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AT-TE quick help [Solved]

Posted: Fri May 01, 2009 12:18 pm
by 501st_commander
I need a little help with my at-te. One or both these may be eazy but i want to find out how before i try and screw something up. I also tryed searching but no sucses.

1) how do you get the drivers main laser to last longer when fireing? (like last a min before overheating)
2) How can i add more than three positions in a atte?

rep_walk_atte.odf (for the more than one position thing) if it helps.
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "commandwalker"
GeometryName = "rep_walk_atte.msh"

[Properties]

WALKERSECTION = "BODY"

VehicleType = "heavy"
AISizeType = "Huge"
NoCombatInterrupt = "1"
ReserveOneForPlayer = "0"

CockpitTension = 15
//ForceMode = "2"
EyePointOffset = "0.0 4.0 8.0"

DeathDustEffect = "ginormousdustcloud"
DeathDustDelay = "5.1"
DeathDustOffset = "0.0 0.0 0.0"

MapTexture = "atte_icon"
HealthTexture = "HUD_rep_atte_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = "2.2"

GeometryName = "rep_walk_atte"
AnimationName = "rep_walk_atte"
//FirstPerson = "REP\repatted;rep_1st_cockpit_ATTE"
FirstPersonFOV = "43"
ThirdPersonFOV = "60"
MaxHealth = "40000.0"
Healthtype = "vehicle"
HitLocation = "p_crithit 4.0"


SpawnPointCount = "6"
SpawnPointLocation = "-6.0 0.0 4.0 0"
SpawnPointLocation = "6.0 0.0 4.0 0"
SpawnPointLocation = "-7.0 0.0 0.0 0"
SpawnPointLocation = "7.0 0.0 0.0 0"
SpawnPointLocation = "-6.0 0.0 -4.0 0"
SpawnPointLocation = "6.0 0.0 -4.0 0"
AllyCount = 65536
Radius = 0.0
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
HUDIndexDisplay = 0


DamageStartPercent = 60.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 60.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_mr_thigh"

DamageStartPercent = 60.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_ml_thigh"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_mr_calf"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_ml_calf"

DamageStartPercent = 40.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 2.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 19.0
DamageStopPercent = 0.0000001
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 2.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 40.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 2.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 19.0
DamageStopPercent = 0.0000001
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 2.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_2"

//ExplosionCritical = "rep_walk_atte_exp"
ExplosionDestruct = "rep_walk_atte_exp"
ExplosionName = "rep_walk_atte_exp"
ExplosionOffset = "0.0 0.0 0.0"
DeathAnimationExplosion = "atat_explosion"
DeathAnimationExplosionTime = "1.5"
FinalExplosion = "rep_walk_atte_exp"
FinalExplosionOffset = "0.0 0.0 0.0"

// PILOT CONTROLS

PitchRate = "0.75"
PitchFilter = "3.75"

SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place

Acceleraton = "1.5"

MaxSpeed = "2.5"
MaxStrafeSpeed = "3.5"
MaxTurnSpeed = "1.0"


PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

StoppedTurnSpeed = "0.13"
ForwardTurnSpeed = "0.13"
TurnThreshold = "0.35"

TrackCenter = "0.0 11.0 0.0"
TrackOffset = "0.0 -3.0 20.0"
TiltValue = "10"
AimValue = "0.8"
AutoAimYLimits = "-0.9 0.9"

WEAPONSECTION = "1"
WeaponName = "rep_weap_walk_atte_laser"
WeaponAmmo = "0"


YawLimits = "-20.0 20.0"
PitchLimits = "-20.0 20.0"

AimerYawLimits = "-32.0 32.0"
AimerPitchLimits = "-15.0 20.0"
AimerNodeName = "aimer_Fgun_1"
FirePointName = "hp_fire_fgun_1"

FireOutsideLimits = "1"

NextAimer = "-"

AimerYawLimits = "-32.0 32.0"
AimerPitchLimits = "-15.0 20.0"
AimerNodeName = "aimer_Fgun_2"
FirePointName = "hp_fire_fgun_2"

FireOutsideLimits = "1"

WEAPONSECTION = "2"

WeaponName = "rep_weap_walk_atte_recoilless"
WeaponAmmo = "0"

AimerYawLimits = "-32.0 32.0"
AimerPitchLimits = "-15.0 25.0"
AimerNodeName = "aimer_Fgun_3"
FirePointName = "hp_fire_fgun_3"

