Custom walker issues

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Marth8880
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Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
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Custom walker issues

Post by Marth8880 »

(TV-14) pics related.
Hidden/Spoiler:
Image
Image
Now that those depressing images are back in your head...


But in all seriousness:


Hey guys.

So I'm trying to workaround getting Combat Drones working the way they should in Mass Effect: Unification, and one idea that popped up was an auto-pilot walker (because they actually work [offline]). I rigged my Combat Drone model to be animated as a walker, I animated it identically to how the AT-RT is animated (like the same exact leg animations, basically), set up the ODF accordingly, aaaaaaand...this happened: http://www.youtube.com/watch?v=O19vgUAEEJ4

Bugs that occur:
- The vehicle cannot move.
- Whenever the vehicle attempts to drive forward or in reverse...interesting things happen, such as the steering becoming uncontrollable/out-of-control.
- The vehicle sometimes clip itself underneath the "terrain"; when this happens, the player dies immediately and dies whenever he/she tries to spawn thereon after; the framerate drops sharply upon each attempted spawn, and the player is forced to restart the mission.


ssv_walk_combatdrone.odf
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "walker"
GeometryName = "weap_tech_combatdrone_walker.msh"

[Properties]

//***********************************************
//*********** VEHICLE VALUES AND INFO ********
//***********************************************

HUDModel = "hud_ATRT_shape"


WALKERSECTION = "BODY"

//PilotType = "self"

VehicleType = "light"
Label = "Combat Drone"
VehiclePosition = "common.vehiclepositions.pilot"

GeometryName = "weap_tech_combatdrone_walker"
AnimationName = "weap_tech_combatdrone_walker"
//ExplosionName = "imp_walk_atst_exp"
//ExplosionOffset = "0.0 5.9058 0.1833"

CockpitTension = 25

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


TimeRequiredToEject = "5.0"
EjectResistance = "0.03"
TimeTilReboard = "5.0"


//***********************************************
//*********** MOVEMENT VALUES *****************
//***********************************************

NoCombatInterrupt = "1"
AICollisionRadius = "1.0"
AIUseHoverPhysics = "1"

MaxTerrainAngle = "45.0"

Acceleraton = "6.2"
MaxSpeed = 3.5 // base forward speed
//MaxStrafeSpeed = 3.5 // base right/left speed
//MaxTurnSpeed = 3.5 // base turn speed

StoppedTurnSpeed = "3.5"
ForwardTurnSpeed = "3.5"
TurnThreshold = "0.6"

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

LegRayHitLength = "1"

//EnergyAutoRestore = -99999.9 // -5.0
EnergyBar = 60.0


//***********************************************
//*********** CAMERA VALUES *******************
//***********************************************

EyePointOffset = "0.0 1.0 0.0"
TrackOffset = "0.0 -0.12 2.2"
TiltValue = "5.0"


MaxPitchSpeed = "5.0"
MaxTurnSpeed = "1.5"
MaxYawSpeed = "3.5"

PCMaxYawSpeed = 3.5
PCMaxTurnSpeed = 1.5
PCPitchRate = 5.0

PitchLimits = "-45 45"
YawLimits = "-0 0"
PitchTurnFactor = "0"


TurnRate = 1.5
TurnFilter = 5.0
PitchRate = 2.0
PitchFilter = 5.0


//***********************************************
//*********** MAIN WEAPON VALUES **************
//***********************************************

VehiclePosition = "common.vehiclepositions.gunner"

WEAPONSECTION = 1
WeaponName = "weap_tech_combatdrone_stun"
WeaponAmmo = 0
WeaponChannel = 0

AimerNodeName = "aimer"
AimerPitchLimits = "-45 45"
AimerYawLimits = "-0 0"
FirePointName = "hp_fire"

PitchTurnFactor = "0"


WEAPONSECTION = 2
WeaponName = "weap_tech_combatdrone_incinerate"
WeaponAmmo = 0
WeaponChannel = 1

AimerNodeName = "aimer"
AimerPitchLimits = "-45 45"
AimerYawLimits = "-0 0"
FirePointName = "hp_fire"

PitchTurnFactor = "0"


//***********************************************
//*********** ANIMATION VALUES ****************
//***********************************************

TEMP_AnimationSpeed = "1.0"
TEMP_Type = "0"


SoldierCollision = "p_sphere"
OrdnanceCollision = "p_sphere"
BuildingCollision = "p_sphere"
BuildingCollision = "p_-tbv_sphere"
BuildingCollision = "p_-tbv_sphere1"
TerrainCollision = "p_sphere"
TerrainCollision = "p_-tbv_sphere"
TerrainCollision = "p_-tbv_sphere1"

//TargetableCollision = "p_sphere"


//******************************************
//*********** EFFECT VALUES **************
//******************************************

LegPairCount = "1"

WalkerLegPair = "LEGS"

LegBoneLeft = "bone_l_leg_2"
LegBoneRight = "bone_r_leg_2"

LegBoneTopLeft = "bone_l_leg_1"
LegBoneTopRight = "bone_r_leg_1"

TerrainLeft = "p_-tbv_sphere"
TerrainRight = "p_-tbv_sphere1"

FootBoneLeft = "bone_l_foot1"
FootBoneRight = "bone_r_foot1"

AISizeType = "HOVER"


//***********************************************
//*********** DAMAGE VALUES *******************
//***********************************************

MaxHealth = 1.0
MaxShield = 850.0


//***********************************************
//*********** DAMAGE EFFECT VALUES ************
//***********************************************

//PUT DAMAGE JUNK HERE MAYBE I DUNNO SHUT UP BUT DON'T ACTUALLY :twinkeyrunaway:


//*****************************************
//*********** SOUND VALUES **************
//*****************************************

VOUnitType = 125
HurtSound = ""
DeathSound = "com_exp_md_layered"
VehicleCollisionSound = ""
EngineSound = "drone_engine_med_idle_property"
TurnOnTime = "1.0"
TurnOffTime = "5.0"[/code]
weap_tech_combatdrone_walker.msh.option
Hidden/Spoiler:
[code]-vertexlighting -keep aimer hp_fire bone_root1 bone_spine bone_l_leg_1 bone_l_leg_2 bone_l_foot1 bone_r_leg_1 bone_r_leg_2 bone_r_foot1 [/code]
Walker hierarchy in XSI
Hidden/Spoiler:
Image
Quite frankly, I haven't hardly the slightest clue what I'm doing when it comes to walker-exclusive animation, rigging, and ODF parameters, so any help is appreciated. Thanks.
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