Vehicle speed has no effect
Moderator: Moderators
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Gunjak
Vehicle speed has no effect
When i edit a vehicle odf in the SIDES folder, to increase/decrease a vehicles speed, it has no effect upon my maps gameplay.
The SIDE im editing is in my data_XXX/SIDES folder.
any suggestions would be hot
The SIDE im editing is in my data_XXX/SIDES folder.
any suggestions would be hot
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Murdocr
RE: Vehicle speed has no effect
i assume you are using the 'dc:' in your LUA. also, which vehicle are you tring to change
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Gunjak
RE: Vehicle speed has no effect
fightertanks, for both eras
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Gunjak
RE: Vehicle speed has no effect
My LUA
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(400)
SetMaxPlayerFlyHeight (200)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\myg.lvl;myg1cw")
ReadDataFile("sound\\GE2.lvl;GE2cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_jettrooper",
"rep_hover_fightertank",
"rep_hero_macewindu",
"rep_walk_atte",
"rep_hover_fightertank")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_countdooku",
"cis_hover_aat",
"cis_walk_spider",
"cis_fly_droidfighter_sc")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 50,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",9, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer",1, 4},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep2_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 50,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetHeroClass(CIS, "cis_hero_countdooku")
SetHeroClass(REP, "rep_hero_macewindu")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 1) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 1) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 12)
SetMemoryPoolSize("CommandWalker", 1)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:GE2\\GE2.lvl", "GE2_conquest")
ReadDataFile("dc:GE2\\GE2.lvl", "GE2_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
--OpeningSateliteShot
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
end
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(400)
SetMaxPlayerFlyHeight (200)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\myg.lvl;myg1cw")
ReadDataFile("sound\\GE2.lvl;GE2cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_jettrooper",
"rep_hover_fightertank",
"rep_hero_macewindu",
"rep_walk_atte",
"rep_hover_fightertank")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_countdooku",
"cis_hover_aat",
"cis_walk_spider",
"cis_fly_droidfighter_sc")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 50,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",9, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer",1, 4},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep2_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 50,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetHeroClass(CIS, "cis_hero_countdooku")
SetHeroClass(REP, "rep_hero_macewindu")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 1) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 1) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 12)
SetMemoryPoolSize("CommandWalker", 1)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:GE2\\GE2.lvl", "GE2_conquest")
ReadDataFile("dc:GE2\\GE2.lvl", "GE2_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
--OpeningSateliteShot
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
end
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
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RE: Vehicle speed has no effect
Did you put DC: in your readdatafile w/in your LUA?
-
Gunjak
RE: Vehicle speed has no effect
can you give me an example i think i know what you mean is it something like
ReadDataFile("dc:SIDE\\rep.lvl",
^i guess that reads the data file in data_XXX rather than assets?
EDIT tried it and the game crashed after the loading screen, did i do it right?
ReadDataFile("dc:SIDE\\rep.lvl",
^i guess that reads the data file in data_XXX rather than assets?
EDIT tried it and the game crashed after the loading screen, did i do it right?
Last edited by Gunjak on Sat Apr 29, 2006 2:16 pm, edited 2 times in total.
-
Gunjak
RE: Vehicle speed has no effect
-OFF TOPIC- also i cant get a light enough terrain for my geonosis map, i'm looking for something like the shipped geo worlds terrain,
but ever since i burnt the terrain it has been too dark
but ever since i burnt the terrain it has been too dark
- [RDH]Zerted
- Gametoast Staff

- Posts: 2982
- Joined: Sun Feb 26, 2006 7:36 am
- Projects :: Bos Wars AI - a RTS game
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- Location: USA
- Contact:
Re: RE: Vehicle speed has no effect
You also need the assets\sides\Common folder in your side folder.Gunjak wrote:...
EDIT tried it and the game crashed after the loading screen, did i do it right?
-
Gunjak
RE: Re: RE: Vehicle speed has no effect
where do i get the common folder from,
oh never mind lol i must be high
oh never mind lol i must be high
-
RC-1290
I was trying the same thing, exept that I wanted to adjust the speederbikes speed. I followed the custom jedi tutorial(for making new sides), but evertime I munge, this apears:
ERROR[levelpack mission\UTMg_con.req]:Expecting bracket, but none was found.
File : munged\pc\utmg_con.script.req(1)...
ucft <--
ERROR[levelpack mission\UTMg_con.req]:Expecting bracket, but none was found.
File : munged\pc\utmg_con.script.req(1)...
ucft <--
2 Errors 0 Warnings
I am wondering what I am doing wrong now.
EDIT: in the proces of fixing...well... I ...ehm, managed to let it get worse, stupid me, now when I try to play the map on gcw, the game crashes before loading and displays this in a shiney FATAL! screen..
