Suffice it to say, I am trying to create a small at-at, via scale in the munge.bat of its animation folder, the .msh option, and via odf. Then I am trying to make said at-at playable. I have successfully done the first step, of making it small, and yes I also placed the at-at's animations in SoldierAnimationBank copied template folder.
I also did all the needed stuff for that, and I also made the second At-at animation set that is required.
There is no errors on this side, it is with the odf I made that the error lies. First I tried with a magna guard base, then Gogie said I should use a droideka for the base. Doing this got rid of my first error, but supplied me with the current error at hand.
Hidden/Spoiler:
Message Severity: 3
.\Source\EntityDroideka.cpp(4302)
Droideka "stg_hero_tinyatat" has no spine
Message Severity: 3
.\Source\EntityDroideka.cpp(4307)
Droideka "stg_hero_tinyatat" skeleton missing bone_spine1
Message Severity: 3
.\Source\EntityDroideka.cpp(4308)
Droideka "stg_hero_tinyatat" skeleton missing bone_spine2
Message Severity: 3
.\Source\EntityDroideka.cpp(4309)
Droideka "stg_hero_tinyatat" skeleton missing bone_spine3
Message Severity: 3
.\Source\EntityDroideka.cpp(4318)
Droideka "stg_hero_tinyatat" skeleton missing bone_r_arm1
Message Severity: 3
.\Source\EntityDroideka.cpp(4319)
Droideka "stg_hero_tinyatat" skeleton missing bone_l_arm1
.\Source\EntityDroideka.cpp(4302)
Droideka "stg_hero_tinyatat" has no spine
Message Severity: 3
.\Source\EntityDroideka.cpp(4307)
Droideka "stg_hero_tinyatat" skeleton missing bone_spine1
Message Severity: 3
.\Source\EntityDroideka.cpp(4308)
Droideka "stg_hero_tinyatat" skeleton missing bone_spine2
Message Severity: 3
.\Source\EntityDroideka.cpp(4309)
Droideka "stg_hero_tinyatat" skeleton missing bone_spine3
Message Severity: 3
.\Source\EntityDroideka.cpp(4318)
Droideka "stg_hero_tinyatat" skeleton missing bone_r_arm1
Message Severity: 3
.\Source\EntityDroideka.cpp(4319)
Droideka "stg_hero_tinyatat" skeleton missing bone_l_arm1
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "walkerdroid"
GeometryName = "imp_walk_atat.msh"
[Properties]
WALKERSECTION = "BODY"
VehicleType = "medium"
DeathDustEffect = "deathdustcloud_brown"
DeathDustDelay = "5.1"
DeathDustOffset = "0.0 0.0 0.0"
ExplosionName = "cis_inf_droideka_exp"
MapTexture = "troop_icon"
HealthTexture = "HUD_cis_droideka_icon"
MapScale = 1.4
MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100
GeometryName = "imp_walk_atat"
AnimationName = "tinyatat"
AnimationExtraFile = "tinyatat1"
FirstPerson = "CIS\cisdrde;cis_1st_droideka"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
NoEnterVehicles = 1
MaxHealth = "550.0"
HealthType = "droid"
Acceleraton = "1.0"
MaxSpeed = "2.0"
MaxStrafeSpeed = "0.0"
MaxTurnSpeed = "0.4"
PCMaxYawSpeed = 1.0
PCMaxTurnSpeed = 1.0
PCPitchRate = .6
PitchRate = 0
PitchFilter = 0
TurnRate = 0
TurnFilter = 0
StoppedTurnSpeed = "0.05"
ForwardTurnSpeed = "0.03"
TurnThreshold = "0.35"
EnergyBar = "100.0"
EnergyRestore = "10.0"
EnergyRestoreIdle = "15.0"
EnergyDrainSprint = "30.0"
EnergyMinSprint = "30.0"
StompEffect = "com_sfx_walkerstomp" // used for jump, bounce off terrain
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.5 4.5"
TiltValue = "5.0"
CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.5 4.5"
TiltValue = "1.0"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "5.0"
CAMERASECTION = "SPLITSTAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "5.0"
CAMERASECTION = "SPLITSTANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "3.5"
CAMERASECTION = "SPLITCROUCH"
EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 0.2 4.5"
TiltValue = "5.0"
//***********************************************
//*********** MAIN WEAPON VALUES **************
//***********************************************
WEAPONSECTION = 1
//TurretNodeName = "aimer_head"
WeaponName = "imp_weap_walk_atat_cannon_head"
WeaponAmmo = "0"
// /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
BarrelNodeName = "aimer_Lgun"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-60.0 60.0"
FirePointName = "hp_fire_Lgun"
BarrelRecoil = "0.0"
