually simulate a "flying" submarine...

EDIT2: I changed the SetAltitude to 7.5, and I didn't see the speeder get any higher...perhaps that is for the jump?
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