Could not open MISSION\UTMg_con.lvl
ERROR[levelpack mission\UTMg_con.req]:Expecting bracket, but none was found.
File : munged\pc\utmg_con.script.req(1)...
ucft <--
ERROR[levelpack mission\UTMg_con.req]:Expecting bracket, but none was found.
File : munged\pc\utmg_con.script.req(1)...
ucft <--
2 Errors 0 Warnings
I am wondering what I am doing wrong now.
EDIT: in the proces of fixing...well... I ...ehm, managed to let it get worse, stupid me, now when I try to play the map on gcw, the game crashes before loading and displays this in a shiney FATAL! screen..
Could not open MISSION\UTMg_con.lvl
-
darthpingu
All I did to get my skiff "flying" was editing its ODF:
[GameObjectClass]
ClassLabel = "hover"
GeometryName = "all_hover_skiff.msh"
[Properties]
GeometryName = "all_hover_skiff"
ForceMode = "1"
ExplosionName = "tat_hover_skiff_exp"
WakeEffect = "dustwake"
FLYERSECTION = "BODY"
VehicleType = "light"
PilotPosition = "hp_pilot"
PilotAnimation = "man_minigun"
AnimationName = "tat_hover_skiff"
FinAnimation = "tat_skiff_9pose"
MapTexture = "combatspeeder_icon"
HealthTexture = "HUD_tat_skiff_icon"
MapScale = 1.5
CollisionScale = 30.0
MaxHealth = 8000
HealthType = "vehicle"
//HitLocation = "p_crithit 0"
SetAltitude = 1.0
GravityScale = 4.0
LiftSpring = 10.0
LiftDamp = 3.0
Acceleration = 20.0
Deceleration = 25.0.0
Traction = 30.0
ForwardSpeed = 30.0
ReverseSpeed = 12.0
StrafeSpeed = 4.0
EnergyBar = 500
EnergyOverheat = 20
EnergyAutoRestore = 7.5
EnergyBoostDrain = 20
BoostSpeed = 50
BoostAcceleration = 100.0
BoostFOV = 60
AddSpringBody = "-1.8 -0.7 1.7 2.0"
BodySpringLength = 1.0
AddSpringBody = "1.8 -0.7 1.7 2.0"
BodySpringLength = 1.0
AddSpringBody = "0.0 0.3 -2.0 3.0"
BodySpringLength = 1.0
BodyOmegaXSpringFactor = 2
VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 4.0
OmegaXDamp = 2.2
OmegaZSpring = 6.0
OmegaZDamp = 2.2
\\\\\\ ---------COLLISION -----------\\\\\\\
SoldierCollision = "CollisionMesh"
SoldierCollision = "p_soldiercube"
SoldierCollision = "p_soldiercube1"
OrdnanceCollision = "CollisionMesh"
OrdnanceCollision = "p_gun1"
OrdnanceCollision = "p_gun2"
OrdnanceCollision = "p_gun3"
OrdnanceCollision = "p_gunplace1"
OrdnanceCollision = "p_gunplace2"
OrdnanceCollision = "p_gunplace3"
OrdnanceCollision = "p_fin1"
OrdnanceCollision = "p_fin2"
VehicleCollision = "p_vehiclesphere1"
VehicleCollision = "p_vehiclesphere2"
SpinRate = 1.7
TurnRate = 1.7
TurnFilter = 2.0
PitchRate = 1.5
StrafeRollAngle = 0.01
ThrustPitchAngle = 0.01
BankAngle = -0.01
BankFilter = 3//low is slow - How quickly the bank returns to level
LevelSpring = 7.0//low is slow - the force the restores level
LevelDamp = 1.0//low is slow - the force that reduces the momentum of the rotation
PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0
EyePointOffset = "0.0 3.0 2.0"
TrackCenter = "0.0 1.0 -2.0"
TrackOffset = "0.0 1.0 8.0"
TiltValue = "0.0"
PitchLimits = "-12 8"
YawLimits = "-90 90"
FLYERSECTION = "TURRET1"
ForceMode = "1"
ThirdPersonFOV = "58"
EyePointOffset = "0.0 1.0 2.0"
TrackCenter = "0.0 1.5 -3.0"
TiltValue = "3.0"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 6.3
TurnFilter = 2.75
//PCTurnRate = 20.0
FirePointName = "hp_firel"
YawLimits = "65.0 115.0"
PitchLimits = "-45.0 45.0"
//MaxTurnSpeed = "0.85"
//MaxPitchSpeed = "0.75"
//EyePointOffset = "0.0 0.3 0.0"
//TrackOffset = "0.0 0.2 3.5"
//TiltValue = "10"
PilotPosition = "hp_activel"
Pilot9Pose = "minigun_9pose"
WeaponName = "com_weap_bldg_gunturret"
WeaponAmmo = "1" //"2"
TurretNodeName = "gunl"
FireSound = "com_weap_turret_fire"
ReloadSound = "all_weap_inf_reload_med"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = "
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""
FLYERSECTION = "TURRET2"
ForceMode = "1"