NextBarrel = "-"
BarrelNodeName = "aimer_Rgun"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-60.0 60.0"
FirePointName = "hp_fire_Rgun"
BarrelRecoil = "0.0"
//YawLimits = "-25 20"
//PitchLimits = "-20 15"
//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"
//PCPitchTurnFactor = "10.0"
//PCYawTurnFactor = "10.0"
//
//EyePointOffset = "-1.0 0.0 9.0"
//TrackCenter = "0.0 4.0 4.0"
//TrackOffset = "0.0 -1.0 6.0"
WEAPONSECTION = 2
WeaponName = "imp_weap_walk_atat_cannon_chin"
WeaponAmmo = "0" //"5"
// /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
AimerPitchLimits = "-30 15"
AimerYawLimits = "-70 70"
FireOutsideLimits = 1
AimerNodeName = "barrel_Lcannon"
FirePoint = "hp_fire_Lcannon"
BarrelRecoil = "0.4"
NextAimer = "-"
AimerPitchLimits = "-30 15"
AimerYawLimits = "-70 70"
FireOutsideLimits = 1
AimerNodeName = "barrel_Rcannon"
FirePoint = "hp_fire_Rcannon"
BarrelRecoil = "0.4"
TEMP_AnimationSpeed = "1.5"
TEMP_Type = "1" //Sets up collision and number of legs, will be moved to the msh file
WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"
//***********************************************
//*********** ANIMATION VALUES ****************
//***********************************************
LegPairCount = "2"
WalkerLegPair = "front_legs"
LegBoneLeft = "bone_fl_thigh"
LegBoneRight = "bone_fr_thigh"
LegBoneTopLeft = "bone_fl_thigh"
LegBoneTopRight = "bone_fr_thigh"
TerrainLeft = "p_front_left"
TerrainRight = "p_front_right"
FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"
WalkerLegPair = "back_legs"
LegBoneLeft = "bone_bl_thigh"
LegBoneRight = "bone_br_thigh"
LegBoneTopLeft = "bone_bl_thigh"
LegBoneTopRight = "bone_br_thigh"
TerrainLeft = "p_back_left"
TerrainRight = "p_back_right"
FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "droideka_chunk1"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 -4.0 2.0"
ChunkSpeed = 9.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "droideka_chunk3"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-4.0 0.0 0.0"
ChunkSpeed = 8.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "droideka_chunk3"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 4.0 0.0"
ChunkSpeed = 8.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "droideka_chunk4"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 -4.0"
ChunkSpeed = 7.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "droideka_chunk5"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 0.0 0.0"
ChunkSpeed = 9.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.02
PointsToUnlock = 12
VOUnitType = 081
Footstep0Sound = "cis_inf_droideka_step"
Footstep1Sound = "cis_inf_droideka_step"
Footstep2Sound = "cis_inf_droideka_step"
HydraulicSound = ""
HydraulicSoundHeight = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
EngineSound = "cis_walk_droideka_engine_parameterized"
TurnOnSound = "cis_droideka_fold"
TurnOffSound = "cis_droideka_unfold"
FoleyFXClass = "cis_inf_droid"
VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"
VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
//***********************************************
//*********** COLLISION VALUES ****************
//***********************************************
TerrainCollision = "p_front_left"
TerrainCollision = "p_back_right"
TerrainCollision = "p_front_right"
TerrainCollision = "p_back_left"
BuildingCollision = "p_front_left"
BuildingCollision = "p_front_right"
BuildingCollision = "p_back_left"
BuildingCollision = "p_back_right"
BuildingCollision = "p_main_building"
BuildingCollision = "p_head_building"
TargetableCollision = "p_front_left_thigh"
TargetableCollision = "p_front_left_shin"
TargetableCollision = "p_front_right_thigh"
TargetableCollision = "p_front_right_shin"
TargetableCollision = "p_back_left_thigh"
TargetableCollision = "p_back_left_shin"
TargetableCollision = "p_back_right_thigh"
TargetableCollision = "p_back_right_shin"
TowCableCollision = "p_front_left_thigh 0.36 0.0 1.06"
SmashParkedFlyers = "1"
TowCableCollision = "p_front_left_shin 0.36 0.0 1.06"
TowCableCollision = "p_front_left 0.5 0.0 1.1"
TowCableCollision = "p_front_right_thigh -0.36 0.0 1.06"
