Page 23 of 27

Posted: Sun Jun 24, 2007 6:37 pm
by Taivyx
Hey, newest Gametoast Staff member!!

Posted: Sun Jun 24, 2007 7:25 pm
by SBF_Dann_Boeing
Mine is basically the same as yours, except mine has a chunk section, and turret seats.
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "tat1_bldg_mushroom.msh"

[Properties]

FLYERSECTION = "BODY"
HUDModel = "hud_tie_interceptor_shape"
VehicleType = "fighter"
MapTexture = "rock_icon"
HealthTexture = "rock_icon"
VehiclePosition = "common.vehiclepositions.pilot"

MapScale = 1.5
MapViewMin = 750
MapViewMax = 750

GeometryName = "tat1_bldg_mushroom"
//FirstPerson = "IMP\imptiftr;imp_1st_cockpit_tiefighter"
FirstPersonFOV = "52"
ThirdPersonFOV = "38"
CockpitTension = "22"
CollisionScale = 1.5
CollisionThreshold = 5.0
MaxHealth = 20000.0

TimeRequiredToEject = "2.5"
EjectResistance = "0.01"
TimeTilReboard = "5.0"

PilotSkillRepairScale = 0.02

// PathFollower Attributes
PathFollowerClass = "imp"
PathFollowerClass_CTF = "imp_flag"
PathFollowerBranchPaths = "6"
PathFollowerBranchMaxAngle = "60"
PathFollowerMinBranchDist = "190.0"
PathFollowerBranchRange = "1500"

ExplosionDestruct = "lsd_fly_rock_exp"

//Julian's Magical Stats

BlurEffect = 0.9
BlurStart = 40.0

FOVEffect3rd = 90

FOVEffect1st = 90

Acceleraton = 50.0
MinSpeed = 0.0
MidSpeed = 20.0
MaxSpeed = 70.0
BoostSpeed = 160.0
//StrafeSpeed = 6.5

BoostAcceleration = 80.0

EnergyBar = 100
EnergyAutoRestore = 99
EnergyBoostDrain = 0
EnergyTrickDrainSingleTap = 1
EnergyTrickDrainDoubleTap = 1

TrickRollSpeed = 6.0
TrickFlipSpeed = 9.0
TrickSideRollStrafeSpeed = 30
TrickFlipCameraDetach = 0.24
TrickSideRollCameraDetach = 0.48

//end julians magical stats

PitchRate = 1.25
PitchFilter = 6.0
PitchFilterDecel = 6.0
PitchBuildupMultiplier = 1.0
TurnRate = 1.25
TurnFilter = 6.0
TurnFilterDecel = 6.0
TurnBuildupMultiplier = 1.0

BankAngle = 0.8
BankFilter = 3.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 3.15

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

TakeoffTime = 1.0
TakeoffSpeed = 10.0
LandingTime = 1.0
LandingSpeed = 12.5
TakeoffHeight = 1.5

EyePointOffset = "0.0 6.0 0.0"
TrackCenter = "0.0 3.5 -4.0"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "5.0"

FOVEFFectMinCamOffset3rd = "0.0 2.0 10.0"
FOVEFFectMaxCamOffset3rd = "0.0 5.0 -18.0"

AimTension = "20.0"

MoveTensionX = "3.1"
MoveTensionY = "2.9 15.0"
MoveTensionZ = "4.25"


WEAPONSECTION = 1

WeaponName = "lsd_weap_fly_rock_cannon"
WeaponAmmo = "0"

AimerNodeName = "dummyroot"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

WEAPONSECTION = 2

WeaponName = "lsd_weap_fly_rock_bomb"
WeaponAmmo = "0"

AimerNodeName = "dummyroot"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

FLYERSECTION = "TURRET1"

//FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
EyePointOffset = "0.0 10.0 0.0"
TrackCenter = "0.0 7.0 -10.0" // 0 2 -3
TrackOffset = "0.0 1.0 14.0"
TiltValue = "5.0"
FirstPersonFOV = "50"
ForceMode = "1"