ThirdPersonFOV = "58"
EyePointOffset = "0.0 1.0 2.0"
TrackCenter = "0.0 1.5 -3.0"
TiltValue = "3.0"
FirePointName = "hp_fire"
YawLimits = "-25.0 25.0"
PitchLimits = "-45.0 45.0"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 6.3
TurnFilter = 2.75
//PCTurnRate = 20.0
//MaxTurnSpeed = "0.85"
//MaxPitchSpeed = "0.75"
//EyePointOffset = "0.0 0.3 0.0"
//TrackOffset = "0.0 0.2 3.5"
//TiltValue = "10"
PilotPosition = "hp_active"
Pilot9Pose = "minigun_9pose"
WeaponName = "com_weap_bldg_gunturret"
WeaponAmmo = "1" //"2"
TurretNodeName = "gun"
FireSound = "com_weap_turret_fire"
ReloadSound = "all_weap_inf_reload_med"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""
FLYERSECTION = "TURRET3"
ForceMode = "1"
ThirdPersonFOV = "58"
EyePointOffset = "0.0 1.0 2.0"
TrackCenter = "0.0 1.5 -3.0"
TiltValue = "3.0"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 6.3
TurnFilter = 2.75
//PCTurnRate = 20.0
FirePointName = "hp_firer"
YawLimits = "-115.0 -65.0"
PitchLimits = "-45.0 45.0"
//MaxTurnSpeed = "0.85"
//MaxPitchSpeed = "0.75"
//EyePointOffset = "0.0 0.3 0.0"
//TrackOffset = "0.0 0.2 3.5"
//TiltValue = "10"
PilotPosition = "hp_activer"
Pilot9Pose = "minigun_9pose"
WeaponName = "com_weap_bldg_gunturret"
WeaponAmmo = "1" //"2"
TurretNodeName = "gunr"
AvailableForAnyTeam = 1
FireSound = "com_weap_turret_fire"
ReloadSound = "all_weap_inf_reload_med"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "skiff_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "7.0"
ChunkUpFactor = "1.50"
ChunkTrailEffect = "mediumsmoketrail"
ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke1"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "skiff_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "7"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "mediumsmoketrail"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "skiff_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "12.0"
EngineSound = "all_hover_skiff_engine_parameterized"
TurnOnSound = ""
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
Music = ""
ImpMusic = ""
AllMusic = ""
MusicSpeed = ""
MusicDelay = ""
GroundedSound = ""
GroundedHeight = ""
BoostSound = ""
FoleyFXGroup = "metal_foley"
[GameObjectClass]
ClassLabel = "hover"
GeometryName = "all_hover_skiff.msh"
[Properties]
GeometryName = "all_hover_skiff"
ForceMode = "1"
ExplosionName = "tat_hover_skiff_exp"
WakeEffect = "dustwake"
FLYERSECTION = "BODY"
VehicleType = "light"
PilotPosition = "hp_pilot"
PilotAnimation = "man_minigun"
AnimationName = "tat_hover_skiff"
FinAnimation = "tat_skiff_9pose"
MapTexture = "combatspeeder_icon"
HealthTexture = "HUD_tat_skiff_icon"
MapScale = 1.5
CollisionScale = 30.0
MaxHealth = 8000
HealthType = "vehicle"
//HitLocation = "p_crithit 0"
SetAltitude = 1.0
GravityScale = 4.0
LiftSpring = 10.0
LiftDamp = 3.0
Acceleration = 20.0
Deceleration = 25.0.0
Traction = 30.0
ForwardSpeed = 30.0
ReverseSpeed = 12.0
StrafeSpeed = 4.0
EnergyBar = 500
EnergyOverheat = 20
EnergyAutoRestore = 7.5
EnergyBoostDrain = 20
BoostSpeed = 50
BoostAcceleration = 100.0
BoostFOV = 60
AddSpringBody = "-1.8 -0.7 1.7 2.0"
BodySpringLength = 1.0
AddSpringBody = "1.8 -0.7 1.7 2.0"
BodySpringLength = 1.0
AddSpringBody = "0.0 0.3 -2.0 3.0"
BodySpringLength = 1.0
BodyOmegaXSpringFactor = 2
VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 4.0
OmegaXDamp = 2.2
OmegaZSpring = 6.0
OmegaZDamp = 2.2
\\\\\\ ---------COLLISION -----------\\\\\\\
SoldierCollision = "CollisionMesh"
SoldierCollision = "p_soldiercube"
SoldierCollision = "p_soldiercube1"
OrdnanceCollision = "CollisionMesh"
OrdnanceCollision = "p_gun1"
OrdnanceCollision = "p_gun2"
OrdnanceCollision = "p_gun3"
OrdnanceCollision = "p_gunplace1"
OrdnanceCollision = "p_gunplace2"