FireOutsideLimits = "1"

NextAimer = "-"

AimerYawLimits = "-32.0 32.0"
AimerPitchLimits = "-15.0 25.0"
AimerNodeName = "aimer_Fgun_4"
FirePointName = "hp_fire_fgun_4"

FireOutsideLimits = "1"

TEMP_AnimationSpeed = "1.5"
TEMP_Type = "0"

WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"


// MAIN GUN TURRET
//----------------------
WALKERSECTION = "TURRET1"

VehiclePosition = "common.vehiclepositions.gunner"

WEAPONSECTION = "1"
//FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"
//ForceMode = "2"
ThirdPersonFOV = "55"

PitchLimits = "-15 15"

EyePointOffset = "0.0 2.0 5.0"
TrackCenter = "0.0 3.0 -7.0"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "0.0"
NormalDirection = "-0.8"
AimValue = "0.8"
AutoAimYLimits = "-0.9 0.9"

ForceMode = 1

TurretNodeName = "aimer_maincannon_y"

PitchTurnFactor = "0.0"

WeaponName = "rep_weap_walk_atte_turret_cannon"
WeaponAmmo = "0"

AimerNodeName = "aimer_maincannon_x"
AimerPitchLimits = "-0.0 0.0"
AimerYawLimits = "-0.0 0.0"
FirePointName = "hp_fire_maincannon"

PitchRate = "0.75"
//PitchFilter = "3.75"
TurnRate = "1.25"
//TurnFilter = "3.75"

PilotPosition = "hp_main_gunner"
PilotAnimation = "drive"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""


PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"

// CO-PILOT GUNNER
//----------------------
WALKERSECTION = "TURRET2"

//FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"
//ForceMode = "2"
ThirdPersonFOV = "55"

VehiclePosition = "common.vehiclepositions.copilot"

EyePointOffset = "0.0 8.0 0.0"
TrackCenter = "0.0 10.0 0.0"
TrackOffset = "0.0 0.0 7.0"
TiltValue = "0.0"

ForceMode = 1

PitchRate = "1"
PitchFilter = "3.75"
TurnRate = "1"
TurnFilter = "3.75"

WeaponName = "rep_weap_walk_atte_rear_gun"
WeaponAmmo = "0"

YawLimits = "120 240"
PitchLimits = "-17.0 20.0"

AimerNodeName = "aimer_Rgun_1"
AimerYawLimits = "-35 110"
AimerPitchLimits = "-15 25"
FirePointName = "hp_fire_rgun_1"

NextAimer = "-"

AimerNodeName = "aimer_Rgun_2"
AimerYawLimits = "-110 35"
AimerPitchLimits = "-15 25"
FirePointName = "hp_fire_rgun_2"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""


// COLLISION VALUES
//----------------------
TerrainCollision = "p_foot_fr"
TerrainCollision = "p_foot_fl"
//TerrainCollision = "p_foot_mr"
//TerrainCollision = "p_foot_ml"
TerrainCollision = "p_foot_br"
TerrainCollision = "p_foot_bl"

VehicleCollision = "p_vehiclesphere1"
VehicleCollision = "p_vehiclesphere2"
VehicleCollision = "p_main_barrel"

SoldierCollision = "p_foot_fr"
SoldierCollision = "p_foot_fl"
SoldierCollision = "p_foot_mr"
SoldierCollision = "p_foot_ml"
SoldierCollision = "p_foot_br"
SoldierCollision = "p_foot_bl"
SoldierCollision = "p_arm_fr"
SoldierCollision = "p_arm_fl"
SoldierCollision = "p_arm_mr"
SoldierCollision = "p_arm_ml"
SoldierCollision = "p_arm_br"
SoldierCollision = "p_arm_bl"
SoldierCollision = "p_main"
SoldierCollision = "p_main1"
SoldierCollision = "p_main2"
SoldierCollision = "p_main3"
SoldierCollision = "p_main4"
SoldierCollision = "p_main_barrel"
SoldierCollision = "p_main_gun_y"

