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Post by Taivyx »

Hey, newest Gametoast Staff member!!
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SBF_Dann_Boeing
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Post by SBF_Dann_Boeing »

Mine is basically the same as yours, except mine has a chunk section, and turret seats.
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "tat1_bldg_mushroom.msh"

[Properties]

FLYERSECTION = "BODY"
HUDModel = "hud_tie_interceptor_shape"
VehicleType = "fighter"
MapTexture = "rock_icon"
HealthTexture = "rock_icon"
VehiclePosition = "common.vehiclepositions.pilot"

MapScale = 1.5
MapViewMin = 750
MapViewMax = 750

GeometryName = "tat1_bldg_mushroom"
//FirstPerson = "IMP\imptiftr;imp_1st_cockpit_tiefighter"
FirstPersonFOV = "52"
ThirdPersonFOV = "38"
CockpitTension = "22"
CollisionScale = 1.5
CollisionThreshold = 5.0
MaxHealth = 20000.0

TimeRequiredToEject = "2.5"
EjectResistance = "0.01"
TimeTilReboard = "5.0"

PilotSkillRepairScale = 0.02

// PathFollower Attributes
PathFollowerClass = "imp"
PathFollowerClass_CTF = "imp_flag"
PathFollowerBranchPaths = "6"
PathFollowerBranchMaxAngle = "60"
PathFollowerMinBranchDist = "190.0"
PathFollowerBranchRange = "1500"

ExplosionDestruct = "lsd_fly_rock_exp"

//Julian's Magical Stats

BlurEffect = 0.9
BlurStart = 40.0

FOVEffect3rd = 90

FOVEffect1st = 90

Acceleraton = 50.0
MinSpeed = 0.0
MidSpeed = 20.0
MaxSpeed = 70.0
BoostSpeed = 160.0
//StrafeSpeed = 6.5

BoostAcceleration = 80.0

EnergyBar = 100
EnergyAutoRestore = 99
EnergyBoostDrain = 0
EnergyTrickDrainSingleTap = 1
EnergyTrickDrainDoubleTap = 1

TrickRollSpeed = 6.0
TrickFlipSpeed = 9.0
TrickSideRollStrafeSpeed = 30
TrickFlipCameraDetach = 0.24
TrickSideRollCameraDetach = 0.48

//end julians magical stats

PitchRate = 1.25
PitchFilter = 6.0
PitchFilterDecel = 6.0
PitchBuildupMultiplier = 1.0
TurnRate = 1.25
TurnFilter = 6.0
TurnFilterDecel = 6.0
TurnBuildupMultiplier = 1.0

BankAngle = 0.8
BankFilter = 3.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 3.15

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

TakeoffTime = 1.0
TakeoffSpeed = 10.0
LandingTime = 1.0
LandingSpeed = 12.5
TakeoffHeight = 1.5

EyePointOffset = "0.0 6.0 0.0"
TrackCenter = "0.0 3.5 -4.0"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "5.0"

FOVEFFectMinCamOffset3rd = "0.0 2.0 10.0"
FOVEFFectMaxCamOffset3rd = "0.0 5.0 -18.0"

AimTension = "20.0"

MoveTensionX = "3.1"
MoveTensionY = "2.9 15.0"
MoveTensionZ = "4.25"


WEAPONSECTION = 1

WeaponName = "lsd_weap_fly_rock_cannon"
WeaponAmmo = "0"

AimerNodeName = "dummyroot"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

WEAPONSECTION = 2

WeaponName = "lsd_weap_fly_rock_bomb"
WeaponAmmo = "0"

AimerNodeName = "dummyroot"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

FLYERSECTION = "TURRET1"

//FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
EyePointOffset = "0.0 10.0 0.0"
TrackCenter = "0.0 7.0 -10.0" // 0 2 -3
TrackOffset = "0.0 1.0 14.0"
TiltValue = "5.0"
FirstPersonFOV = "50"
ForceMode = "1"

