playable Gonk droid (I surrender)

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The_Emperor
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playable Gonk droid (I surrender)

Post by The_Emperor »

I tried to make the gonk droid a unit that walks around, giving ammo to soldiers, and it worked. Partly :P

He doesnt have any animation at all, though the original one does move because of these lines in the odf:

IdleRotateSpeed = "0.5"
IdleWaitTime = "3.0"
IdleWobbleNode = "gonk1"
IdleWobbleFactor = "0.08"
IdleWobbleLeftFoot = "foot_l2"
IdleWobbleRightFoot = "foot_r1"

I cant find the animation though... Its not in the animations-> props folder. Does anyone know where to find it?

(I know that what I want is likely impossible, I just want to give it a shot.)

Image
Last edited by The_Emperor on Mon Oct 16, 2006 9:36 am, edited 2 times in total.
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RE: playable Gonk droid

Post by Ipodzanyman »

that's hilarious XD I would have never thought of doing that....good job :wink:
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RE: playable Gonk droid

Post by Ergonomics »

hahaha excellent! i just have a picture in my mind of an XL battle of hundreds of gonks just wobbling about the place...lol
soz no idea where the animations are though lol
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RE: playable Gonk droid

Post by Linus »

Is it possible to have playable R2-units and tauntauns too?

- Linus
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RE: playable Gonk droid

Post by Talibanman »

this is the coolest thing since swbf2 and before conversion pack... good job!
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RE: playable Gonk droid

Post by The_Emperor »

@Linus: Playable R2 units is possible, yes. They don't need an animation either, since they just slide/roll. Tauntauns/ vehicles / starfighters: I don't think it's possible.

The screen may look cool, but for the rest... it just slides. It doesn't walk/wobble at all. So it's not that good. I want to try if I can do something about that but I can't find the animations.
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RE: playable Gonk droid

Post by PvtParts »

I know this is brief so its going to sound like an un-thought out answer, but maybe if you just got rid of the idle rotate stuff (set it to zero), if would wobble just like before. It would work great as a locals team, and if it were used that way then as long as the wobble worked (it wouldn't have to be instep with the actual walking movement, as it would be hard to notice when not playing as the droid) - droids that actually walk around?
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RE: playable Gonk droid

Post by Teancum »

He's right. The engine animates Gonk via the wobble settings, there are no animations. So the only way to do it would be like he said:

IdleRotateSpeed = "0.0" //Don't let our little guy turn on his own
IdleWaitTime = "0.0" //Always wobble no matter what
IdleWobbleNode = "gonk1"
IdleWobbleFactor = "0.08"
IdleWobbleLeftFoot = "foot_l2"
IdleWobbleRightFoot = "foot_r1"
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RE: playable Gonk droid

Post by Dohnutt »

:D Very nice, The_Emperor. You've once again, amazed me :D
Hehe, does this mean there could be a medical droid too? :D
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Post by PvtParts »

Actually the medical droid would be much easier than the gonk droid (though completly non-canonical since the FX-Series medical assistant droids were stationary). This is due to the fact that no walking animations would be needed. simply the base changes to convert it from a building to a unit. And the spinning could be kept since the body moves seperate from the frame.

Though I could probably do this pretty fast, it'd save me time if you just posted the final odf up here..if your willing. I really like your idea, and will probably be using this myself.
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Post by Qdin »

how about making the Gonk Droids locals instead? :P

I wouldn't liek the idea of controlling it as much as having those running around randomly... xD
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Post by The_Emperor »

That was the idea, I wanted to make em for Rends :P He needs locals, right? I'm not giving them any weapons, just ammo dispensers.

The medical droid does have more than just the spinning animations, 2 arms are moving.
I already suspected there were no animations, but I doubt the wobbling works on units... Imma try now.
Last edited by The_Emperor on Wed Oct 11, 2006 10:36 am, edited 1 time in total.
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Post by Zaborack »

can you please release a map with them as a class just to lket us see?
i would be pleased if you could have done so...
anyways this is a really fun concept :lol: keep working ;) i think theyd actually make it good as locals in Rends' Tatooine map ;)
this looks promising :D

-zaborack
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Post by The_Emperor »

I would, if I'd get the little Diet Dr. Pepper to wobble :P

He refuses, however. This is my odf:

Code: Select all

[GameObjectClass]
ClassLabel          = "soldier"
GeometryName        = "com_item_weaponrecharge.msh"

[Properties]
FootWaterSplashEffect   = "com_sfx_watersplash_sm"
WaterSplashEffect   = "com_sfx_watersplash_md"
WakeWaterSplashEffect   = "com_sfx_watersplash_wade"
UnitType            = "scout"
IconTexture         = "rep_trooper_icon"
MapTexture          = "rechargedroid_icon"
MapScale            = "0.75"
ExplosionName               = "gonk_exp"
GeometryName        = "com_item_weaponrecharge"