VehiclePosition = "common.vehiclepositions.copilot"

//WeaponSection = "1"
WeaponName = "lsd_weap_fly_rock_yabbadabbadoo"
WeaponAmmo = "0"

PilotPosition = "dummyroot"
PilotAnimation = "drive"
IsPilotExposed = "0"

PitchLimits = "-90.0 90.0" // -20 10
YawLimits = "-180.0 180.0"

PitchTurnFactor = "0.0"

TurretNodeName ="dummyroot"
AimerNodeName = "dummyroot"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "dummyroot"
BarrelRecoil = 0.15
FirePointName = "dummyroot"

NextBarrel = "-"

BarrelNodeName = "dummyroot"
BarrelRecoil = 0.15
FirePointName = "dummyroot"

PitchRate = 4.0
//PitchFilter = 2.75
TurnRate = 4.0
//TurnFilter = 2.75

FLYERSECTION = "TURRET2"

//FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
EyePointOffset = "0.0 2.5 0.25"
TrackCenter = "0.0 1.2 -1.0" // 0 2 -3
TrackOffset = "0.0 0.0 0.0"
TiltValue = "0.0"
FirstPersonFOV = "50"
ForceMode = "1"

VehiclePosition = "common.vehiclepositions.leftturret"

//WeaponSection = "1"
WeaponName = "lsd_weap_fly_rock_yabbadabbadoo"
WeaponAmmo = "0"

PilotPosition = "dummyroot"
PilotAnimation = "drive"
IsPilotExposed = "0"

PitchLimits = "-90.0 90.0" // -20 10
YawLimits = "-180.0 180.0"

PitchTurnFactor = "0.0"

TurretNodeName ="dummyroot"
AimerNodeName = "dummyroot"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "dummyroot"
BarrelRecoil = 0.15
FirePointName = "dummyroot"

NextBarrel = "-"

BarrelNodeName = "dummyroot"
BarrelRecoil = 0.15
FirePointName = "dummyroot"

PitchRate = 4.0
//PitchFilter = 2.75
TurnRate = 4.0
//TurnFilter = 2.75

FLYERSECTION = "TURRET3"

//FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
EyePointOffset = "0.0 0.3 0.25"
TrackCenter = "0.0 1.2 -1.0" // 0 2 -3
TrackOffset = "0.0 0.0 0.0"
TiltValue = "0.0"
FirstPersonFOV = "50"
ForceMode = "1"

VehiclePosition = "common.vehiclepositions.rightturret"

//WeaponSection = "1"
WeaponName = "lsd_weap_fly_rock_yabbadabbadoo"
WeaponAmmo = "0"

PilotPosition = "dummyroot"
PilotAnimation = "drive"
IsPilotExposed = "0"

PitchLimits = "-90.0 90.0" // -20 10
YawLimits = "-180.0 180.0"

PitchTurnFactor = "0.0"

TurretNodeName ="dummyroot"
AimerNodeName = "dummyroot"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "dummyroot"
BarrelRecoil = 0.15
FirePointName = "dummyroot"

NextBarrel = "-"

BarrelNodeName = "cannon_L"
BarrelRecoil = 0.15
FirePointName = "dummyroot"

PitchRate = 4.0
//PitchFilter = 2.75
TurnRate = 4.0
//TurnFilter = 2.75

BuildingCollision = "p_buildingsphere"

TerrainCollision = "p_buildingsphere"

SoldierCollision = "p_collision_wingR"
SoldierCollision = "p_collision_wingR1"
SoldierCollision = "p_collision_wingR2"
SoldierCollision = "p_collision_wingR3"
SoldierCollision = "p_collision_wingR4"
SoldierCollision = "p_collision_wingL"
SoldierCollision = "p_collision_wingL1"
SoldierCollision = "p_collision_wingL2"
SoldierCollision = "p_collision_wingL3"
SoldierCollision = "p_collision_wingL4"
SoldierCollision = "p_collision_arms"
SoldierCollision = "p_collision_cockpit"

VehicleCollision = "p_buildingsphere"