TowCableCollision = "p_front_right_shin -0.36 0.0 1.06"
TowCableCollision = "p_front_right -0.5 0.0 1.1"
TowCableCollision = "p_back_right_thigh -0.36 0.0 -1.06"
TowCableCollision = "p_back_right_shin -0.36 0.0 -1.06"
TowCableCollision = "p_back_right -0.5 0.0 -1.1"
TowCableCollision = "p_back_left_thigh 0.36 0.0 -1.06"
TowCableCollision = "p_back_left_shin 0.36 0.0 -1.06"
TowCableCollision = "p_back_left 0.5 0.0 -1.1"
VehicleCollision ="p_front_left_vehicle"
VehicleCollision ="p_front_right_vehicle"
VehicleCollision ="p_back_left_vehicle"
VehicleCollision ="p_back_right_vehicle"
VehicleCollision ="p_main_vehicle"
VehicleCollision ="p_head_vehicle"
OrdnanceCollision = "p_main_soldier1"
OrdnanceCollision = "p_main_soldier2"
OrdnanceCollision = "p_main_soldier3"
OrdnanceCollision = "p_main_soldier4"
OrdnanceCollision = "p_main_soldier5"
OrdnanceCollision = "p_neck_soldier"
OrdnanceCollision = "p_head_soldier"
OrdnanceCollision = "p_front_left_thigh"
OrdnanceCollision = "p_front_left_shin"
OrdnanceCollision = "p_front_left"
OrdnanceCollision = "p_front_right_thigh"
OrdnanceCollision = "p_front_right_shin"
OrdnanceCollision = "p_front_right"
OrdnanceCollision = "p_back_left_thigh"
OrdnanceCollision = "p_back_left_shin"
OrdnanceCollision = "p_back_left"
OrdnanceCollision = "p_back_right_thigh"
OrdnanceCollision = "p_back_right_shin"
OrdnanceCollision = "p_back_right"
SoldierCollision = "p_main_soldier1"
SoldierCollision = "p_main_soldier2"
SoldierCollision = "p_main_soldier3"
SoldierCollision = "p_main_soldier4"
SoldierCollision = "p_main_soldier5"
SoldierCollision = "p_neck_soldier"
SoldierCollision = "p_head_soldier"
SoldierCollision = "p_front_left_thigh"
SoldierCollision = "p_front_left_shin"
SoldierCollision = "p_front_left"
SoldierCollision = "p_front_right_thigh"
SoldierCollision = "p_front_right_shin"
SoldierCollision = "p_front_right"
SoldierCollision = "p_back_left_thigh"
SoldierCollision = "p_back_left_shin"
SoldierCollision = "p_back_left"
SoldierCollision = "p_back_right_thigh"
SoldierCollision = "p_back_right_shin"
SoldierCollision = "p_back_right"
******** DAMAGE VALUES ****************
//***********************************************
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fl_thigh"
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fr_thigh"
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_bl_thigh"
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_br_thigh"
DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fl_calf"
DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fr_calf"
DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_bl_calf"
DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_br_calf"
//DamageStartPercent = 30.0
//DamageStopPercent = 20.0
//DamageEffect = "com_sfx_vehiclesmoke"
//DamageEffectScale = 3.0
//DamageInheritVelocity = 0.0
//DamageAttachPoint = "hp_damage_1"
//DamageStartPercent = 15.0
//DamageStopPercent = 0.0
//DamageEffect = "com_sfx_vehicleflame"
//DamageEffectScale = 3.0
//DamageInheritVelocity = 0.0
//DamageAttachPoint = "hp_damage_1"
ClassLabel = "walkerdroid"
GeometryName = "imp_walk_atat.msh"
[Properties]
WALKERSECTION = "BODY"
VehicleType = "medium"
DeathDustEffect = "deathdustcloud_brown"
DeathDustDelay = "5.1"
DeathDustOffset = "0.0 0.0 0.0"
ExplosionName = "cis_inf_droideka_exp"
MapTexture = "troop_icon"
HealthTexture = "HUD_cis_droideka_icon"
MapScale = 1.4
MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100
GeometryName = "imp_walk_atat"
AnimationName = "tinyatat"
AnimationExtraFile = "tinyatat1"
FirstPerson = "CIS\cisdrde;cis_1st_droideka"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
NoEnterVehicles = 1
MaxHealth = "550.0"
HealthType = "droid"
Acceleraton = "1.0"
MaxSpeed = "2.0"
MaxStrafeSpeed = "0.0"
MaxTurnSpeed = "0.4"
PCMaxYawSpeed = 1.0
PCMaxTurnSpeed = 1.0
PCPitchRate = .6
PitchRate = 0
PitchFilter = 0
TurnRate = 0
TurnFilter = 0
StoppedTurnSpeed = "0.05"
ForwardTurnSpeed = "0.03"
TurnThreshold = "0.35"
EnergyBar = "100.0"
EnergyRestore = "10.0"
EnergyRestoreIdle = "15.0"
EnergyDrainSprint = "30.0"
EnergyMinSprint = "30.0"
