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How do I make soldiers jump like Wampas/Jedi?

Posted: Sun Oct 27, 2013 7:20 pm
by nobody3
Does anyone know how to make normal stock soldiers jump like wampas/jedi (they jump sometimes to close the distance between them and the enemy or when they do the jump attack)

I'm trying to recreate that effect on a stock units (riflemen,snipers,rocketeers and engineers) but had no luck so far, I know that you can make AI jump with hintnodes and planning but that's not what Im looking for (because there is limit to how many connections you can have)

Thanks for any suggestions

Re: make soldiers jump?

Posted: Mon Oct 28, 2013 4:45 am
by Anakin
Have a simple view in any jedi odf and than take what you need.
Hidden/Spoiler:
// Aayla
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "jed_inf_jedi.msh"

[Properties]
AISizeType = "HOVER"

GeometryName = "jed_inf_jedi"
GeometryLowRes = "jed_inf_jedi_low1"
OverrideTexture = "jed_inf_jedi01"

AnimationName = "aalya"

MaxHealth = 200.0
AddHealth = 20.0

MaxSpeed = 8.0
MaxStrafeSpeed = 6.0
MaxTurnSpeed = 5.0
JumpHeight = 3.5
RecoverFromTumble = "1"

NoEnterVehicles = 1

//Jet Jump
JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

//Jet Jump End


WEAPONSECTION = 1
WeaponName1 = "jed_weap_lightsaber_aalya"
WeaponAmmo1 = 0

//SOUND
//SndHeroSelectable = ""
//SndHeroSpawned = "hero_secura_spawn"
//SndHeroDefeated = "hero_secura_exhausted"
//SndHeroKiller = "hero_secura_exhausted"

//VOSound = "hero_secura_AcquiredTarget AcquiredTarget"
//VOSound = "hero_secura_KillingSpree4 KillingSpree4"

VOUnitType = 0181
//SoldierMusic = "rep_hero_secura_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
//ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "rep_inf_soldier"

Re: make soldiers jump?

Posted: Mon Oct 28, 2013 5:47 am
by nobody3
Tried that but it only works when the unit has a melee weapon (lightsaber or wampa's claw for example)
That leads me to believe it's specified in .combo files

Re: make soldiers jump?

Posted: Mon Oct 28, 2013 6:27 am
by Anakin
could be possible. I never added this jump to and normal soldier. but you can add it with the fake console :D

Re: make soldiers jump?

Posted: Mon Oct 28, 2013 9:23 am
by nobody3
what I meant is, it works but AI doesn't do it, I'm thinking it has to be specified in .combo file, would that be possible to make on for non-jedi stock units with non-melee weapons? xD

Re: make soldiers jump?

Posted: Mon Oct 28, 2013 11:24 am
by Anakin
i really have no idea.
open an combo file, have a look at how i is done and try if it works ;)

Re: make soldiers jump?

Posted: Mon Oct 28, 2013 3:27 pm
by nobody3
I tried and it didnt work but I guess i dont have very good understanding of it, maybe someone more experienced will post here

Re: make soldiers jump?

Posted: Mon Oct 28, 2013 8:04 pm
by kinetosimpetus
If I recall correctly, it's only a thing with melee AI that can't be replicated with guns, and has nothing to do with the combo file.