Making animated vehicles to autoturrets

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
Darth_Spiderpig
Sith Master
Sith Master
Posts: 2631
Joined: Fri Mar 27, 2009 10:23 am
Projects :: Something cool...
Games I'm Playing :: BF2 CoDBO BFBC2
xbox live or psn: Has no xbox....Yup
Location: Does whatever a Spiderpig does
Contact:

Making animated vehicles to autoturrets

Post by Darth_Spiderpig »

Hi there, I have a simple question: How do I get my animated gunships to fire on enemies?

I changed the ClassLabel to armedbuilding and wrote under every single weapon section
Pilottype = "self" but they don't fire.

Have I missed something or can't they shoot?
User avatar
ThePanda
Private Second Class
Posts: 74
Joined: Sat Dec 20, 2008 4:22 pm

Re: Making animated vehicles to autoturrets

Post by ThePanda »

Can I ask you how you managed to animate the gunship in the first place without making it a prop? It has me stumped, do you need to have every weapon-related odf in your worlds odf folder?

Also, you should check to see if each weapon section has these lines:

Code: Select all

AITargetPerson      = "1"
AITargetAnimal      = "1"
AITargetDroid       = "1"
AITargetVehicle     = "1"
AITargetBuilding    = "1"
I'm sure that they depict what the AI fires at, but I'm not 100% on it.
Darth_Spiderpig
Sith Master
Sith Master
Posts: 2631
Joined: Fri Mar 27, 2009 10:23 am
Projects :: Something cool...
Games I'm Playing :: BF2 CoDBO BFBC2
xbox live or psn: Has no xbox....Yup
Location: Does whatever a Spiderpig does
Contact:

Re: Making animated vehicles to autoturrets

Post by Darth_Spiderpig »

I changed their classlabel to armedbuilding.


Thanks, I will try that. :thumbs:
User avatar
ThePanda
Private Second Class
Posts: 74
Joined: Sat Dec 20, 2008 4:22 pm

Re: Making animated vehicles to autoturrets

Post by ThePanda »

No I mean, did you copy the gunship assets to your world odf folder, or did you place a vehicle spawn and animate that instead?

Also, for the sake of it I think there is a line

Code: Select all

AutoFire = 1
But I'm not sure. It makes the weapons fire without anybody nearby.
Darth_Spiderpig
Sith Master
Sith Master
Posts: 2631
Joined: Fri Mar 27, 2009 10:23 am
Projects :: Something cool...
Games I'm Playing :: BF2 CoDBO BFBC2
xbox live or psn: Has no xbox....Yup
Location: Does whatever a Spiderpig does
Contact:

Re: Making animated vehicles to autoturrets

Post by Darth_Spiderpig »

ThePanda wrote:No I mean, did you copy the gunship assets to your world odf folder, or did you place a vehicle spawn and animate that instead?
Only the odf and the msh/tgas


Wait a minute, if there are no weaps assets to load, they can't shoot. >.<
Silly me

EDIT: Great, now they are shooting...but not flying anymore...

I changed the classlabel to flyer, now they just hover and shoot. Thy didn't even stop. :lol:
Post Reply