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An odd problem

Posted: Fri Aug 29, 2008 3:38 pm
by MetalcoreRancor
Ive got 2 unique weapons using the Remote class functions to create hover vehicles of which the character actually gets into via SwitchImmediatly = 1. The problem is, when the vehicle dies, the player gets sent down underground to its death. Any way to fix this, either by making the player exit above the vehicle, or raising the vehicle up by Gravity so the player gets on the ground, or any kind of line to force the player back to its original spot? Heres my coding:
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "remote"
ClassParent = "com_weap_veh_guided_rocket"
GeometryName = ""

[Properties]
GeometryName = ""
OrdnanceName = "wat_weap_icebending_ord"
AnimationBank = "bazooka"
LODPriorityMod = "10.0"
SwitchImmediately = "1"

FirePointExtraOffset = "0 7.3 2"

//******************************************************
//*************** SOUND ****************
//******************************************************

FireSound = "all_weap_inf_rocket_launcher_fire"
FireLoopSound = ""
ChargeSound = "all_weap_inf_rocket_launcher_tracking"
ChargeSoundPitch = "0.6"
ReloadSound = "com_weap_inf_reload_lg"
ChangeModeSound = "com_weap_inf_equip_lg"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_lg"
JumpSound = "com_weap_inf_bazooka_mvt_jump"
LandSound = "com_weap_inf_bazooka_mvt_land"
RollSound = "com_weap_inf_bazooka_mvt_roll"
//ProneSound = "com_weap_inf_bazooka_mvt_lie"
SquatSound = "com_weap_inf_bazooka_mvt_squat"
//StandSound = "com_weap_inf_bazooka_mvt_getup"

AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "1"
AITargetBuilding = "1"
FirePointExtraOffset = "-0.7 7.0 2.0"

OffhandWeapon = 0

HideOnFire = 0
HideOnEmpty = 0

Vehicle:

[GameObjectClass]

ClassLabel = "hover"
GeometryName = "wat_bldg_icebubble.msh"

[Properties]
FLYERSECTION = "BODY"

PilotType = "remote"
VehicleType = "heavy"

//VehiclePosition = "common.vehiclepositions.pilot"
MapScale = "1.0"

GeometryName = "wat_bldg_icebubble"

ForceMode = "1"

ThrustEffect = "com_sfx_whirlwave"
ThrustAttachPoint = "hp_1"
ThrustAttachOffset = "0.0 0.0 0.0"

ThrustEffectMinScale = "0.25"
ThrustEffectMaxScale = "0.75"
ThrustEffectScaleStart = "0"


MaxHealth = "4000"
AddShield = 200
MaxShield = 2000

CockpitTension = "22"
CollisionScale = "4"
CollisionThreshold = "5"


EyePointOffset = "0.0 7.0 1.75"
TrackCenter = "0.0 7.0 2.0"
TrackOffset = "0.0 5.0 3.0"
TiltValue = "10"

ExplosionName = "com_weap_veh_guided_rocket_exp"
WeaponName = "wat_weap_waterblast"
WeaponAmmo = "0"

TerrainCollision = "hp_1"

VehicleCollision = "hp_1"
BuildingCollision = "hp_1"

TimeRequiredToEject = "1.0"
EjectResistance = "0.0"
TimeTilReboard = "1.0"

HealthType = "vehicle"
SetAltitude = "3.5"
GravityScale = "7"
LiftSpring = "8"
LiftDamp = "7"

Acceleration = "1.25"
Deceleration = "2.5"
Traction = "20"
ForwardSpeed = "5"
ReverseSpeed = "5"
StrafeSpeed = "5"

EnergyBar = 300
EnergyOverheat = 20
EnergyAutoRestore = 25.5
EnergyBoostDrain = 20
BoostSpeed = 17
BoostAcceleration = 50.0
BoostFOV = 60

AddSpringBody = "-1.6 1.9 1.95 2.5"
BodySpringLength = "0.3"
AddSpringBody = "1.6 1.9 1.95 2.5"
BodySpringLength = "0.3"
AddSpringBody = "0.0 2.15 -1.6 3.5"
BodySpringLength = "0.8"
BodyOmegaXSpringFactor = "2"
VelocitySpring = "5"
VelocityDamp = "2.5"
OmegaXSpring = "1"
OmegaXDamp = "3"
OmegaZSpring = "4"
OmegaZDamp = "1.5"
SpinRate = "1.7"
TurnRate = "1.7"
TurnFilter = "10"
PitchRate = "0.5"
PitchFilter = "10"
StrafeRollAngle = "0.01"
ThrustPitchAngle = "0"
BankAngle = "-0.01"
BankFilter = "3"
LevelSpring = "2"
LevelDamp = "1"
PCPitchRate = "15"
PCSpinRate = "15"
PCTurnRate = "20"

PitchLimits = "-30 20"
YawLimits = "-90 90"



FoleyFXGroup = "metal_foley"


[/code]

Re: An odd problem

Posted: Fri Aug 29, 2008 3:47 pm
by theITfactor
Might have something to do with having commented this out:
//VehiclePosition = "common.vehiclepositions.pilot"