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Hover Vehicle Properties

Posted: Thu Jun 21, 2007 4:48 pm
by SBF_Dann_Boeing
for a hover vehicle, How do i edit the spring body section, and what does all this mean (i know it controls the properties of what happens when the vehicle impacts something). I'm editting a speederbike, and I want to make it bounce.

RE: Hover Vehicle Properties

Posted: Thu Jun 21, 2007 4:53 pm
by Master Fionwë
Try editing the LiftDamp. I don't know, make it higher maybe.

RE: Hover Vehicle Properties

Posted: Thu Jun 21, 2007 5:15 pm
by SBF_Dann_Boeing
LiftSpring and LiftDamp have no effect. I think i have to add more spring bodies but im not sure how to add them.

RE: Hover Vehicle Properties

Posted: Thu Jun 21, 2007 6:59 pm
by -_-
Check Fred's website. I remember it having a cis_hover_aat.odf all commented out for modder use.

RE: Hover Vehicle Properties

Posted: Thu Jun 21, 2007 7:21 pm
by SBF_Dann_Boeing
It doesn't help, all he says is that "The following sections tweak the bounce" which I already know.

AddSpringBody seems to add a part of the vehicle that it can bounce off of, but i have no clue what the 4 values are.
I dont know what BodySpringLength is or what BodyOmegaXSpringFactor is, but i think they control the aspect of how much of a bouce it is.

I have no clue what these are:
VelocitySpring
VelocityDamp
OmegaXSpring
OmegaXDamp
OmegaZSpring
OmegaZDamp


are these some type of vector or what?

RE: Hover Vehicle Properties

Posted: Thu Jun 21, 2007 8:48 pm
by Teancum
If I remember right AddSpringBody is X/Y/Z/unknown number. Fred has a commented hover ODF on his site. It doesn't document those lines too well, but you might find some help.
http://www.secretsociety.com/forum/down ... mented.txt

RE: Hover Vehicle Properties

Posted: Thu Jun 21, 2007 9:27 pm
by SBF_Dann_Boeing
yes i just looked there, and it didn't help.

RE: Hover Vehicle Properties

Posted: Fri Jun 22, 2007 12:24 am
by Master Fionwë
There is an odf somewhere(I found it once but don't remember which vehicle), that has a bunch of the spring lines in it. Maybe it was the stap, or barc. Swamp speeder has a pretty good anti-gravitational spring to it as well, though it winds me up in the kill zones past the boundary way too often.

RE: Hover Vehicle Properties

Posted: Sat Jun 23, 2007 5:19 pm
by SBF_Dann_Boeing
So does no one know anything specific about these?

RE: Hover Vehicle Properties

Posted: Sat Jun 23, 2007 5:35 pm
by Snork
Well ROFL!!! I found what GravityScale Means! If you set it to 0, if you go into a Jump, you dont stop flying through the air!!!


EDIT: also, Dann. It might help us if you told us what you were trying to accomplish.

Re: Hover Vehicle Properties

Posted: Sat Jun 23, 2007 7:19 pm
by SBF_Dann_Boeing
SBF_Dann_Boeing wrote:I'm editting a speederbike, and I want to make it bounce.
as I've already said, I'm trying to make the speederbike bounce more as if it were made of rubber. Gravity scale i know already sets how fast it falls to the ground. I thought LiftSpring and LiftDamp had somehting to do with it but changing them has no effect on the bike in game. I added more spring bodies but that didn't help. I tried editing that VelocitySpring part but that just made it rock back and forth.

Posted: Sat Jun 23, 2007 9:17 pm
by Snork
Okay, I think this is what you want...

Heres an example on the barc speeder.

Try it!
[GameObjectClass]
ClassLabel = "hover"
GeometryName = "rep_hover_barcspeeder.msh"

[Properties]
WaterEffect = "com_sfx_waterwake_sm"

FLYERSECTION = "BODY"
VehicleType = "light"

Label = "Speederbike"

MapTexture = "speederbike_icon"
HealthTexture = "HUD_speederbike_icon"
MapScale = 1.5

ExplosionName = "rep_hover_speederbike_exp"
GeometryName = "rep_hover_barcspeeder"
CollisionThreshold = "4.0 20.0 0.0"
CollisionScale = "0.0 -0.0001 -0.1"
//CollisionScale = "1.0 -0.5 0"
//FirstPerson = "rep\repspbk;rep_1st_cockpit_speederbike"
VehiclePosition = "common.vehiclepositions.pilot"
WakeEffect = "dustwake"
WaterEffect = "com_sfx_waterwake_sm"