OrdnanceCollision = "p_collision_wingR"
OrdnanceCollision = "p_collision_wingR1"
OrdnanceCollision = "p_collision_wingR2"
OrdnanceCollision = "p_collision_wingR3"
OrdnanceCollision = "p_collision_wingR4"
OrdnanceCollision = "p_collision_wingL"
OrdnanceCollision = "p_collision_wingL1"
OrdnanceCollision = "p_collision_wingL2"
OrdnanceCollision = "p_collision_wingL3"
OrdnanceCollision = "p_collision_wingL4"
OrdnanceCollision = "p_collision_arms"
OrdnanceCollision = "p_collision_cockpit"


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "pol1_prop_asteroid_03"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "4.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "dummyroot"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "kas2_prop_rock_S"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "12.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "kas2_prop_rock_M"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 3.5 3.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "dummyroot"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"


VOUnitType = 53
EngineSound = ""
TakeoffSound = ""
LandSound = ""
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "imp_fly_TIE_turn_on"
TurnOffSound = "imp_fly_TIE_turn_off"
TurningOffSound = "imp_fly_TIE_airbrakes_off"
TurnOffTime = "1.5"
ImpMusic = ""
AllMusic = ""
CisMusic = ""
MusicSpeed = ".15"
MusicDelay = "3.0"
AfterburnerOnSound = ""
AfterburnerOffSound = ""
AfterburnerSpeed = ""
FoleyFXGroup = "metal_foley"
Cockpit1stPersonSound = ""
Cockpit3rdPersonSound = ""
BoostSound = "imp_fly_TIE_shift_up_property 0.11 1"
BoostSound = "imp_fly_TIE_shift_up_property 0.53 1"
BoostSound = "imp_fly_TIE_shift_up_high_property 0.67 1"
BoostSound = "imp_fly_TIE_shift_down_property 0.15 0"
BoostSound = "imp_fly_TIE_shift_down_property 0.67 0"
TrickSound = "imp_fly_TIE_roll" //Played when the flyer performs a roll
FlipSound = "imp_fly_TIE_int_flip" //Played when the flyer performs a flip
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
//MinSpeed = 35.0 = .21
//MidSpeed = 80.0 = .47
//MaxSpeed = 105 = .62 Contrails at .68
//BoostSpeed = 170 = 1.0
see anything wrong with it?

Posted: Sun Jun 24, 2007 7:38 pm
by brokenshard_of_glass
Cool....?

Posted: Sun Jun 24, 2007 8:31 pm
by Maveritchell
You do have one of your hardpoints left original in your last turret (BarrelNodeName = "cannon_L", but I'm not entirely sure that would cause a crash. Also, those collisionmeshes specified later on in the .odf are obviously not part of the rock model; but I'm certain that won't cause a crash, just a level 2 error. Try getting rid of the turretsections, and see what happens there. If I had to guess, they're probably the cause of the crash. (Also, let's see that BF2Log!)

Posted: Sun Jun 24, 2007 8:33 pm
by Snork
This is my first version of the rock, it worked fine.
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "spa1_prop_rock02.msh"

[Properties]

FLYERSECTION = "BODY"
HUDModel = "hud_tie_interceptor_shape"
VehicleType = "fighter"
Label = "TIE Interceptor"
MapTexture = "tie-interceptor_icon"
HealthTexture = "HUD_imp_tiefighter_icon"
VehiclePosition = "common.vehiclepositions.pilot"

MapScale = 1.5
MapViewMin = 750
MapViewMax = 750

GeometryName = "spa1_prop_rock02"
//FirstPerson = "IMP\imptiftr;imp_1st_cockpit_tiefighter"
FirstPersonFOV = "52"
ThirdPersonFOV = "38"
CockpitTension = "22"
CollisionScale = 1.5
CollisionThreshold = 5.0
MaxHealth = 1500.0
//HitLocation = "p_crithit 1.5"

TimeRequiredToEject = "2.5"
EjectResistance = "0.01"
TimeTilReboard = "5.0"