StompEffect = "com_sfx_walkerstomp" // used for jump, bounce off terrain
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.5 4.5"
TiltValue = "5.0"
CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.5 4.5"
TiltValue = "1.0"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "5.0"
CAMERASECTION = "SPLITSTAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "5.0"
CAMERASECTION = "SPLITSTANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "3.5"
CAMERASECTION = "SPLITCROUCH"
EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 0.2 4.5"
TiltValue = "5.0"
//***********************************************
//*********** MAIN WEAPON VALUES **************
//***********************************************
WEAPONSECTION = 1
//TurretNodeName = "aimer_head"
WeaponName = "imp_weap_walk_atat_cannon_head"
WeaponAmmo = "0"
// /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
BarrelNodeName = "aimer_Lgun"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-60.0 60.0"
FirePointName = "hp_fire_Lgun"
BarrelRecoil = "0.0"
NextBarrel = "-"
BarrelNodeName = "aimer_Rgun"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-60.0 60.0"
FirePointName = "hp_fire_Rgun"
BarrelRecoil = "0.0"
//YawLimits = "-25 20"
//PitchLimits = "-20 15"
//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"
//PCPitchTurnFactor = "10.0"
//PCYawTurnFactor = "10.0"
//
//EyePointOffset = "-1.0 0.0 9.0"
//TrackCenter = "0.0 4.0 4.0"
//TrackOffset = "0.0 -1.0 6.0"
WEAPONSECTION = 2
WeaponName = "imp_weap_walk_atat_cannon_chin"
WeaponAmmo = "0" //"5"
// /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
AimerPitchLimits = "-30 15"
AimerYawLimits = "-70 70"
FireOutsideLimits = 1
AimerNodeName = "barrel_Lcannon"
FirePoint = "hp_fire_Lcannon"
BarrelRecoil = "0.4"
NextAimer = "-"
AimerPitchLimits = "-30 15"
AimerYawLimits = "-70 70"
FireOutsideLimits = 1
AimerNodeName = "barrel_Rcannon"
FirePoint = "hp_fire_Rcannon"
BarrelRecoil = "0.4"
TEMP_AnimationSpeed = "1.5"
TEMP_Type = "1" //Sets up collision and number of legs, will be moved to the msh file
WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"
//***********************************************
//*********** ANIMATION VALUES ****************
//***********************************************
LegPairCount = "2"
WalkerLegPair = "front_legs"
LegBoneLeft = "bone_fl_thigh"
LegBoneRight = "bone_fr_thigh"
LegBoneTopLeft = "bone_fl_thigh"
LegBoneTopRight = "bone_fr_thigh"
TerrainLeft = "p_front_left"
TerrainRight = "p_front_right"
FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"
WalkerLegPair = "back_legs"
LegBoneLeft = "bone_bl_thigh"
LegBoneRight = "bone_br_thigh"
LegBoneTopLeft = "bone_bl_thigh"
LegBoneTopRight = "bone_br_thigh"
TerrainLeft = "p_back_left"
TerrainRight = "p_back_right"
FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "droideka_chunk1"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 -4.0 2.0"
ChunkSpeed = 9.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "droideka_chunk3"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-4.0 0.0 0.0"
ChunkSpeed = 8.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "droideka_chunk3"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 4.0 0.0"
ChunkSpeed = 8.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "droideka_chunk4"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 -4.0"
ChunkSpeed = 7.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "droideka_chunk5"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 0.0 0.0"
ChunkSpeed = 9.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.02
PointsToUnlock = 12
VOUnitType = 081
Footstep0Sound = "cis_inf_droideka_step"
Footstep1Sound = "cis_inf_droideka_step"
Footstep2Sound = "cis_inf_droideka_step"
HydraulicSound = ""
HydraulicSoundHeight = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
EngineSound = "cis_walk_droideka_engine_parameterized"
TurnOnSound = "cis_droideka_fold"
TurnOffSound = "cis_droideka_unfold"
FoleyFXClass = "cis_inf_droid"
VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"
VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
//***********************************************
