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Constant Flight

Posted: Mon Jan 15, 2007 3:40 pm
by Galactic_Marine
Is it possible to give jet troopers constant flight? Like, maybe, replacing the walk animation with a jet animation?

RE: Constant Flight

Posted: Mon Jan 15, 2007 6:05 pm
by TheRocket
you could make the fuel usage really slow and the recharge time really really fast like in realm of chaos
i have no idea how tho

Posted: Mon Jan 15, 2007 6:07 pm
by Galactic_Marine
yeah, but I want you to start out in flight. How can I replace the walk animation with a flight animation?

Posted: Mon Jan 15, 2007 6:37 pm
by TheRocket
not a clue

Posted: Mon Jan 15, 2007 7:15 pm
by comandoBoB
Yoiu can't replace the animation, it wounldn't tun out the way you want. The best way is to do what TheRocket said. Ypu could try to make the walking level at a diffrent hieght, and add in the jet pack animation to make it look like it flying. But thats about all. I don't know how to do this.

Posted: Mon Jan 15, 2007 7:31 pm
by (-MOD-)_Stalin
While we're on the subject of making the fuel usage really slow: Is it possible to make it zero?

It all depends on what you want to do that for. I don't know much about modding, but I can't think of anything where you would have to have them in-flight from the moment of spawning.

Posted: Mon Jan 15, 2007 7:34 pm
by Darth_Z13
@Stalin, Find this section and replace it with this:

Code: Select all

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" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost  = "0" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder    = "0" //minimum fuel to perform a jet jump(fuel is 0 to 1)

Posted: Mon Jan 15, 2007 8:56 pm
by [RDH]Zerted
Couldn't you remove all walking/rolling speeds forcing the units to only move when flying.

Posted: Mon Jan 15, 2007 10:43 pm
by Xavious
You could use Sidious' floating animations.

Posted: Mon Jan 15, 2007 11:44 pm
by Galactic_Marine
by changing the walk height, will you not be able to go under that level?

Posted: Tue Jan 16, 2007 4:53 am
by Qdin
Zerted, I'm not sure - but the AI would most likely not fly anyways and would just be standing :P Remember the speed is only a speed, and not something to block them from following their path - so why would they choose to fly? :wink:

Posted: Tue Jan 16, 2007 6:06 pm
by Galactic_Marine
Well, to tell you the truth, I'm working on an underwater map, Mon Calamari to be specific. I wanted to utilize the jet trooper to make it seem like they were floating, except just take away the thrust. Now that you know my intentions, can anybody think of another possible method? I was thinking of Zerted's idea for the jet trooper btw, but was wondering, can I using planning in ze to tell units when to jet?

Posted: Tue Jan 16, 2007 11:40 pm
by Xavious
galacticmarine wrote:can I using planning in ze to tell units when to jet?
You could use hint nodes.

Posted: Wed Jan 17, 2007 12:04 am
by Darth_Z13
galacticmarine wrote:Well, to tell you the truth, I'm working on an underwater map, Mon Calamari to be specific. I wanted to utilize the jet trooper to make it seem like they were floating, except just take away the thrust. Now that you know my intentions, can anybody think of another possible method? I was thinking of Zerted's idea for the jet trooper btw, but was wondering, can I using planning in ze to tell units when to jet?
Aww everybody is making a Mon Calamari map....

Posted: Wed Jan 17, 2007 12:27 am
by Galactic_Marine
Gaah...why does this happen to me? I first wanted to make a Mygeeto map, but Elmo was making the exact same map. Then I thought, let me do a Mon Calamari map, and somebody's doing that as well. Back on topic, is there a way that I can configure the controls of the game? Like change what keys need to be pressed to jet jump? Oh yeah, and where can I change the walking level?

@Darth_Z13: I've gotta new Kit Fisto model, so sucks to you! jk

Posted: Wed Jan 17, 2007 7:48 pm
by [RDH]Zerted
galacticmarine wrote:...is there a way that I can configure the controls of the game? Like change what keys need to be pressed to jet jump? Oh yeah, and where can I change the walking level?...
Go to the options menu. You can change all your settings from there.

If wanted to do it by code, why? Changing random controls would mess up everyone who downloads you map. I'm using a Wolf Claw keyoard which has a different layout than most keyboards (example: the P is right below S and next to Y).

Posted: Thu Jan 18, 2007 9:19 pm
by Galactic_Marine
Can I make it so that jumping while in jet mode doesn't get you out of jet mode? Oh yeah, and I know that in order to change speeds, you edit com_inf_default, but do I have to make a new side or something? How exactly do I slow the units down?