PilotSkillRepairScale = 0.02

// PathFollower Attributes
PathFollowerClass = "imp"
PathFollowerClass_CTF = "imp_flag"
PathFollowerBranchPaths = "6"
PathFollowerBranchMaxAngle = "60"
PathFollowerMinBranchDist = "190.0"
PathFollowerBranchRange = "1500"

ExplosionDestruct = "imp_fly_tieinterceptor_exp"

//Julian's Magical Stats

BlurEffect = 0.9
BlurStart = 40.0

FOVEffect3rd = 90

FOVEffect1st = 90

Acceleraton = 50.0
MinSpeed = 35.0
MidSpeed = 80.0
MaxSpeed = 105.0
BoostSpeed = 170.0
//StrafeSpeed = 6.5

BoostAcceleration = 80.0

EnergyBar = 100
EnergyAutoRestore = 10
EnergyBoostDrain = 20
EnergyTrickDrainSingleTap = 15
EnergyTrickDrainDoubleTap = 30

TrickRollSpeed = 6.0
TrickFlipSpeed = 9.0
TrickSideRollStrafeSpeed = 30
TrickFlipCameraDetach = 0.24
TrickSideRollCameraDetach = 0.48

//end julians magical stats

PitchRate = 1.25
PitchFilter = 6.0
PitchFilterDecel = 6.0
PitchBuildupMultiplier = 1.0
TurnRate = 1.25
TurnFilter = 6.0
TurnFilterDecel = 6.0
TurnBuildupMultiplier = 1.0

BankAngle = 0.8
BankFilter = 3.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 3.15

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

TakeoffTime = 1.0
TakeoffSpeed = 10.0
LandingTime = 1.0
LandingSpeed = 12.5
TakeoffHeight = 1.5

EyePointOffset = "0.0 6.0 0.0"
TrackCenter = "0.0 3.5 -4.0"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "5.0"

FOVEFFectMinCamOffset3rd = "0.0 2.0 10.0"
FOVEFFectMaxCamOffset3rd = "0.0 5.0 -18.0"

AimTension = "20.0"

MoveTensionX = "3.1"
MoveTensionY = "2.9 15.0"
MoveTensionZ = "4.25"


ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "tie_interceptor"
ContrailAttachOffset = "-1.9864 3.6687 -1.391"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "tie_interceptor"
ContrailAttachOffset = "1.9864 3.6687 -1.391"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "tie_interceptor"
ContrailAttachOffset = "-1.9864 -1.6687 -1.391"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "tie_interceptor "
ContrailAttachOffset = "1.9864 -1.6687 -1.391"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"



ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "tie_interceptor"
ContrailAttachOffset = "-1.9864 3.6687 -1.391"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.6"
ContrailEffectMaxScale = "2.8"


ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "tie_interceptor"
ContrailAttachOffset = "1.9864 3.6687 -1.391"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.6"
ContrailEffectMaxScale = "2.8"


ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "tie_interceptor"
ContrailAttachOffset = "-1.9864 -1.6687 -1.391"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.6"
ContrailEffectMaxScale = "2.8"


ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "tie_interceptor "
ContrailAttachOffset = "1.9864 -1.6687 -1.391"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.6"
ContrailEffectMaxScale = "2.8"


WEAPONSECTION = 1

WeaponName = "imp_weap_fly_tieinter_cannon"
WeaponAmmo = "0"

AimerNodeName = "hp_fire_1"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

NextAimer = "-"

AimerNodeName = "hp_fire_2"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

NextAimer = "-"

AimerNodeName = "hp_fire_3"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

NextAimer = "-"

AimerNodeName = "hp_fire_4"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

WEAPONSECTION = 2

WeaponName = "imp_weap_fly_tieinter_missile"
WeaponAmmo = "0"

AimerNodeName = "hp_fire_1"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

NextAimer = "-"

AimerNodeName = "hp_fire_2"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

NextAimer = "-"

AimerNodeName = "hp_fire_3"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

NextAimer = "-"