OrdnanceCollision = "p_gunplace3"
OrdnanceCollision = "p_fin1"
OrdnanceCollision = "p_fin2"
VehicleCollision = "p_vehiclesphere1"
VehicleCollision = "p_vehiclesphere2"
SpinRate = 1.7
TurnRate = 1.7
TurnFilter = 2.0
PitchRate = 1.5
StrafeRollAngle = 0.01
ThrustPitchAngle = 0.01
BankAngle = -0.01
BankFilter = 3//low is slow - How quickly the bank returns to level
LevelSpring = 7.0//low is slow - the force the restores level
LevelDamp = 1.0//low is slow - the force that reduces the momentum of the rotation
PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0
EyePointOffset = "0.0 3.0 2.0"
TrackCenter = "0.0 1.0 -2.0"
TrackOffset = "0.0 1.0 8.0"
TiltValue = "0.0"
PitchLimits = "-12 8"
YawLimits = "-90 90"
FLYERSECTION = "TURRET1"
ForceMode = "1"
ThirdPersonFOV = "58"
EyePointOffset = "0.0 1.0 2.0"
TrackCenter = "0.0 1.5 -3.0"
TiltValue = "3.0"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 6.3
TurnFilter = 2.75
//PCTurnRate = 20.0
FirePointName = "hp_firel"
YawLimits = "65.0 115.0"
PitchLimits = "-45.0 45.0"
//MaxTurnSpeed = "0.85"
//MaxPitchSpeed = "0.75"
//EyePointOffset = "0.0 0.3 0.0"
//TrackOffset = "0.0 0.2 3.5"
//TiltValue = "10"
PilotPosition = "hp_activel"
Pilot9Pose = "minigun_9pose"
WeaponName = "com_weap_bldg_gunturret"
WeaponAmmo = "1" //"2"
TurretNodeName = "gunl"
FireSound = "com_weap_turret_fire"
ReloadSound = "all_weap_inf_reload_med"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = "
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""
FLYERSECTION = "TURRET2"
ForceMode = "1"
ThirdPersonFOV = "58"
EyePointOffset = "0.0 1.0 2.0"
TrackCenter = "0.0 1.5 -3.0"
TiltValue = "3.0"
FirePointName = "hp_fire"
YawLimits = "-25.0 25.0"
PitchLimits = "-45.0 45.0"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 6.3
TurnFilter = 2.75
//PCTurnRate = 20.0
//MaxTurnSpeed = "0.85"
//MaxPitchSpeed = "0.75"
//EyePointOffset = "0.0 0.3 0.0"
//TrackOffset = "0.0 0.2 3.5"
//TiltValue = "10"
PilotPosition = "hp_active"
Pilot9Pose = "minigun_9pose"
WeaponName = "com_weap_bldg_gunturret"
WeaponAmmo = "1" //"2"
TurretNodeName = "gun"
FireSound = "com_weap_turret_fire"
ReloadSound = "all_weap_inf_reload_med"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""
FLYERSECTION = "TURRET3"
ForceMode = "1"
ThirdPersonFOV = "58"
EyePointOffset = "0.0 1.0 2.0"
TrackCenter = "0.0 1.5 -3.0"
TiltValue = "3.0"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 6.3
TurnFilter = 2.75
//PCTurnRate = 20.0
FirePointName = "hp_firer"
YawLimits = "-115.0 -65.0"
PitchLimits = "-45.0 45.0"
//MaxTurnSpeed = "0.85"
//MaxPitchSpeed = "0.75"
//EyePointOffset = "0.0 0.3 0.0"
//TrackOffset = "0.0 0.2 3.5"
//TiltValue = "10"
PilotPosition = "hp_activer"
Pilot9Pose = "minigun_9pose"
WeaponName = "com_weap_bldg_gunturret"
WeaponAmmo = "1" //"2"
TurretNodeName = "gunr"
AvailableForAnyTeam = 1
FireSound = "com_weap_turret_fire"
ReloadSound = "all_weap_inf_reload_med"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "skiff_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "7.0"
ChunkUpFactor = "1.50"
ChunkTrailEffect = "mediumsmoketrail"
ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke1"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "skiff_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "7"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "mediumsmoketrail"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "skiff_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "12.0"
EngineSound = "all_hover_skiff_engine_parameterized"
TurnOnSound = ""
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
Music = ""
ImpMusic = ""
AllMusic = ""
MusicSpeed = ""
MusicDelay = ""
GroundedSound = ""
GroundedHeight = ""
BoostSound = ""
FoleyFXGroup = "metal_foley"
