Page 1 of 1

AT-TE to turret [Solved]

Posted: Tue Feb 23, 2010 12:37 pm
by Darth_Spiderpig
Okay, here's the plan:
Make the AT-TE to a turret, that means making only the main gun firing, the walker is a static object then.
I tried to put all the weaponsections out of the Lua, made the main gun the only position and the classlabel has been changed to armedbuilding, but I can't enter it, first I thought there is something wrong with my remote control unit, but I can't even enter it if I stand next to it and hit E.

And for your visual scanning, here is my AT-TE odf:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "armedbuilding"
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"

MaxTerrainAngle = "75.0"

GeometryName = "rep_walk_atte"
AnimationName = "rep_walk_atte"
FirstPerson = "REP\repatted;rep_1st_cockpit_ATTE"
FirstPersonFOV = "43"
ThirdPersonFOV = "60"
MaxHealth = "35000.0"
MaxShield = 5000.0
AddShield = 100.0
Healthtype = "vehicle"
HitLocation = "p_crithit 4.0"


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 = "3.5"
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"

NextAimer = "-"

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"



// 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"
Anyone got an idea what is wrong?

Re: AT-TE to turret...I am too stupid, please help

Posted: Tue Feb 23, 2010 1:07 pm
by The_Emperor
That does not work at all, you've still got many values that are exclusive to vehicles, and are missing some values that turrets need. Start with a turret odf and edit that, instead of editing the vehicle one.

Re: AT-TE to turret...I am too stupid, please help

Posted: Tue Feb 23, 2010 1:50 pm
by Darth_Spiderpig
Yes sir.

Re: AT-TE to turret...I am too stupid, please help

Posted: Wed Feb 24, 2010 1:21 pm
by Executer94
kick droids *** with this :D

odf:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "rep_walk_atte.msh"

[Properties]

BUILDINGSECTION = "BODY"


Label = "Minigun Turret"


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"

MapScale = "2.2"

GeometryName = "rep_walk_atte"

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




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"





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



TURRETSECTION = "TURRET1"
//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"



// 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"





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 to turret...I am too stupid, please help

Posted: Wed Feb 24, 2010 1:27 pm
by Darth_Spiderpig
Wow, thnkas a bunch dude.

I'll try it out at once :D

Re: AT-TE to turret...I am too stupid, please help

Posted: Thu Feb 25, 2010 5:11 am
by Executer94
It doesn't work for Darth_Spiderpig but for me.
But he isn't aviable now so could someone test it? :)

Re: AT-TE to turret...VERY HAPPILY SOLVED

Posted: Thu Feb 25, 2010 12:49 pm
by Darth_Spiderpig
No need for that, got it working.
Thanks a bunch, Executer, works perfect. :bowdown:

Re: AT-TE to turret...VERY HAPPILY SOLVED

Posted: Thu Feb 25, 2010 6:47 pm
by wishihadaname
Could I use that code by any chance Executer? I need ATTE guns for Landing at Point Rain and it would save me quiete a bit of scripting.

Re: AT-TE to turret...VERY HAPPILY SOLVED

Posted: Fri Feb 26, 2010 3:52 pm
by Executer94
Of course :thumbs: