Problem With Dispensing Prop

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YTF
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Problem With Dispensing Prop

Post by YTF »

Hey, I was trying to make my unit dispense a destructable prop, but whenever I dispense it, it seems to be hovering in the air.

Image

When you dispense a mine, you sort of "throw" it a little bit before it lands on the ground. I think the problem here is that it isn't doing that "throw" action, thus spawning it on top of my head. Is there anything I can do in the ODF to change this?
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Re: Problem With Dispensing Prop

Post by EA711 »

Maybe you could try a different object?
MileHighGuy
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Re: Problem With Dispensing Prop

Post by MileHighGuy »

well i also have this problem with one of my maps, when i used the mine classlabel it had no collsion, so i think you may have to use a weapon model with a far away hp fire [like a sniper or launcher] and just make the prop the ordance, so it doesnt get stuck ontop the guys head. but i have never tried it with something like that.

i would also look in the odf giude for a dispensable classlabel that supports

Velocity
Gravity
Rebound
Friction

and doesnt make the object have no collsion
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Re: Problem With Dispensing Prop

Post by MasterFang1 »

hey YTF, i had this same problem. I was trying to dispense a a bespin prop and it was rotated a weird way, and hovered in middair. I would like a fix for this too.
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Re: Problem With Dispensing Prop

Post by Pelt »

*THEORY*

I think this occurs because props are hard-coded as being stationary and "inanimate", as opposed to other classes of objects which can be interacted with, e.g. vehicles. When the prop is spawned, the physics calculations for the prop to move would be ignored by the game engine, since the "prop" class of objects is not programmed to respond to such an input.
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Re: Problem With Dispensing Prop

Post by jango »

actually you can make it hit the ground. You just have to look down just right.
YTF
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Re: Problem With Dispensing Prop

Post by YTF »

@ Pelt -- The object class is actually "destructableobject", but I think the same rules would apply (if your theory is correct). However, I found that when I modified the recon droid ODF so that the droid's MSH was changed to the box, it landed on the ground the way I wanted it to (however, it could also move around, even though I changed the speed factors and such in the ODF :?).

I'll try a couple different object classes and see what I can do. Until then, any more advice is much appreciated. Thanks ^^
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Re: Problem With Dispensing Prop

Post by Maveritchell »

YTF wrote:@ Pelt -- The object class is actually "destructableobject", but I think the same rules would apply (if your theory is correct). However, I found that when I modified the recon droid ODF so that the droid's MSH was changed to the box, it landed on the ground the way I wanted it to (however, it could also move around, even though I changed the speed factors and such in the ODF :?).

I'll try a couple different object classes and see what I can do. Until then, any more advice is much appreciated. Thanks ^^
Is "portableturret" a valid SWBF1 classlabel? If so, use that.
YTF
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Re: Problem With Dispensing Prop

Post by YTF »

Nope, it crashed. I guess it wasn't introduced until BF2. Isn't there a list of SWBF1 object class labels somewhere?
MileHighGuy
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Re: Problem With Dispensing Prop

Post by MileHighGuy »

its in the odf guide in the documentaion as stated above
YTF
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Re: Problem With Dispensing Prop

Post by YTF »

Well, I guess I'm getting there.

I changed the recon droid dispenser from a "remote" classlabel to a "dispenser" classlabel to dispense the actual recon droids (with the box MSH). The boxes now drop to the ground instead of just floating in the air, which is what I wanted all along. However, I apparently need to tweak the ODFs a little, since the boxes seem hellbent on following me around.

Image

:lol:
MileHighGuy
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Re: Problem With Dispensing Prop

Post by MileHighGuy »

they folow you around! :lol: you might be able to make a pikmin map with that :lol:

and thanks for solving

edit: i just tried this and wow, the crates have good physics, hmm (has swbf gmod idea)
YTF
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Re: Problem With Dispensing Prop

Post by YTF »

Well, I wouldn't say that my problem is exactly "solved", but it is an improvement (as well as a rather interesting discovery). What I want is a dispensible prop that doesn't move at all (think Lego blocks). However, no matter what I change in the ODFs (speed factors, etc), they still seem to follow me around.