AimerNodeName = "hp_fire_4"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

BuildingCollision = "p_buildingsphere"

TerrainCollision = "p_buildingsphere"

SoldierCollision = "p_collision_wingR"
SoldierCollision = "p_collision_wingR1"
SoldierCollision = "p_collision_wingR2"
SoldierCollision = "p_collision_wingR3"
SoldierCollision = "p_collision_wingR4"
SoldierCollision = "p_collision_wingL"
SoldierCollision = "p_collision_wingL1"
SoldierCollision = "p_collision_wingL2"
SoldierCollision = "p_collision_wingL3"
SoldierCollision = "p_collision_wingL4"
SoldierCollision = "p_collision_arms"
SoldierCollision = "p_collision_cockpit"

VehicleCollision = "p_buildingsphere"

OrdnanceCollision = "p_collision_wingR"
OrdnanceCollision = "p_collision_wingR1"
OrdnanceCollision = "p_collision_wingR2"
OrdnanceCollision = "p_collision_wingR3"
OrdnanceCollision = "p_collision_wingR4"
OrdnanceCollision = "p_collision_wingL"
OrdnanceCollision = "p_collision_wingL1"
OrdnanceCollision = "p_collision_wingL2"
OrdnanceCollision = "p_collision_wingL3"
OrdnanceCollision = "p_collision_wingL4"
OrdnanceCollision = "p_collision_arms"
OrdnanceCollision = "p_collision_cockpit"



CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "imp_fly_tieinterceptor_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "4.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke2"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "imp_fly_tieinterceptor_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "12.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "imp_fly_tieinterceptor_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 3.5 3.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"


// SPARK

DamageStartPercent = "85"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = "75"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_2"

// SMOKE

DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = "65"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_2"

// FLAME

DamageStartPercent = "35"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = "25"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_2"


VOUnitType = 53
EngineSound = "imp_fly_TIEint_engine_parameterized"
TakeoffSound = "imp_fly_TIE_take_off"
LandSound = "imp_fly_TIE_land"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "imp_fly_TIE_turn_on"
TurnOffSound = "imp_fly_TIE_turn_off"
TurningOffSound = "imp_fly_TIE_airbrakes_off"
TurnOffTime = "1.5"
ImpMusic = "imp_vehicle"
AllMusic = "all_vehicle"
CisMusic = "cis_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
AfterburnerOnSound = ""
AfterburnerOffSound = ""
AfterburnerSpeed = ""
FoleyFXGroup = "metal_foley"
Cockpit1stPersonSound = "imp_inf_com_space_chatter"
Cockpit3rdPersonSound = "imp_inf_com_space_chatter"
BoostSound = "imp_fly_TIE_shift_up_property 0.11 1"
BoostSound = "imp_fly_TIE_shift_up_property 0.53 1"
BoostSound = "imp_fly_TIE_shift_up_high_property 0.67 1"
BoostSound = "imp_fly_TIE_shift_down_property 0.15 0"
BoostSound = "imp_fly_TIE_shift_down_property 0.67 0"
TrickSound = "imp_fly_TIE_roll" //Played when the flyer performs a roll
FlipSound = "imp_fly_TIE_int_flip" //Played when the flyer performs a flip
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
//MinSpeed = 35.0 = .21
//MidSpeed = 80.0 = .47
//MaxSpeed = 105 = .62 Contrails at .68
//BoostSpeed = 170 = 1.0

Posted: Sun Jun 24, 2007 11:50 pm
by FragMe!
Dann
If it helps you I quickly added some hp and a real dummyroot to the tat1_bldg_mushroom.msh and it is on Filetoast zipped.
The hps are as follow hp_fire1 to hp_fire4 1 and 2 are at the more slopey end of the rock 3 is at the top and 4 is at the bottom
there are 2 engine hps called hp_engine1 and hp_engine2 they are at the fat end about 3/4 off center either way.

Your map rocks so it should have a flyable rock hope it works.