VehiclePosition = "common.vehiclepositions.copilot"

//WeaponSection = "1"
WeaponName = "lsd_weap_fly_rock_yabbadabbadoo"
WeaponAmmo = "0"

PilotPosition = "dummyroot"
PilotAnimation = "drive"
IsPilotExposed = "0"

PitchLimits = "-90.0 90.0" // -20 10
YawLimits = "-180.0 180.0"

PitchTurnFactor = "0.0"

TurretNodeName ="dummyroot"
AimerNodeName = "dummyroot"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "dummyroot"
BarrelRecoil = 0.15
FirePointName = "dummyroot"

NextBarrel = "-"

BarrelNodeName = "dummyroot"
BarrelRecoil = 0.15
FirePointName = "dummyroot"

PitchRate = 4.0
//PitchFilter = 2.75
TurnRate = 4.0
//TurnFilter = 2.75

FLYERSECTION = "TURRET2"

//FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
EyePointOffset = "0.0 2.5 0.25"
TrackCenter = "0.0 1.2 -1.0" // 0 2 -3
TrackOffset = "0.0 0.0 0.0"
TiltValue = "0.0"
FirstPersonFOV = "50"
ForceMode = "1"

VehiclePosition = "common.vehiclepositions.leftturret"

//WeaponSection = "1"
WeaponName = "lsd_weap_fly_rock_yabbadabbadoo"
WeaponAmmo = "0"

PilotPosition = "dummyroot"
PilotAnimation = "drive"
IsPilotExposed = "0"

PitchLimits = "-90.0 90.0" // -20 10
YawLimits = "-180.0 180.0"

PitchTurnFactor = "0.0"

TurretNodeName ="dummyroot"
AimerNodeName = "dummyroot"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "dummyroot"
BarrelRecoil = 0.15
FirePointName = "dummyroot"

NextBarrel = "-"

BarrelNodeName = "dummyroot"
BarrelRecoil = 0.15
FirePointName = "dummyroot"

PitchRate = 4.0
//PitchFilter = 2.75
TurnRate = 4.0
//TurnFilter = 2.75

FLYERSECTION = "TURRET3"

//FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
EyePointOffset = "0.0 0.3 0.25"
TrackCenter = "0.0 1.2 -1.0" // 0 2 -3
TrackOffset = "0.0 0.0 0.0"
TiltValue = "0.0"
FirstPersonFOV = "50"
ForceMode = "1"

VehiclePosition = "common.vehiclepositions.rightturret"

//WeaponSection = "1"
WeaponName = "lsd_weap_fly_rock_yabbadabbadoo"
WeaponAmmo = "0"

PilotPosition = "dummyroot"
PilotAnimation = "drive"
IsPilotExposed = "0"

PitchLimits = "-90.0 90.0" // -20 10
YawLimits = "-180.0 180.0"

PitchTurnFactor = "0.0"

TurretNodeName ="dummyroot"
AimerNodeName = "dummyroot"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "dummyroot"
BarrelRecoil = 0.15
FirePointName = "dummyroot"

NextBarrel = "-"

BarrelNodeName = "cannon_L"
BarrelRecoil = 0.15
FirePointName = "dummyroot"

PitchRate = 4.0
//PitchFilter = 2.75
TurnRate = 4.0
//TurnFilter = 2.75

BuildingCollision = "p_buildingsphere"

TerrainCollision = "p_buildingsphere"

SoldierCollision = "p_collision_wingR"
SoldierCollision = "p_collision_wingR1"
SoldierCollision = "p_collision_wingR2"
SoldierCollision = "p_collision_wingR3"
SoldierCollision = "p_collision_wingR4"
SoldierCollision = "p_collision_wingL"
SoldierCollision = "p_collision_wingL1"
SoldierCollision = "p_collision_wingL2"
SoldierCollision = "p_collision_wingL3"
SoldierCollision = "p_collision_wingL4"
SoldierCollision = "p_collision_arms"
SoldierCollision = "p_collision_cockpit"