//*********** COLLISION VALUES ****************
//***********************************************
TerrainCollision = "p_front_left"
TerrainCollision = "p_back_right"
TerrainCollision = "p_front_right"
TerrainCollision = "p_back_left"
BuildingCollision = "p_front_left"
BuildingCollision = "p_front_right"
BuildingCollision = "p_back_left"
BuildingCollision = "p_back_right"
BuildingCollision = "p_main_building"
BuildingCollision = "p_head_building"
TargetableCollision = "p_front_left_thigh"
TargetableCollision = "p_front_left_shin"
TargetableCollision = "p_front_right_thigh"
TargetableCollision = "p_front_right_shin"
TargetableCollision = "p_back_left_thigh"
TargetableCollision = "p_back_left_shin"
TargetableCollision = "p_back_right_thigh"
TargetableCollision = "p_back_right_shin"
TowCableCollision = "p_front_left_thigh 0.36 0.0 1.06"
SmashParkedFlyers = "1"
TowCableCollision = "p_front_left_shin 0.36 0.0 1.06"
TowCableCollision = "p_front_left 0.5 0.0 1.1"
TowCableCollision = "p_front_right_thigh -0.36 0.0 1.06"
TowCableCollision = "p_front_right_shin -0.36 0.0 1.06"
TowCableCollision = "p_front_right -0.5 0.0 1.1"
TowCableCollision = "p_back_right_thigh -0.36 0.0 -1.06"
TowCableCollision = "p_back_right_shin -0.36 0.0 -1.06"
TowCableCollision = "p_back_right -0.5 0.0 -1.1"
TowCableCollision = "p_back_left_thigh 0.36 0.0 -1.06"
TowCableCollision = "p_back_left_shin 0.36 0.0 -1.06"
TowCableCollision = "p_back_left 0.5 0.0 -1.1"
VehicleCollision ="p_front_left_vehicle"
VehicleCollision ="p_front_right_vehicle"
VehicleCollision ="p_back_left_vehicle"
VehicleCollision ="p_back_right_vehicle"
VehicleCollision ="p_main_vehicle"
VehicleCollision ="p_head_vehicle"
OrdnanceCollision = "p_main_soldier1"
OrdnanceCollision = "p_main_soldier2"
OrdnanceCollision = "p_main_soldier3"
OrdnanceCollision = "p_main_soldier4"
OrdnanceCollision = "p_main_soldier5"
OrdnanceCollision = "p_neck_soldier"
OrdnanceCollision = "p_head_soldier"
OrdnanceCollision = "p_front_left_thigh"
OrdnanceCollision = "p_front_left_shin"
OrdnanceCollision = "p_front_left"
OrdnanceCollision = "p_front_right_thigh"
OrdnanceCollision = "p_front_right_shin"
OrdnanceCollision = "p_front_right"
OrdnanceCollision = "p_back_left_thigh"
OrdnanceCollision = "p_back_left_shin"
OrdnanceCollision = "p_back_left"
OrdnanceCollision = "p_back_right_thigh"
OrdnanceCollision = "p_back_right_shin"
OrdnanceCollision = "p_back_right"
SoldierCollision = "p_main_soldier1"
SoldierCollision = "p_main_soldier2"
SoldierCollision = "p_main_soldier3"
SoldierCollision = "p_main_soldier4"
SoldierCollision = "p_main_soldier5"
SoldierCollision = "p_neck_soldier"
SoldierCollision = "p_head_soldier"
SoldierCollision = "p_front_left_thigh"
SoldierCollision = "p_front_left_shin"
SoldierCollision = "p_front_left"
SoldierCollision = "p_front_right_thigh"
SoldierCollision = "p_front_right_shin"
SoldierCollision = "p_front_right"
SoldierCollision = "p_back_left_thigh"
SoldierCollision = "p_back_left_shin"
SoldierCollision = "p_back_left"
SoldierCollision = "p_back_right_thigh"
SoldierCollision = "p_back_right_shin"
SoldierCollision = "p_back_right"
******** DAMAGE VALUES ****************
//***********************************************
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fl_thigh"
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fr_thigh"
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_bl_thigh"
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_br_thigh"
DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fl_calf"
DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fr_calf"
DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_bl_calf"
DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_br_calf"
//DamageStartPercent = 30.0
//DamageStopPercent = 20.0
//DamageEffect = "com_sfx_vehiclesmoke"
//DamageEffectScale = 3.0
//DamageInheritVelocity = 0.0
//DamageAttachPoint = "hp_damage_1"
//DamageStartPercent = 15.0
//DamageStopPercent = 0.0
//DamageEffect = "com_sfx_vehicleflame"
//DamageEffectScale = 3.0
//DamageInheritVelocity = 0.0
//DamageAttachPoint = "hp_damage_1"