BTW I think the orignial dummy root might have been called mushroom_top

Posted: Mon Jun 25, 2007 6:48 am
by brokenshard_of_glass
This sounds so confusing to someone who speaks english and not comp-tech. I just want to talk about the map, not lines and lines and lines of confusing garble-age

Posted: Mon Jun 25, 2007 7:21 am
by Ateas
They're talking "comp-tech" because that's what Dann happens to need help with at the moment. All the stuff that's gonna be in the map has already been talked about. :roll:

Posted: Mon Jun 25, 2007 7:25 am
by Snork
Then don't confuse us more by not helping us at all with making a flying rock. Savvy?

Anyway, on my version of the rock, I beleive it automaticaly can't find hp_fire and whatever so it automaticaly puts it at the dummyroot, Cause all the lasers come from the center of the rock, I'm not sure though.

Posted: Mon Jun 25, 2007 12:21 pm
by Maveritchell
Snork wrote:Then don't confuse us more by not helping us at all with making a flying rock. Savvy?

Anyway, on my version of the rock, I beleive it automaticaly can't find hp_fire and whatever so it automaticaly puts it at the dummyroot, Cause all the lasers come from the center of the rock, I'm not sure though.
Yeah, when it can't find a hardpoint, it centers it on the origin null of a model, which is usually named dummyroot. It'll also give a level 2 error, which isn't usually enough to crash the map, but I wasn't sure if that would apply with that many instances of it.

It would seem it might have been a moot point, though, if the origin null was called "mushroom_top." :)

Posted: Mon Jun 25, 2007 2:44 pm
by Darth_Maleval
WHOA! My brainn huuuurrts! Too many colors! Swirling together! For some reason, I think of "Peanut Butter Jelly Time" when I look at this map.

Posted: Mon Jun 25, 2007 3:21 pm
by {501st}Commander_Appo
I agree with Darth_Maleval,that map is like so colorful and huge and I think the of Sgt.Peppers playing all over Pepperland

Posted: Mon Jun 25, 2007 4:05 pm
by SBF_Dann_Boeing
brokenshard_of_glass wrote:This sounds so confusing to someone who speaks english and not comp-tech. I just want to talk about the map, not lines and lines and lines of confusing garble-age
hey if u want the map done, don't complain about people giving me help with it :P

Posted: Mon Jun 25, 2007 4:32 pm
by SBF_Dann_Boeing
FragMe! wrote:Dann
If it helps you I quickly added some hp and a real dummyroot to the tat1_bldg_mushroom.msh and it is on Filetoast zipped.
The hps are as follow hp_fire1 to hp_fire4 1 and 2 are at the more slopey end of the rock 3 is at the top and 4 is at the bottom
there are 2 engine hps called hp_engine1 and hp_engine2 they are at the fat end about 3/4 off center either way.

Your map rocks so it should have a flyable rock hope it works.

BTW I think the orignial dummy root might have been called mushroom_top
It's still having problems:
Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "lsd_fly_rock TURRET1" node "dummyroot" not found

Message Severity: 3
.\Source\Aimer.cpp(711)
Aimer "lsd_fly_rock TURRET1 WEAPON1" barrel node "dummyroot" not found

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET1 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(711)
Aimer "lsd_fly_rock TURRET1 WEAPON1" barrel node "dummyroot" not found

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET1 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "lsd_fly_rock TURRET2" node "dummyroot" not found

Message Severity: 3
.\Source\Aimer.cpp(711)
Aimer "lsd_fly_rock TURRET2 WEAPON1" barrel node "dummyroot" not found

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET2 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(711)
Aimer "lsd_fly_rock TURRET2 WEAPON1" barrel node "dummyroot" not found

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET2 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "lsd_fly_rock TURRET3" node "dummyroot" not found

Message Severity: 3
.\Source\Aimer.cpp(711)
Aimer "lsd_fly_rock TURRET3 WEAPON1" barrel node "dummyroot" not found

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET3 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(711)
Aimer "lsd_fly_rock TURRET3 WEAPON1" barrel node "dummyroot" not found

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET3 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Movable turrets

Posted: Mon Jun 25, 2007 5:00 pm
by AceMastermind
Movable turrets require there to be a hierarchy in the mesh, you'll either need to create one or just use fire points to shoot from the rock from different positions.