VehicleCollision = "p_buildingsphere"

OrdnanceCollision = "p_collision_wingR"
OrdnanceCollision = "p_collision_wingR1"
OrdnanceCollision = "p_collision_wingR2"
OrdnanceCollision = "p_collision_wingR3"
OrdnanceCollision = "p_collision_wingR4"
OrdnanceCollision = "p_collision_wingL"
OrdnanceCollision = "p_collision_wingL1"
OrdnanceCollision = "p_collision_wingL2"
OrdnanceCollision = "p_collision_wingL3"
OrdnanceCollision = "p_collision_wingL4"
OrdnanceCollision = "p_collision_arms"
OrdnanceCollision = "p_collision_cockpit"


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "pol1_prop_asteroid_03"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "4.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "dummyroot"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "kas2_prop_rock_S"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "12.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "kas2_prop_rock_M"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 3.5 3.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "dummyroot"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"


VOUnitType = 53
EngineSound = ""
TakeoffSound = ""
LandSound = ""
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "imp_fly_TIE_turn_on"
TurnOffSound = "imp_fly_TIE_turn_off"
TurningOffSound = "imp_fly_TIE_airbrakes_off"
TurnOffTime = "1.5"
ImpMusic = ""
AllMusic = ""
CisMusic = ""
MusicSpeed = ".15"
MusicDelay = "3.0"
AfterburnerOnSound = ""
AfterburnerOffSound = ""
AfterburnerSpeed = ""
FoleyFXGroup = "metal_foley"
Cockpit1stPersonSound = ""
Cockpit3rdPersonSound = ""
BoostSound = "imp_fly_TIE_shift_up_property 0.11 1"
BoostSound = "imp_fly_TIE_shift_up_property 0.53 1"
BoostSound = "imp_fly_TIE_shift_up_high_property 0.67 1"
BoostSound = "imp_fly_TIE_shift_down_property 0.15 0"
BoostSound = "imp_fly_TIE_shift_down_property 0.67 0"
TrickSound = "imp_fly_TIE_roll" //Played when the flyer performs a roll
FlipSound = "imp_fly_TIE_int_flip" //Played when the flyer performs a flip
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
//MinSpeed = 35.0 = .21
//MidSpeed = 80.0 = .47
//MaxSpeed = 105 = .62 Contrails at .68
//BoostSpeed = 170 = 1.0
see anything wrong with it?
Last edited by SBF_Dann_Boeing on Sun Jun 24, 2007 7:58 pm, edited 1 time in total.
brokenshard_of_glass

Post by brokenshard_of_glass »

Cool....?
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Maveritchell
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Post by Maveritchell »

You do have one of your hardpoints left original in your last turret (BarrelNodeName = "cannon_L", but I'm not entirely sure that would cause a crash. Also, those collisionmeshes specified later on in the .odf are obviously not part of the rock model; but I'm certain that won't cause a crash, just a level 2 error. Try getting rid of the turretsections, and see what happens there. If I had to guess, they're probably the cause of the crash. (Also, let's see that BF2Log!)
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Snork
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Post by Snork »

This is my first version of the rock, it worked fine.
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "spa1_prop_rock02.msh"

[Properties]

FLYERSECTION = "BODY"
HUDModel = "hud_tie_interceptor_shape"
VehicleType = "fighter"
Label = "TIE Interceptor"
MapTexture = "tie-interceptor_icon"
HealthTexture = "HUD_imp_tiefighter_icon"
VehiclePosition = "common.vehiclepositions.pilot"

MapScale = 1.5
MapViewMin = 750
MapViewMax = 750

GeometryName = "spa1_prop_rock02"
//FirstPerson = "IMP\imptiftr;imp_1st_cockpit_tiefighter"
FirstPersonFOV = "52"
ThirdPersonFOV = "38"
CockpitTension = "22"
CollisionScale = 1.5
CollisionThreshold = 5.0
MaxHealth = 1500.0
//HitLocation = "p_crithit 1.5"

