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how do u allow a speeder bike to loop the loop?

Posted: Thu Jul 07, 2005 10:26 am
by DeadEdJ
I have set up a loop the loop circuit however the default speeder bike will not rotate much along the x axis. I am trying to solve this with a new side and editing the odf. The most relevant thing I could find was a value of
" PitchLimits = "-5.0 2.0" "
which I changed to -90 and 90, and then removed altogether but still it wouldnt rotate.

Anyone know what else might solve this, because I'm not really sure what all these values mean? I know star fighters can rotate all the way around in the x axis but there are so many differences between their odfs and the speederbikes odf that I dont know which value is the one which is seperating their ability to rotate.

Here's the odf, look through and tell me if you think you know what might need changing:

[GameObjectClass]
ClassLabel = "hover"
GeometryName = "imp_hover_speederbike.msh"

[Properties]
WaterEffect = "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 = "10.5 5.0 0.0",
CollisionScale = "1.0 -0.5 0"
FirstPerson = "imp\impspbk;imp_1st_cockpit_speederbike"
VehiclePosition = "common.vehiclepositions.pilot"

WakeEffect = "dustwake"
WaterEffect = "waterwake_sm"

PilotPosition = "hp_active"
Pilot9Pose = "speederbike_9pose"

AnimationName = "imp_hover_speederbike"
FinAnimation = "imp_speederbike_9pose"

MaxHealth = 600.0
//HitLocation = "p_crithit 0"

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

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "vehiclespark"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 2.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 0.2
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"

SetAltitude = .85
GravityScale = 4.0 //2

Acceleration = 30.0
Deceleration = 40.0
Traction = 35.0
ForwardSpeed = 40.0
ReverseSpeed = 12.0
StrafeSpeed = 0.0

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"

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"

SpinRate = 2.0
TurnRate = 2.0
TurnFilter = 5.0
PitchRate = 0.5
//StrafeRollAngle = 0.07
ThrustPitchAngle = 0.0
BankAngle = 0.02 //1.2
BankFilter = 3.0 //2.5
LevelSpring = 10.0
LevelDamp = 5.0

//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 2.0"
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 = "hover"
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"

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"
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"


Thanks

Re: how do u allow a speeder bike to loop the loop?

Posted: Sat Jul 09, 2005 10:15 pm
by Delta_57_Dash
DeadEdJ wrote: [GameObjectClass]
ClassLabel = "hover"
GeometryName = "imp_hover_speederbike.msh"

[Properties]
WaterEffect = "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 = "10.5 5.0 0.0",
CollisionScale = "1.0 -0.5 0"
FirstPerson = "imp\impspbk;imp_1st_cockpit_speederbike"
VehiclePosition = "common.vehiclepositions.pilot"

WakeEffect = "dustwake"
WaterEffect = "waterwake_sm"

PilotPosition = "hp_active"
Pilot9Pose = "speederbike_9pose"

AnimationName = "imp_hover_speederbike"
FinAnimation = "imp_speederbike_9pose"

MaxHealth = 600.0
//HitLocation = "p_crithit 0"

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

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "vehiclespark"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 2.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 0.2
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"

SetAltitude = .85
GravityScale = 4.0 //2

Acceleration = 30.0
Deceleration = 40.0
Traction = 35.0
ForwardSpeed = 40.0
ReverseSpeed = 12.0
StrafeSpeed = 0.0

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"

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"

SpinRate = 2.0
TurnRate = 2.0
TurnFilter = 5.0
PitchRate = 0.5
//StrafeRollAngle = 0.07
ThrustPitchAngle = 0.0
BankAngle = 0.02 //1.2
BankFilter = 3.0 //2.5
LevelSpring = 10.0
LevelDamp = 5.0

//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 2.0"
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 = "hover"
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"

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"
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"[/size]
Try looking at the stuff I bolded, the pitch and yaw settings.

Posted: Sun Jul 10, 2005 2:59 pm
by DeadEdJ
Yeah but I think yaw is for rolling sideways, and the aimerlimits i think are to do with the weapon.

Does the "ClassLabel" being "hover" perhaps contain the information to prevent the speederbike rotating?