IdleRotateSpeed = "0.0"
IdleWaitTime = "0.0"
IdleWobbleNode = "gonk1"
IdleWobbleFactor = "0.08"
IdleWobbleLeftFoot = "foot_l2"
IdleWobbleRightFoot = "foot_r1"


//this keeps the player from entering first person with this char
forcemode                       = 1

MaxHealth           = 80.0

Acceleraton         = 10.0
MaxSpeed            = 5.0
MaxStrafeSpeed      = 3.0
MaxTurnSpeed        = 1.25


WEAPONSECTION = 1
WeaponName         = "rep_weap_inf_remotedroid_blaster"
WeaponAmmo         = 0

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

HurtSound               = "com_item_gonkrecharge defer"
DeathSound              = "imp_weap_ord_exp_lg"
//LeftFootstepSound     = "soldierstepleft"
//RightFootstepSound    = "soldierstepright"
AcquiredTargetSound     = ""
HidingSound             = "com_item_gonkrecharge defer"
ApproachingTargetSound  = ""
FleeSound               = "com_item_gonkrecharge defer"
PreparingForDamageSound = ""
HeardEnemySound         = ""
WaterWadingSound        = "com_item_gonkrecharge defer"
ShockFadeOutTime        = ""
ShockFadeOutGain        = ""
ShockFadeInTime         = ""
ShockSound              = "com_item_gonkrecharge defer"
RollSound               = ""
JumpSound               = "com_item_gonkrecharge defer"
LandSound               = ""
ClothingRustleSound     = "com_item_gonkrecharge defer"
LowHealthSound          = ""
LowHealthThreshold      = "1.1"

FoleyFXClass            = "npc_inf_small"


AISizeType          = "SOLDIER"
NoEnterVehicles           = 1
I don't think its possible to make units "wobble" :(

EDIT:
This is the normal gonk droids odf, perhaps anyone can spot something I need to copy from this one into the other? You never know...

Code: Select all

[GameObjectClass]
ClassLabel = "powerupstation"
GeometryName = "com_item_weaponrecharge.msh"


[Properties]
Label = "Ammo Dispenser"
MapTexture = "rechargedroid_icon"
MapScale 		= "0.75"
//UnbuiltHoloOdf = "com_holo_ammo"

GeometryName = "com_item_weaponrecharge"
//UnbuiltGeometryName	= "com_prop_buildzone"
DestroyedGeometryName	= "com_item_weaponrecharge_dst"
ExplosionName		= "com_inf_rechargedroid_exp"
MaxHealth	=	80
//HealthType	= 	"person"

PowerupDelay = "2.0"  //<delay time, default 0.5>
SoldierAmmo = "1.0"//<ammo to add, default 0>
//Powerupsound = "com_item_weaponrecharge"
Powerupsound = "com_item_gonkrecharge defer"

AutoBarrierEnable   = "1"
AutoBarrierRemoveOnDeath = "0"
AutoBarrierSize     = "0.8 0.8"

IdleRotateSpeed = "0.5"
IdleWaitTime = "3.0"
IdleWobbleNode = "gonk1"
IdleWobbleFactor = "0.08"
IdleWobbleLeftFoot = "foot_l2"
IdleWobbleRightFoot = "foot_r1"
Lighting = "dynamic"

[InstanceProperties]
EffectRegion = ""
Radius = 5.0

Last edited by The_Emperor on Thu Oct 12, 2006 11:11 am, edited 1 time in total.
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Post by Teancum »

Have you tried leaving it as a powerupstation but having him as a spawnable class?
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Post by Qdin »

didn't he do it in his map? :?

on the first pic in the first post we SEE it as a class.... :o
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Post by t551 »

No, Teancum is asking something different. The_Emperor made soldier class with the gonk droid model, and the wobble code isn't working for it. Teancum wants to know if The_Emperor tried setting the PowerUpStation .odf to be a sawnable class.

EDIT: Ooops, sorry, wrong person. Fixed now.
Last edited by t551 on Thu Oct 12, 2006 5:56 pm, edited 1 time in total.
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Post by Teancum »

Exactly.
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Post by The_Emperor »

Almost exactly, I'm not PvtParts :P
Let's try. I did try it already but it crashed, I forgot some basic unit stuff.

Edit: It crashes when I give it powerupstation as classlabel. I'm not sure you can spawn anything other than the soldierclass (or droid or simular things) as a unit.
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Post by Qdin »

shouldn't anyone make a list of spawnable classlabels? :lol:
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