TimeRequiredToEject = "2.5"
EjectResistance = "0.01"
TimeTilReboard = "5.0"

PilotSkillRepairScale = 0.02

// PathFollower Attributes
PathFollowerClass = "imp"
PathFollowerClass_CTF = "imp_flag"
PathFollowerBranchPaths = "6"
PathFollowerBranchMaxAngle = "60"
PathFollowerMinBranchDist = "190.0"
PathFollowerBranchRange = "1500"

ExplosionDestruct = "imp_fly_tieinterceptor_exp"

//Julian's Magical Stats

BlurEffect = 0.9
BlurStart = 40.0

FOVEffect3rd = 90

FOVEffect1st = 90

Acceleraton = 50.0
MinSpeed = 35.0
MidSpeed = 80.0
MaxSpeed = 105.0
BoostSpeed = 170.0
//StrafeSpeed = 6.5

BoostAcceleration = 80.0

EnergyBar = 100
EnergyAutoRestore = 10
EnergyBoostDrain = 20
EnergyTrickDrainSingleTap = 15
EnergyTrickDrainDoubleTap = 30

TrickRollSpeed = 6.0
TrickFlipSpeed = 9.0
TrickSideRollStrafeSpeed = 30
TrickFlipCameraDetach = 0.24
TrickSideRollCameraDetach = 0.48

//end julians magical stats

PitchRate = 1.25
PitchFilter = 6.0
PitchFilterDecel = 6.0
PitchBuildupMultiplier = 1.0
TurnRate = 1.25
TurnFilter = 6.0
TurnFilterDecel = 6.0
TurnBuildupMultiplier = 1.0

BankAngle = 0.8
BankFilter = 3.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 3.15

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

TakeoffTime = 1.0
TakeoffSpeed = 10.0
LandingTime = 1.0
LandingSpeed = 12.5
TakeoffHeight = 1.5

EyePointOffset = "0.0 6.0 0.0"
TrackCenter = "0.0 3.5 -4.0"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "5.0"

FOVEFFectMinCamOffset3rd = "0.0 2.0 10.0"
FOVEFFectMaxCamOffset3rd = "0.0 5.0 -18.0"

AimTension = "20.0"

MoveTensionX = "3.1"
MoveTensionY = "2.9 15.0"
MoveTensionZ = "4.25"


ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "tie_interceptor"
ContrailAttachOffset = "-1.9864 3.6687 -1.391"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "tie_interceptor"
ContrailAttachOffset = "1.9864 3.6687 -1.391"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "tie_interceptor"
ContrailAttachOffset = "-1.9864 -1.6687 -1.391"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "tie_interceptor "
ContrailAttachOffset = "1.9864 -1.6687 -1.391"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"



ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "tie_interceptor"
ContrailAttachOffset = "-1.9864 3.6687 -1.391"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.6"
ContrailEffectMaxScale = "2.8"


ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "tie_interceptor"
ContrailAttachOffset = "1.9864 3.6687 -1.391"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.6"
ContrailEffectMaxScale = "2.8"


ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "tie_interceptor"
ContrailAttachOffset = "-1.9864 -1.6687 -1.391"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.6"
ContrailEffectMaxScale = "2.8"


ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "tie_interceptor "
ContrailAttachOffset = "1.9864 -1.6687 -1.391"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.6"
ContrailEffectMaxScale = "2.8"


WEAPONSECTION = 1

WeaponName = "imp_weap_fly_tieinter_cannon"
WeaponAmmo = "0"

AimerNodeName = "hp_fire_1"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

NextAimer = "-"

AimerNodeName = "hp_fire_2"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

NextAimer = "-"

AimerNodeName = "hp_fire_3"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

NextAimer = "-"

AimerNodeName = "hp_fire_4"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

WEAPONSECTION = 2

WeaponName = "imp_weap_fly_tieinter_missile"
WeaponAmmo = "0"

