I have a few questions about the 1st person:
1. does anyone know how to remove the sprint offset on vehicles??
2. also it would be nice to have the unit's hands at the 1st person of the vehilce.
3. and an other problem is that i can only have the 1st perspective or the 3rd. But i cannot decide it ingame. Does anyone know how to make this?? If i remove the forcemod = 2 i only have 3rd perspective but cannot switch to the 1st.
That is the odf
Hidden/Spoiler:
[code]
[GameObjectClass]
ClassLabel = "hover"
GeometryName = "veh_hover_stap.msh"
[Properties]
forcemode = 2
HUDModel = "hud_stap_shape"
FLYERSECTION = "BODY"
VehicleType = "light"
MapTexture = "stap_icon"
HealthTexture = "HUD_cis_stap_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5
ExplosionName = "veh_cis_speeder_exp"
GeometryName = "veh_hover_stap"
//FirstPerson = "cis\cisstapp;cis_1st_cockpit_stap"
FirstPerson = "veh\veh_cis_speeder;veh_1st_cockpit_stap"
CollisionScale = 0.3
CollisionThreshold = 15
MaxHealth = 150.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"
TimeRequiredToEject = "1.0"
EjectResistance = "0.01"
TimeTilReboard = "5.0"
CockpitTension = 25
// SMOKE
DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_speeder"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = "55"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclesmoke_speeder"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_2"
// FIRE
DamageStartPercent = "35"
DamageStopPercent = "0.01"
DamageEffect = "com_sfx_vehicleflame_speeder"
DamageEffectScale = ".75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = "15"
DamageStopPercent = "0.01"
DamageEffect = "com_sfx_vehicleflame_speeder"
DamageEffectScale = ".75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_2"
SetAltitude = 0.5
GravityScale = 4.0//2
LiftSpring = 10.0 //10 Lighter the veh the high the number
LiftDamp = 3.0
Acceleration = 25.0
Deceleration = 35.0
Traction = 70.0
ForwardSpeed = 20.0
ReverseSpeed = 6.0
StrafeSpeed = 5.5
EnergyBar = 40
EnergyAutoRestore = 10
EnergyBoostDrain = 20
BoostSpeed = 30
BoostAcceleration = 100.0
BoostFOV = 60
AddSpringBody = "0.0 1.4 0.8 3.0"
BodySpringLength = 1.5
BodyOmegaXSpringFactor = -2.0
AddSpringBody = "-0.3 1.4 -0.7 3.0"
BodySpringLength = 1.5
AddSpringBody = "0.3 1.4 -0.7 3.0"
BodySpringLength = 1.5
VelocitySpring = 7
VelocityDamp = 2.0
OmegaXSpring = 3.0
OmegaXDamp = 2.5
OmegaZSpring = 5.0
OmegaZDamp = 1.8
SpinRate = 1.5
TurnRate = 2.0
TurnFilter = 15.0
PitchRate = 1.0
StrafeRollAngle = 0.001
ThrustPitchAngle = 0.002
BankAngle = 0.001
BankFilter = 5
LevelSpring = 10.0
LevelDamp = 5.0
PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0
PilotPosition = "hp_active"
PilotAnimation = "stap_ride"
WeaponName = "veh_cis_speeder_weap_cannon"
WeaponAmmo = "0"
EyePointOffset = "0.0 3.0 0.0"
TrackCenter = "0.0 3.0 0.0"
TrackOffset = "0.0 0.0 5.0"
TiltValue = "5.0"
PitchLimits = "-15.0 15.0"
YawLimits = "-15.0 15.0"
AimerNodeName = "hp_gun_2"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-90.0 90.0"
NextAimer = "-"
AimerNodeName = "hp_gun_1"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-90.0 90.0"
AISizeType = "SMALL"
//BuildingCollision = "p_sphere"
//BuildingCollision = "p_sphere1"
VehicleCollision = "p_sphere"
VehicleCollision = "p_sphere1"
SoldierCollision = "CollisionMesh"
OrdnanceCollision = "CollisionMesh"
VOUnitType = 085
EngineSound = "cis_hover_stap_engine_parameterized"
HurtSound = ""
DeathSound = "com_weap_obj_small_exp"
