AT-TE quick help [Solved]

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501st_commander
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AT-TE quick help [Solved]

Post by 501st_commander »

I need a little help with my at-te. One or both these may be eazy but i want to find out how before i try and screw something up. I also tryed searching but no sucses.

1) how do you get the drivers main laser to last longer when fireing? (like last a min before overheating)
2) How can i add more than three positions in a atte?

rep_walk_atte.odf (for the more than one position thing) if it helps.
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "commandwalker"
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"

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


SpawnPointCount = "6"
SpawnPointLocation = "-6.0 0.0 4.0 0"
SpawnPointLocation = "6.0 0.0 4.0 0"
SpawnPointLocation = "-7.0 0.0 0.0 0"
SpawnPointLocation = "7.0 0.0 0.0 0"
SpawnPointLocation = "-6.0 0.0 -4.0 0"
SpawnPointLocation = "6.0 0.0 -4.0 0"
AllyCount = 65536
Radius = 0.0
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 0
Value_DEF_Alliance = 0
Value_DEF_CIS = 0
Value_DEF_Empire = 0
Value_DEF_Republic = 0
Value_DEF_Locals = 0
HUDIndexDisplay = 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 = "2.5"
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"

WEAPONSECTION = "2"

WeaponName = "rep_weap_walk_atte_recoilless"
WeaponAmmo = "0"

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"

// CO-PILOT GUNNER
//----------------------
WALKERSECTION = "TURRET2"

//FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"
//ForceMode = "2"
ThirdPersonFOV = "55"

VehiclePosition = "common.vehiclepositions.copilot"

EyePointOffset = "0.0 8.0 0.0"
TrackCenter = "0.0 10.0 0.0"
TrackOffset = "0.0 0.0 7.0"
TiltValue = "0.0"

ForceMode = 1

PitchRate = "1"
PitchFilter = "3.75"
TurnRate = "1"
TurnFilter = "3.75"

WeaponName = "rep_weap_walk_atte_rear_gun"
WeaponAmmo = "0"

YawLimits = "120 240"
PitchLimits = "-17.0 20.0"

AimerNodeName = "aimer_Rgun_1"
AimerYawLimits = "-35 110"
AimerPitchLimits = "-15 25"
FirePointName = "hp_fire_rgun_1"

NextAimer = "-"

AimerNodeName = "aimer_Rgun_2"
AimerYawLimits = "-110 35"
AimerPitchLimits = "-15 25"
FirePointName = "hp_fire_rgun_2"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""


// 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"
YaNkFaN
Field Commander
Field Commander
Posts: 943
Joined: Sat Dec 13, 2008 8:17 am

Re: AT-TE quick help

Post by YaNkFaN »

making a more than 3 person atte means editing the actual atte .odf I have a4 person atte working if you want the .odf just say so i'll pm it to you if you want to edit the lasers or heat edit the line

"heat per shot" or heat threshold aread in either the weap file rep_weap_walk_atte_laser or rep_weap_walk_atte_laser_ord i forget which one
501st_commander
Master Bounty Hunter
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Posts: 1570
Joined: Wed Dec 10, 2008 7:48 pm

Re: AT-TE quick help

Post by 501st_commander »

YaNkFaN wrote:I have a4 person atte working if you want the .odf just say so i'll pm it to you if you want to edit the lasers or heat edit the line
ill take up that offer

I also got the laser edit working so that is solved.
YaNkFaN
Field Commander
Field Commander
Posts: 943
Joined: Sat Dec 13, 2008 8:17 am

Re: AT-TE quick help

Post by YaNkFaN »

i'm at school now so no access to the files I'll PM you when I get home
User avatar
DarthD.U.C.K.
Master of the Force
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Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: AT-TE quick help

Post by DarthD.U.C.K. »

you could also use the searchfunction, this question has been asked several times before :roll:
501st_commander
Master Bounty Hunter
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Posts: 1570
Joined: Wed Dec 10, 2008 7:48 pm

Re: AT-TE quick help

Post by 501st_commander »

from first post wrote:I also tryed searching but no sucses.
I did use the searchfunction.
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DarthD.U.C.K.
Master of the Force
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Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: AT-TE quick help

Post by DarthD.U.C.K. »

there is no complete tutorial but its explained pretty much: here
501st_commander
Master Bounty Hunter
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Joined: Wed Dec 10, 2008 7:48 pm

Re: AT-TE quick help

Post by 501st_commander »

Admis this can be locked (solved)
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