AimerNodeName = "hp_fire_1"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

NextAimer = "-"

AimerNodeName = "hp_fire_2"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

NextAimer = "-"

AimerNodeName = "hp_fire_3"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

NextAimer = "-"

AimerNodeName = "hp_fire_4"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

BuildingCollision = "p_buildingsphere"

TerrainCollision = "p_buildingsphere"

SoldierCollision = "p_collision_wingR"
SoldierCollision = "p_collision_wingR1"
SoldierCollision = "p_collision_wingR2"
SoldierCollision = "p_collision_wingR3"
SoldierCollision = "p_collision_wingR4"
SoldierCollision = "p_collision_wingL"
SoldierCollision = "p_collision_wingL1"
SoldierCollision = "p_collision_wingL2"
SoldierCollision = "p_collision_wingL3"
SoldierCollision = "p_collision_wingL4"
SoldierCollision = "p_collision_arms"
SoldierCollision = "p_collision_cockpit"

VehicleCollision = "p_buildingsphere"

OrdnanceCollision = "p_collision_wingR"
OrdnanceCollision = "p_collision_wingR1"
OrdnanceCollision = "p_collision_wingR2"
OrdnanceCollision = "p_collision_wingR3"
OrdnanceCollision = "p_collision_wingR4"
OrdnanceCollision = "p_collision_wingL"
OrdnanceCollision = "p_collision_wingL1"
OrdnanceCollision = "p_collision_wingL2"
OrdnanceCollision = "p_collision_wingL3"
OrdnanceCollision = "p_collision_wingL4"
OrdnanceCollision = "p_collision_arms"
OrdnanceCollision = "p_collision_cockpit"



CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "imp_fly_tieinterceptor_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "4.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke2"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "imp_fly_tieinterceptor_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "12.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "imp_fly_tieinterceptor_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 3.5 3.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"


// SPARK

DamageStartPercent = "85"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = "75"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_2"

// SMOKE

DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = "65"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_2"

// FLAME

DamageStartPercent = "35"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = "25"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_2"


VOUnitType = 53
EngineSound = "imp_fly_TIEint_engine_parameterized"
TakeoffSound = "imp_fly_TIE_take_off"
LandSound = "imp_fly_TIE_land"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "imp_fly_TIE_turn_on"
TurnOffSound = "imp_fly_TIE_turn_off"
TurningOffSound = "imp_fly_TIE_airbrakes_off"
TurnOffTime = "1.5"
ImpMusic = "imp_vehicle"
AllMusic = "all_vehicle"
CisMusic = "cis_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
AfterburnerOnSound = ""
AfterburnerOffSound = ""
AfterburnerSpeed = ""
FoleyFXGroup = "metal_foley"
Cockpit1stPersonSound = "imp_inf_com_space_chatter"
Cockpit3rdPersonSound = "imp_inf_com_space_chatter"
BoostSound = "imp_fly_TIE_shift_up_property 0.11 1"
BoostSound = "imp_fly_TIE_shift_up_property 0.53 1"
BoostSound = "imp_fly_TIE_shift_up_high_property 0.67 1"
BoostSound = "imp_fly_TIE_shift_down_property 0.15 0"
BoostSound = "imp_fly_TIE_shift_down_property 0.67 0"
TrickSound = "imp_fly_TIE_roll" //Played when the flyer performs a roll
FlipSound = "imp_fly_TIE_int_flip" //Played when the flyer performs a flip
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
//MinSpeed = 35.0 = .21
//MidSpeed = 80.0 = .47
//MaxSpeed = 105 = .62 Contrails at .68
//BoostSpeed = 170 = 1.0
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Post by FragMe! »

Dann
If it helps you I quickly added some hp and a real dummyroot to the tat1_bldg_mushroom.msh and it is on Filetoast zipped.
The hps are as follow hp_fire1 to hp_fire4 1 and 2 are at the more slopey end of the rock 3 is at the top and 4 is at the bottom
there are 2 engine hps called hp_engine1 and hp_engine2 they are at the fat end about 3/4 off center either way.