VehicleCollisionSound ="com_veh_collision_sm"
TurnOnSound = ""
TurnOffSound = ""
Music = ""
RepMusic = "rep_vehicle"
CISMusic = "cis_vehicle"
ImpMusic = "imp_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
[/code]
[GameObjectClass]
ClassLabel = "hover"
GeometryName = "veh_hover_stap.msh"
[Properties]
forcemode = 2
HUDModel = "hud_stap_shape"
FLYERSECTION = "BODY"
VehicleType = "light"
MapTexture = "stap_icon"
HealthTexture = "HUD_cis_stap_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5
ExplosionName = "veh_cis_speeder_exp"
GeometryName = "veh_hover_stap"
//FirstPerson = "cis\cisstapp;cis_1st_cockpit_stap"
FirstPerson = "veh\veh_cis_speeder;veh_1st_cockpit_stap"
CollisionScale = 0.3
CollisionThreshold = 15
MaxHealth = 150.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"
TimeRequiredToEject = "1.0"
EjectResistance = "0.01"
TimeTilReboard = "5.0"
CockpitTension = 25
// SMOKE
DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_speeder"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = "55"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclesmoke_speeder"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_2"
// FIRE
DamageStartPercent = "35"
DamageStopPercent = "0.01"
DamageEffect = "com_sfx_vehicleflame_speeder"
DamageEffectScale = ".75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = "15"
DamageStopPercent = "0.01"
DamageEffect = "com_sfx_vehicleflame_speeder"
DamageEffectScale = ".75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_2"
SetAltitude = 0.5
GravityScale = 4.0//2
LiftSpring = 10.0 //10 Lighter the veh the high the number
LiftDamp = 3.0
Acceleration = 25.0
Deceleration = 35.0
Traction = 70.0
ForwardSpeed = 20.0
ReverseSpeed = 6.0
StrafeSpeed = 5.5
EnergyBar = 40
EnergyAutoRestore = 10
EnergyBoostDrain = 20
BoostSpeed = 30
BoostAcceleration = 100.0
BoostFOV = 60
AddSpringBody = "0.0 1.4 0.8 3.0"
BodySpringLength = 1.5
BodyOmegaXSpringFactor = -2.0
AddSpringBody = "-0.3 1.4 -0.7 3.0"
BodySpringLength = 1.5
AddSpringBody = "0.3 1.4 -0.7 3.0"
BodySpringLength = 1.5
VelocitySpring = 7
VelocityDamp = 2.0
OmegaXSpring = 3.0
OmegaXDamp = 2.5
OmegaZSpring = 5.0
OmegaZDamp = 1.8
SpinRate = 1.5
TurnRate = 2.0
TurnFilter = 15.0
PitchRate = 1.0
StrafeRollAngle = 0.001
ThrustPitchAngle = 0.002
BankAngle = 0.001
BankFilter = 5
LevelSpring = 10.0
LevelDamp = 5.0
PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0
PilotPosition = "hp_active"
PilotAnimation = "stap_ride"
WeaponName = "veh_cis_speeder_weap_cannon"
WeaponAmmo = "0"
EyePointOffset = "0.0 3.0 0.0"
TrackCenter = "0.0 3.0 0.0"
TrackOffset = "0.0 0.0 5.0"
TiltValue = "5.0"
PitchLimits = "-15.0 15.0"
YawLimits = "-15.0 15.0"
AimerNodeName = "hp_gun_2"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-90.0 90.0"
NextAimer = "-"
AimerNodeName = "hp_gun_1"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-90.0 90.0"
AISizeType = "SMALL"
//BuildingCollision = "p_sphere"
//BuildingCollision = "p_sphere1"
VehicleCollision = "p_sphere"
VehicleCollision = "p_sphere1"
SoldierCollision = "CollisionMesh"
OrdnanceCollision = "CollisionMesh"
VOUnitType = 085
EngineSound = "cis_hover_stap_engine_parameterized"
HurtSound = ""
DeathSound = "com_weap_obj_small_exp"
VehicleCollisionSound ="com_veh_collision_sm"
TurnOnSound = ""
TurnOffSound = ""
Music = ""
RepMusic = "rep_vehicle"
CISMusic = "cis_vehicle"
ImpMusic = "imp_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
[/code]
and here are pics of the problem i mean:
Hidden/Spoiler:





