Hero Problem [Solved]
Posted: Fri Feb 19, 2016 10:35 pm
by SwaaT
So I was trying to add a kylo ren type character on my map. I basically just took the Anakin odf file and replaced the vader odf with it, and changed a few things around. The problem is that now when i load up my game, after anakin does a combo, he just becomes unusable. You can only walk, and can't do ANYTHING else. Any help?
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "rep_inf_ep3anakin.msh"
[Properties]
AISizeType = "HOVER"
GeometryName = "rep_inf_ep3cloakedanakin"
GeometryLowRes = "rep_inf_ep3cloakedanakin_low1"
AnimationName = "obiwan"
ClothODF = "rep_inf_ep3cloakedanakin_cloak"
ClothODF = "rep_inf_ep3cloakedanakin_skirt"
JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0
CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
WEAPONSECTION = 1
WeaponName1 = "imp_weap_lightsaber"
WeaponAmmo1 = 0
WEAPONSECTION = 2
WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1
WEAPONSECTION = 3
WeaponName3 = "com_weap_inf_force_choke"
WeaponAmmo3 = 0
WeaponChannel3 = 1
//SOUND
SndHeroSelectable = ""
SndHeroSpawned = ""
SndHeroDefeated = ""
SndHeroKiller = ""
VOSound = "rep_off_response_hero_command SC_Follow"
VOSound = "rep_off_response_hero_command SC_StopFollow"
VOSound = "rep_off_response_hero_command SC_VehicleWaitUp"
VOSound = "rep_off_response_hero_command SC_GetIn"
VOSound = "rep_off_response_hero_command SC_GetOut"
VOSound = "hero_anakinAcquiredTarget AcquiredTarget"
VOSound = "hero_anakin_KillingSpree4 KillingSpree4"
VOUnitType = 190
SoldierMusic = "imp_hero_Vader_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
//ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "rep_inf_soldier"
[/code]
ClassParent = "com_jedi_default"
GeometryName = "rep_inf_ep3anakin.msh"
[Properties]
AISizeType = "HOVER"
GeometryName = "rep_inf_ep3cloakedanakin"
GeometryLowRes = "rep_inf_ep3cloakedanakin_low1"
AnimationName = "obiwan"
ClothODF = "rep_inf_ep3cloakedanakin_cloak"
ClothODF = "rep_inf_ep3cloakedanakin_skirt"
JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0
CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
WEAPONSECTION = 1
WeaponName1 = "imp_weap_lightsaber"
WeaponAmmo1 = 0
WEAPONSECTION = 2
WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1
WEAPONSECTION = 3
WeaponName3 = "com_weap_inf_force_choke"
WeaponAmmo3 = 0
WeaponChannel3 = 1
//SOUND
SndHeroSelectable = ""
SndHeroSpawned = ""
SndHeroDefeated = ""
SndHeroKiller = ""
VOSound = "rep_off_response_hero_command SC_Follow"
VOSound = "rep_off_response_hero_command SC_StopFollow"
VOSound = "rep_off_response_hero_command SC_VehicleWaitUp"
VOSound = "rep_off_response_hero_command SC_GetIn"
VOSound = "rep_off_response_hero_command SC_GetOut"
VOSound = "hero_anakinAcquiredTarget AcquiredTarget"
VOSound = "hero_anakin_KillingSpree4 KillingSpree4"
VOUnitType = 190
SoldierMusic = "imp_hero_Vader_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
//ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "rep_inf_soldier"
[/code]