Posted: Mon Jun 25, 2007 5:06 pm
by Maveritchell
AceMastermind wrote:Movable turrets require there to be a hierarchy in the mesh, you'll either need to create one or just use fire points to shoot from the rock from different positions.
Yeah, but despite being severity 3 errors, as long as he's got correct aimernodes, he'll be able to use the turrets (however without swiveling) and the map shouldn't crash.

Turret ODF breakdown

Posted: Mon Jun 25, 2007 5:32 pm
by AceMastermind
According to the ODF he posted, he's using the dummyroot as an aimer which you can't do because it's the parent to the whole mesh, in other words, if you make the dummyroot an aimer, it will want to yaw and pitch according to Dan's odf and thus will try to yaw and pitch the whole object, and also he is trying to use the dummyroot from several other turret positions all conflicting each other.

Posted: Mon Jun 25, 2007 5:35 pm
by SBF_Dann_Boeing
um....so what's the solution? I just want the rock to have a pilot with 2 weapons, and 3 turret seats each with 1 weapon firing. I don't care where things are fired from or positioned, i just want it to work, and to be drivable/usable.

Posted: Mon Jun 25, 2007 5:43 pm
by Maveritchell
AceMastermind wrote:According to the ODF he posted, he's using the dummyroot as an aimer which you can't do because it's the parent to the whole mesh, in other words, if you make the dummyroot an aimer, it will want to yaw and pitch according to Dan's odf and thus will try to yaw and pitch the whole object, and also he is trying to use the dummyroot from several other turret positions all conflicting each other.
Oh, gotcha. Dann, your solution looks something like this:
TurretSection wrote: TurretNodeName ="any_node_besides_dummyroot_even_a_nonexistant_node"
AimerNodeName = "any_node_besides_dummyroot_even_nonexistant2"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "hp_fire2"
BarrelRecoil = 0.15
FirePointName = "hp_fire2"

NextBarrel = "-"

BarrelNodeName = "hp_fire3"
BarrelRecoil = 0.15
FirePointName = "hp_fire3"
That would obviously depend on the names of your fire nodes (which you can make the same as your barrel nodes, so long as they're real) and the names of your nonexistant nodes, which can be George and Ringo, if you really want them to. Just as long as they're not dummyroot or whatever the parent node is in your model. Also, just to be sure, don't include a pilot position in your turretsection.

Posted: Mon Jun 25, 2007 6:41 pm
by SBF_Dann_Boeing
same issue.
Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "lsd_fly_rock TURRET1" node "basicpoint" not found

Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "lsd_fly_rock TURRET1 WEAPON1" mount node "basicpoint" not found

Message Severity: 3
.\Source\Aimer.cpp(716)
Aimer "lsd_fly_rock TURRET1 WEAPON1" barrel node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET1 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(716)
Aimer "lsd_fly_rock TURRET1 WEAPON1" barrel node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET1 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "lsd_fly_rock TURRET2" node "basicpoint" not found

Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "lsd_fly_rock TURRET2 WEAPON1" mount node "basicpoint" not found

Message Severity: 3
.\Source\Aimer.cpp(716)
Aimer "lsd_fly_rock TURRET2 WEAPON1" barrel node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET2 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(716)
Aimer "lsd_fly_rock TURRET2 WEAPON1" barrel node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET2 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "lsd_fly_rock TURRET3" node "basicpoint" not found

Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "lsd_fly_rock TURRET3 WEAPON1" mount node "basicpoint" not found

Message Severity: 3
.\Source\Aimer.cpp(716)
Aimer "lsd_fly_rock TURRET3 WEAPON1" barrel node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET3 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(716)
Aimer "lsd_fly_rock TURRET3 WEAPON1" barrel node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET3 WEAPON1" fire node "hp_fire4" is not a child of aimer node
i used basicpoint as my non-existant hardpoint