OrdnanceCollision = "p_foot_fr"
OrdnanceCollision = "p_foot_fl"
OrdnanceCollision = "p_foot_mr"
OrdnanceCollision = "p_foot_ml"
OrdnanceCollision = "p_foot_br"
OrdnanceCollision = "p_foot_bl"
OrdnanceCollision = "p_arm_fr"
OrdnanceCollision = "p_arm_fl"
OrdnanceCollision = "p_arm_mr"
OrdnanceCollision = "p_arm_ml"
OrdnanceCollision = "p_arm_br"
OrdnanceCollision = "p_arm_bl"
OrdnanceCollision = "p_main"
OrdnanceCollision = "p_main1"
OrdnanceCollision = "p_main2"
OrdnanceCollision = "p_main3"
OrdnanceCollision = "p_main4"
OrdnanceCollision = "p_main_barrel"
OrdnanceCollision = "p_main_gun_y"
OrdnanceCollision = "p_crithit"

BuildingCollision = "p_vehiclesphere1"
BuildingCollision = "p_sphere_lm_foot"
BuildingCollision = "p_vehiclesphere2"
BuildingCollision = "p_sphere_rm_foot"

CargoNodeName = "hp_link_1"

StompEffect = "com_sfx_walkerstomp"



WalkerOrientRoll = "1"
LegRayHitLength = "5.0"
WalkerWidth = "10.0"

LegPairCount = "2"

WalkerLegPair = "front_legs"

LegBoneLeft = "bone_fl_foot"
LegBoneRight = "bone_fr_foot"

LegBoneTopLeft = "bone_fl_shoulder"
LegBoneTopRight = "bone_fr_shoulder"

TerrainLeft = "p_foot_fl"
TerrainRight = "p_foot_fr"

FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"

WalkerLegPair = "back_legs"

LegBoneLeft = "bone_bl_foot"
LegBoneRight = "bone_br_foot"

LegBoneTopLeft = "bone_bl_shoulder"
LegBoneTopRight = "bone_br_shoulder"

TerrainLeft = "p_foot_bl"
TerrainRight = "p_foot_br"

FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_walk_atte_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 4.0 0.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "11.0"
ChunkUpFactor = "14.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "rep_walk_atte_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "6"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.5 3.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "rep_walk_atte_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 2.0"
ChunkSpeed = "14.0"
ChunkUpFactor = "5.00"

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "rep_walk_atte_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.55
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "1.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "rep_walk_atte_chunk5"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "6.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"


CHUNKSECTION = "CHUNK6"
ChunkGeometryName = "rep_walk_atte_chunk6"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 5.0 1.0"
ChunkSpeed = "12.0"

//PassengerSlots = "4"
//PassengerEyePoint = "hp_passenger"
//EyePointOffset = "5.0 3.0 -10.0"

VOUnitType = 127
StompDetectionType = "1"
FootstepSound0 = "com_weap_layered_at_step"
FootstepSound1 = "com_weap_layered_at_step"
FootstepSound4 = "com_weap_layered_at_step"
FootstepSound5 = "com_weap_layered_at_step"
//HydraulicSound = "walkerservo"
//HydraulicSoundHeight = "0.5"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
MusicSpeed = "0.3"
MusicDelay = "3.0"


FoleyFXGroup = "metal_foley"

Re: AT-TE quick help

Posted: Fri May 01, 2009 2:32 pm
by YaNkFaN
making a more than 3 person atte means editing the actual atte .odf I have a4 person atte working if you want the .odf just say so i'll pm it to you if you want to edit the lasers or heat edit the line

"heat per shot" or heat threshold aread in either the weap file rep_weap_walk_atte_laser or rep_weap_walk_atte_laser_ord i forget which one

Re: AT-TE quick help

Posted: Fri May 01, 2009 2:44 pm
by 501st_commander
YaNkFaN wrote:I have a4 person atte working if you want the .odf just say so i'll pm it to you if you want to edit the lasers or heat edit the line
ill take up that offer

I also got the laser edit working so that is solved.

Re: AT-TE quick help

Posted: Fri May 01, 2009 2:47 pm
by YaNkFaN
i'm at school now so no access to the files I'll PM you when I get home

Re: AT-TE quick help

Posted: Fri May 01, 2009 2:49 pm
by DarthD.U.C.K.
you could also use the searchfunction, this question has been asked several times before :roll:

Re: AT-TE quick help

Posted: Fri May 01, 2009 3:01 pm
by 501st_commander
from first post wrote:I also tryed searching but no sucses.
I did use the searchfunction.

Re: AT-TE quick help

Posted: Fri May 01, 2009 3:54 pm
by DarthD.U.C.K.
there is no complete tutorial but its explained pretty much: here

Re: AT-TE quick help

Posted: Fri May 01, 2009 8:14 pm
by 501st_commander
Admis this can be locked (solved)