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How do I offset the laser?

Posted: Sat Feb 22, 2014 1:44 pm
by Anakin
hi,

das anyone knows, how to make a offset so the laser doesn't come from anywhere over me. It should start at the gun you see.
Hidden/Spoiler:
Image

Re: laser offset

Posted: Sat Feb 22, 2014 2:40 pm
by Marth8880
Depends. What type of entity is this? Vehicle, armed building, or unit? If it's a unit, you can't change it, but if it's a vehicle or an armed building (basically a turret), the shots come out of the aimer hard point.

Example:

Code: Select all

AimerNodeName           = "missilepod_aimer_l1"
AimerYawLimits          = "-20.0 20.0"
AimerPitchLimits        = "-20.0 20.0"
FireOutsideLimits       = "1"

Re: laser offset

Posted: Sun Feb 23, 2014 5:55 am
by Anakin
it's a building:

rep_bldg_inf_e_web
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_bldg_inf_e_web"
GeometryName = "rep_bldg_e_web.msh"

[Properties]


BUILDINGSECTION = "BODY"
GeometryName = "rep_bldg_e_web"
ExplosionName = "rep_bldg_inf_e_web_exp"
FirstPerson = "rep\rep;com_1st_e_web"

BUILDINGSECTION = "TURRET1"

TurretNodeName = "aimer_gun"

TURRETSECTION = "TURRET1"

WeaponName = "rep_weap_e_web_laser"
WeaponAmmo = "0"

AimerNodeName = "aimer_gun"
FirePointName = "hp_fire"

com_bldg_inf_e_web
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "portableturret"
GeometryName = "rep_bldg_e_web.msh"

[Properties]

BUILDINGSECTION = "BODY"

MapTexture = "turret_icon"
MapScale = "1.2"

GeometryName = "rep_bldg_e_web"
ExplosionName = "com_inf_rechargedroid_exp"

MaxHealth = "450.0"
RespawnTime = "999999.9"

BUILDINGSECTION = "TURRET1"

ForceMode = 2

IsPilotExposed = "1"

TurretNodeName = "aimer_gun"
FirePointName = "aimer_gun"
//FirePointName = "hp_fire"

PitchLimits = "-40 30"
YawLimits = "-80 80"

PitchTurnFactor = "0.0"



//EyePointOffset = "0.0 1.5 1"
TrackCenter = "0.0 0.0 -2.0"
TrackOffset = "0.0 0.0 1.5"

TiltValue = "5"

ThirdPersonFOV = "65"

MaxTurnSpeed = "5.0"
MaxPitchSpeed = "5.0"
//PitchRate = "2.0"
//TurnRate = "5.0"
PCMaxPitchSpeed = "5.0"
PCMaxTurnSpeed = "5.0"

PilotPosition = "hp_active"
Pilot9Pose = "minigun_9pose"
FirstPerson = "rep\rep;com_1st_e_web"

AimerNodeName = "aimer_gun"
MaxTurnSpeed = "2.85"
MaxPitchSpeed = "0.75"
AimerPitchLimits = "-45.0 45.0"
AimerYawLimits = "-5.0 5.0"

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

FoleyFXGroup = "metal_foley"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_smokeplume"
DamageAttachPoint = "hp_smoke_1"
i changed the higlighted things, but nothings changed. Can you maybe explain me, what the highlighted lines are good for, and how the
AimerNodeName,
AimerYawLimits,
AimerPitchLimits,
FireOutsideLimits,
functions work???

Re: laser offset

Posted: Sun Feb 23, 2014 6:27 am
by AceMastermind
Anakin wrote:...Can you maybe explain me, what the highlighted lines are good for, and how the
AimerNodeName,
AimerYawLimits,
AimerPitchLimits,
FireOutsideLimits,
functions work???
viewtopic.php?f=27&t=26985&p=459956#p459956

Re: laser offset

Posted: Sun Feb 23, 2014 10:02 am
by Anakin
Thanks for the tutorial.


This is now my modifyed rep_bldg_inf_e_web.odf. But it still does not work.

Has someone an idea why?? I put everything from the com odf to the rep odf. And there i changed the firepoint to aimer_gun. But it still shots from somewhere over me
Hidden/Spoiler:
[code]
[GameObjectClass]
ClassLabel = "portableturret"
GeometryName = "rep_bldg_e_web.msh"

[Properties]
BUILDINGSECTION = "BODY"

MapTexture = "turret_icon"
MapScale = "1.2"

GeometryName = "rep_bldg_e_web"
ExplosionName = "rep_bldg_inf_e_web_exp"
FirstPerson = "rep\rep;com_1st_e_web"

MaxHealth = "450.0"
RespawnTime = "999999.9"


BUILDINGSECTION = "TURRET1"

ForceMode = 2
IsPilotExposed = "1"

TurretNodeName = "aimer_gun"
FirePointName = "aimer_gun"
//FirePointName = "hp_fire"
PitchLimits = "-40 30"
YawLimits = "-80 80"

PitchTurnFactor = "0.0"

TrackCenter = "0.0 0.0 -2.0"
TrackOffset = "0.0 0.0 1.5"
TiltValue = "5"

ThirdPersonFOV = "65"

MaxTurnSpeed = "5.0"
MaxPitchSpeed = "5.0"
PCMaxPitchSpeed = "5.0"
PCMaxTurnSpeed = "5.0"

PilotPosition = "hp_active"
Pilot9Pose = "minigun_9pose"
FirstPerson = "rep\rep;com_1st_e_web"

AimerNodeName = "aimer_gun"
MaxTurnSpeed = "2.85"
MaxPitchSpeed = "0.75"
AimerPitchLimits = "-45.0 45.0"
AimerYawLimits = "-5.0 5.0"

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

FoleyFXGroup = "metal_foley"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_smokeplume"
DamageAttachPoint = "hp_smoke_1"


TURRETSECTION = "TURRET1"

WeaponName = "rep_weap_e_web_laser"
WeaponAmmo = "0"

[/code]