Perhaps posting my ODFs will help.

can_weap_inf_remotedroid (the dispenser):
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "dispenser"

[Properties]
IconTexture = "HUD_com_probedroid_health_icon"

MuzzleFlash = "small_muzzle_flash"
Discharge = "small_smoke_effect"

GeometryName "com_weap_inf_grenadethermal_ord"

RoundsPerClip = "1"
ReloadTime = "0.0"
LockOnRange = "80.0"
LockTime = "0.4"

ZoomMin = "0.0"
ZoomMax = "0.0"
ZoomRate = "0.0"

AnimationBank = "grenade"

SwitchImmediately = "1"

TrackingSound = ""

OrdnanceName = "can_weap_inf_remotedroid_ord"

ShotDelay = "1.4"
MaxItems = "10.0"
MinSpread = "0.0"
MaxSpread = "0.0"
AutoAimSize = "1.0"

MinStrength = "0.8"
MaxStrength = "1.2"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.3"

FireSound = "com_weap_inf_remotedroid_fire"
//ReloadSound = "rep_weap_inf_equip_med"
ChangeModeSound = "rep_weap_inf_equip_med"
WeaponChangeSound = "rep_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
can_weap_inf_remotedroid_ord (the dispensible object):
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "droid"
GeometryName = "com_prop_crateMD_01.msh"

[Properties]
ImpactEffectWater = "watersplash_ord"

FLYERSECTION = "BODY"
VehicleType = "light"

PilotType = "self"

MapTexture = "troop_icon"
HealthTexture = "HUD_com_probedroid_health_icon"
MapScale = 1.0

ExplosionName = "can_weap_inf_remotedroid_exp2"
GeometryName = "com_prop_crateMD_01"
CollisionScale = 10.0

MaxHealth = 100.0

SetAltitude = 0.0
GravityScale = 1.0//2
LiftSpring = 0.0 //10Lighter the veh the high the number
LiftDamp = 0.0

ScanningRange = 0.0
TransmitRange = 0.0

Acceleration = 0.0
Deceleration = 0.0
Traction = 0.0
ForwardSpeed = 0.0
ReverseSpeed = 0.0
StrafeSpeed = 0.0

SpinRate = 0.0
TurnRate = 0.0
TurnFilter = 0.0
PitchRate = 0.0
PitchFilter = 0.0
BankAngle = 0.0
BankFilter = 0

MoveTension = "0.0"//how much swim the craft has from the center of the screen

LevelSpring = 0.0
LevelDamp = 0.0

EyePointOffset = "0.0 0.5 0.0"
TrackOffset = "0.0 -0.25 1.5"
TiltValue = "5.0"

PitchLimits = "-0.0 0.0"
YawLimits = "-0.0 0.0"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

AISizeType = "SMALL"

AmbientSound = "remotedroid_engine_lp"
Ambient2Sound = "remotedroid_radio"
HurtSound = ""
DeathSound = ""

\\\\\\\\\\\\ Collision \\\\\\\\\\\\\\

BuildingCollision = "p_buildingsphere"
VehicleCollision = "p_buildingsphere"
OrdnanceCollision = "p_sphere"
SoldierCollision = "p_sphere"
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ANDEWEGET
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Re: Problem With Dispensing Prop

Post by ANDEWEGET »

if you want to have only a prop, then i would use the healthammo pack odf, an call for a prop odf, which you have in your side folder.
MileHighGuy
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Re: Problem With Dispensing Prop

Post by MileHighGuy »

SwitchImmediately = "1"

change this to 0

and when i did it i kept pilot type "remote" and it still worked

@ adnewedget no that wouldnt work

and may i ask, what is the weapon for?
YTF
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Re: Problem With Dispensing Prop

Post by YTF »

Thanks, that worked like a charm! It's not really for anything special, I just wanted to see if it was possible. It would be neat to be able to dispense barriers and stuff like that, though.

Thanks to all who could help!
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