PilotPosition = "hp_rider"
Pilot9Pose = "barc_9pose"

AnimationName = "rep_hover_barcspeeder"
FinAnimation = "barcspeeder_9pose"

MaxHealth = 80.0
//HitLocation = "p_crithit 0"

TimeRequiredToEject = "1.0"
EjectResistance = "0.01"
TimeTilReboard = "5.0"

DamageStartPercent = 70.0
DamageStopPercent = 50.0
DamageEffect = "com_sfx_vehiclespark"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 50.0
DamageStopPercent = 10.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 0.2
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 20.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 0.2
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_3"

SetAltitude = .85
GravityScale = 1.0 //2


Acceleration = 30.0
Deceleration = 60.0
Traction = -35.0
ForwardSpeed = 28.0
ReverseSpeed = 6.0
StrafeSpeed = 3.0

EnergyBar = 50
EnergyAutoRestore = 15
EnergyBoostDrain = 20
BoostSpeed = 40
BoostAcceleration = 100.0
BoostFOV = 60

AddSpringBody = "0.0 0.7 1.5 1.4"
BodyOmegaXSpringFactor = -6.0

AddSpringBody = "-0.5 0.7 -1.0 1.4"
AddSpringBody = "0.5 0.7 -1.0 1.4"

AddSpringBody = "0.0 0.7 0.0 0.4"

VelocitySpring = 9
VelocityDamp = 1.5
OmegaXSpring = 7.0
OmegaXDamp = 1.5
OmegaZSpring = 9.0
OmegaZDamp = 1.8

//BuildingCollision = "p_bcube"


OrdnanceCollision = "CollisionMesh"
SoldierCollision = "p_bcube"


SpinRate = 1.4
TurnRate = 2.0
BoostTurnMultiplier = 0.5
TurnFilter = 15.0
PitchRate = 0.5
StrafeRollAngle = 0.0
ThrustPitchAngle = 0.0
BankAngle = 0.002
BankFilter = 3.0
LevelSpring = 10.0
LevelDamp = 5.0

JumpTimeMin = 0.1
JumpTimeMax = 0.35
JumpForce = 50.0
JumpMinSpeedMult = 0.4
JumpEnergyPerSec = 100.0


//PCPitchRate = 15.0
//PCSpinRate = 15.0
//PCTurnRate = 25.0


EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0 2.5 -6"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "5.0"

CockpitTension = "12"

NormalDirection = "0.0 -10.0 0.0"

PitchLimits = "-5.0 5.0"
YawLimits = "-15.0 15.0"



WeaponName = "rep_weap_hover_speederbike_cannon"
WeaponAmmo = "0"

AimerNodeName = "aimer_frontleft_gun"
FirePointName = "hp_firefront_L"
BarrelNodeName = "hp_firefront_L"
BarrelLength = "2.0"
AimerPitchLimits = "-15.0 15.0"
AimerYawLimits = "-25.0 25.0"

NextAimer = "-"

AimerNodeName = "aimer_frontright_gun"
FirePointName = "hp_firefront_R"
BarrelNodeName = "hp_firefront_R"
BarrelLength = "2.0"
AimerPitchLimits = "-15.0 15.0"
AimerYawLimits = "-25.0 25.0"



BlurEffect = 0.5 //the closer to 1 the greater the blur
BlurStart = 0.8 //percentage of maxspeed where blur starts



AISizeType = "MEDIUM"
NoCombatInterrupt = 1
//AvailableForAnyTeam = 1

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_hover_barcspeeder_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"


CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "rep_hover_barcspeeder_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"


CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "rep_hover_barcspeeder_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"


CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "rep_hover_barcspeeder_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"


CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "rep_hover_barcspeeder_chunk5"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"


VOUnitType = 134
EngineSound = "speederbike_engine_parameterized"
HurtSound = ""
DeathSound = "com_weap_obj_small_exp"
VehicleCollisionSound ="com_veh_collision_sm"
TurnOnSound = ""
TurnOffSound = ""
Music = ""
CisMusic = "cis_vehicle"
RepMusic = "rep_vehicle"
MusicSpeed = "0.5"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
//BoostSound = "imp_hover_speederbike_boost_on 0.5 1"
//BoostSound = "imp_hover_speederbike_boost_on_max 0.9 1"
//BoostSound = "imp_hover_speederbike_boost_off_max 0.8 0"
//BoostSound = "imp_hover_speederbike_boost_off 0.4 0"
FoleyFXGroup = "metal_foley"

I'm not sure that this is what you want, but I have a feeling.

Just a note, This makes it impossible to aim at ground troops pretty much.