Your map rocks so it should have a flyable rock hope it works.

BTW I think the orignial dummy root might have been called mushroom_top
brokenshard_of_glass

Post by brokenshard_of_glass »

This sounds so confusing to someone who speaks english and not comp-tech. I just want to talk about the map, not lines and lines and lines of confusing garble-age
Ateas

Post by Ateas »

They're talking "comp-tech" because that's what Dann happens to need help with at the moment. All the stuff that's gonna be in the map has already been talked about. :roll:
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Post by Snork »

Then don't confuse us more by not helping us at all with making a flying rock. Savvy?

Anyway, on my version of the rock, I beleive it automaticaly can't find hp_fire and whatever so it automaticaly puts it at the dummyroot, Cause all the lasers come from the center of the rock, I'm not sure though.
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Post by Maveritchell »

Snork wrote:Then don't confuse us more by not helping us at all with making a flying rock. Savvy?

Anyway, on my version of the rock, I beleive it automaticaly can't find hp_fire and whatever so it automaticaly puts it at the dummyroot, Cause all the lasers come from the center of the rock, I'm not sure though.
Yeah, when it can't find a hardpoint, it centers it on the origin null of a model, which is usually named dummyroot. It'll also give a level 2 error, which isn't usually enough to crash the map, but I wasn't sure if that would apply with that many instances of it.

It would seem it might have been a moot point, though, if the origin null was called "mushroom_top." :)
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Post by Darth_Maleval »

WHOA! My brainn huuuurrts! Too many colors! Swirling together! For some reason, I think of "Peanut Butter Jelly Time" when I look at this map.
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Post by {501st}Commander_Appo »

I agree with Darth_Maleval,that map is like so colorful and huge and I think the of Sgt.Peppers playing all over Pepperland
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Post by SBF_Dann_Boeing »

brokenshard_of_glass wrote:This sounds so confusing to someone who speaks english and not comp-tech. I just want to talk about the map, not lines and lines and lines of confusing garble-age
hey if u want the map done, don't complain about people giving me help with it :P
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Post by SBF_Dann_Boeing »

FragMe! wrote:Dann
If it helps you I quickly added some hp and a real dummyroot to the tat1_bldg_mushroom.msh and it is on Filetoast zipped.
The hps are as follow hp_fire1 to hp_fire4 1 and 2 are at the more slopey end of the rock 3 is at the top and 4 is at the bottom
there are 2 engine hps called hp_engine1 and hp_engine2 they are at the fat end about 3/4 off center either way.

Your map rocks so it should have a flyable rock hope it works.

BTW I think the orignial dummy root might have been called mushroom_top
It's still having problems:
Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "lsd_fly_rock TURRET1" node "dummyroot" not found

Message Severity: 3
.\Source\Aimer.cpp(711)
Aimer "lsd_fly_rock TURRET1 WEAPON1" barrel node "dummyroot" not found

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET1 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(711)
Aimer "lsd_fly_rock TURRET1 WEAPON1" barrel node "dummyroot" not found

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET1 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "lsd_fly_rock TURRET2" node "dummyroot" not found

Message Severity: 3
.\Source\Aimer.cpp(711)
Aimer "lsd_fly_rock TURRET2 WEAPON1" barrel node "dummyroot" not found

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET2 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(711)
Aimer "lsd_fly_rock TURRET2 WEAPON1" barrel node "dummyroot" not found

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET2 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "lsd_fly_rock TURRET3" node "dummyroot" not found

Message Severity: 3
.\Source\Aimer.cpp(711)
Aimer "lsd_fly_rock TURRET3 WEAPON1" barrel node "dummyroot" not found

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET3 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(711)
Aimer "lsd_fly_rock TURRET3 WEAPON1" barrel node "dummyroot" not found

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET3 WEAPON1" fire node "hp_fire4" is not a child of aimer node
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Movable turrets

Post by AceMastermind »

Movable turrets require there to be a hierarchy in the mesh, you'll either need to create one or just use fire points to shoot from the rock from different positions.
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Post by Maveritchell »

AceMastermind wrote:Movable turrets require there to be a hierarchy in the mesh, you'll either need to create one or just use fire points to shoot from the rock from different positions.
Yeah, but despite being severity 3 errors, as long as he's got correct aimernodes, he'll be able to use the turrets (however without swiveling) and the map shouldn't crash.
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Turret ODF breakdown

Post by AceMastermind »

According to the ODF he posted, he's using the dummyroot as an aimer which you can't do because it's the parent to the whole mesh, in other words, if you make the dummyroot an aimer, it will want to yaw and pitch according to Dan's odf and thus will try to yaw and pitch the whole object, and also he is trying to use the dummyroot from several other turret positions all conflicting each other.
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Post by SBF_Dann_Boeing »

um....so what's the solution? I just want the rock to have a pilot with 2 weapons, and 3 turret seats each with 1 weapon firing. I don't care where things are fired from or positioned, i just want it to work, and to be drivable/usable.
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Post by Maveritchell »

AceMastermind wrote:According to the ODF he posted, he's using the dummyroot as an aimer which you can't do because it's the parent to the whole mesh, in other words, if you make the dummyroot an aimer, it will want to yaw and pitch according to Dan's odf and thus will try to yaw and pitch the whole object, and also he is trying to use the dummyroot from several other turret positions all conflicting each other.
Oh, gotcha. Dann, your solution looks something like this:
TurretSection wrote: TurretNodeName ="any_node_besides_dummyroot_even_a_nonexistant_node"
AimerNodeName = "any_node_besides_dummyroot_even_nonexistant2"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "hp_fire2"
BarrelRecoil = 0.15
FirePointName = "hp_fire2"

NextBarrel = "-"

BarrelNodeName = "hp_fire3"
BarrelRecoil = 0.15
FirePointName = "hp_fire3"
That would obviously depend on the names of your fire nodes (which you can make the same as your barrel nodes, so long as they're real) and the names of your nonexistant nodes, which can be George and Ringo, if you really want them to. Just as long as they're not dummyroot or whatever the parent node is in your model. Also, just to be sure, don't include a pilot position in your turretsection.
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Post by SBF_Dann_Boeing »

same issue.
Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "lsd_fly_rock TURRET1" node "basicpoint" not found

Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "lsd_fly_rock TURRET1 WEAPON1" mount node "basicpoint" not found

Message Severity: 3
.\Source\Aimer.cpp(716)
Aimer "lsd_fly_rock TURRET1 WEAPON1" barrel node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET1 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(716)
Aimer "lsd_fly_rock TURRET1 WEAPON1" barrel node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET1 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "lsd_fly_rock TURRET2" node "basicpoint" not found

Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "lsd_fly_rock TURRET2 WEAPON1" mount node "basicpoint" not found

Message Severity: 3
.\Source\Aimer.cpp(716)
Aimer "lsd_fly_rock TURRET2 WEAPON1" barrel node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET2 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(716)
Aimer "lsd_fly_rock TURRET2 WEAPON1" barrel node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET2 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "lsd_fly_rock TURRET3" node "basicpoint" not found

Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "lsd_fly_rock TURRET3 WEAPON1" mount node "basicpoint" not found

Message Severity: 3
.\Source\Aimer.cpp(716)
Aimer "lsd_fly_rock TURRET3 WEAPON1" barrel node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET3 WEAPON1" fire node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(716)
Aimer "lsd_fly_rock TURRET3 WEAPON1" barrel node "hp_fire4" is not a child of aimer node

Message Severity: 3
.\Source\Aimer.cpp(753)
Aimer "lsd_fly_rock TURRET3 WEAPON1" fire node "hp_fire4" is not a child of aimer node
i used basicpoint as my non-existant hardpoint
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