Easy way of placing cap ships? & other space issues.

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EGG_GUTS
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Easy way of placing cap ships? & other space issues.

Post by EGG_GUTS »

Ok I can place them (multi selected then press 1 then 2 and you place it)
but how do you rotate them so they still stay as a whole ship and not a bunch of parts?


Thanks
Last edited by EGG_GUTS on Sun Jul 08, 2007 8:17 pm, edited 1 time in total.
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RE: Easy way of placing cap ships?

Post by Hebes24 »

Hold Z, and it rotates the whole group as a group.
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Post by EGG_GUTS »

OK thanks hebes.

But how do I make a spawn node higher and lower? I tried Ctrl+C But it just makes another path.
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Post by Teancum »

shift
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Post by Hebes24 »

Yes. And if you right Click, you can move the whole path at once.

They really should have made a better ZE doc. The one that they have kind of sucks.
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Post by EGG_GUTS »

Thanks :) I just have one more question to wrap this topic up.

I raised the spawn node but it won't let me raise it anymore. I won't reach my Capital ship. Why won't it let me raise it more?
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Post by Hebes24 »

For some reason, it won't let you raise a node past the horizon in ZE. Change your viewpoint so that the Horizon is higher/invisible.
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Post by EGG_GUTS »

Thanks to you guys I have a 3rd ship p and running :D :D :D

But when I spawn there or land and exit I die. :? Is there a reason for this?

Thanks
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Post by wazmol »

could be the maps hight restriction in the .lua

find this in your lua:

SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

and change it to a higher number like 400 on each like:

SetMaxFlyHeight(400)
SetMaxPlayerFlyHeight (400)
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Post by EGG_GUTS »

It didn't work. It was at 1800 and i made it 3000 and I still die. I have a 4th and 5th cap ships and they work fine. I was thinking maybe a death region but that would make the flyers explode, wouldn't it?

I'm also having trouble with the Tie phantom. I take off and it automatically lands again. This happens until the 4th take off then you exit the hanger. Why is it doing this?

Thanks

Edit: I fixed the random death problem. But I still have the Tie phantom problem. I might try to increase the takeoff speed so it won't have time to land.
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Post by MercuryNoodles »

Is it a somewhat bulky craft? I've seen something like that happen with the Sentinel, and I suspect is has something to do with the size, since the hanger ceiling and rafters are close to the top of the craft when it takes off.
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Post by EGG_GUTS »

I had that problem with the Falcon. And i'm 99% sure that's not the problem but I'll decrease the height take off anyways.
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Post by Teancum »

The TIE Phantom is missing certain collisions, so collision-wise the game thinks it's taller than it actually is. You could try lowering TakeoffHeight in the odf to see if that helps.
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Post by EGG_GUTS »

Thanks Tean Now I can successfully take off in the tie phantom. (it was a rail hanging down) :)

But I just have 2 Yes/no questions (the space lua doesn't explain as well as the getting started one.)

Is this line right here the reason I can't spawn Twi'leks?

SetMemoryPoolSize("TentacleSimulator", 0)

Would I have to replace 0 with the # of tentacles?

and Those big turrets that shoot the beams... To I have to add anything to the SetMemoryPoolSize to have more then 4? I checked and didn't see anything but I'm just asking to dodge further problems.

Thanks
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Post by Teancum »

Does it crash when Twi'leks are chosen? The only special thing about them are the cloth bones in their lekku, but you shouldn't need to fill a memory pool for them. If you have custom weapons check those first.
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Post by EGG_GUTS »

I tried to make a solider unit using aalya's odf. I might have done something in there to make it crash but yes it does crash.
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Post by MercuryNoodles »

As long as the turrets are loaded from a valid lvl file, I think all you have to do is set them in ZE. You might need to increase the memory pool "MountedTurret", but I doubt that, unless you have a massive amount of the things.

If you're using Aayla as a regular class and not as a "hero", change the lines that say "WeaponName2", "WeaponAmmo2", etc, to simply "WeaponName", "WeaponAmmo", and so on for all weapons. The existence of these numbers cause the crash when used with the normal classes. Just note that you don't need to touch any line that says "WEAPONSECTION", and you'll know why if you do. :P
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Post by EGG_GUTS »

Ya I know how to do ODFs and thanks for the turret answer.

Here's the Twi'lek Odf.

[GameObjectClass]
ClassParent = "rep_inf_default"
GeometryName = "rep_inf_aaylasecura.msh"

[Properties]
NumTentacles = "2"
BonesPerTentacle = "3"
TentacleCollType = "0"

GeometryName = "rep_inf_aaylasecura"
GeometryLowRes = "rep_inf_aaylasecura_low1"

SkeletonName = "twilek"

WEAPONSECTION = 1
WeaponName = "all_weap_inf_rifle"
WeaponAmmo = 5

WEAPONSECTION = 2
WeaponName = "all_weap_inf_fusioncutter"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonators"
WeaponAmmo = 5
WeaponChannel = 1

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

VOSound = "rep_off_response_hero_command SC_Follow"
VOSound = "rep_off_response_hero_command SC_StopFollow"
VOSound = "rep_off_response_hero_command SC_VehicleWaitUp"
VOSound = "rep_off_response_hero_command SC_GetIn"
VOSound = "rep_off_response_hero_command SC_GetOut"

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

VOUnitType = 189
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"


thanks
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Post by MercuryNoodles »

I see in that is that you kept the LowHealthThreshold line in, but I don't know if that would cause a crash.

I also see you specified a skeleton when Aayla's hero odf doesn't, and that her odf specifies a certain animation set while yours does not.

Perhaps someone should help shed some light on the problem, because I'm kind of stabbing in the dark here. :P
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Post by EGG_GUTS »

I followed MasterSaiteks009's twilek tut but it still crashes :( that's why it has the SkeletonName = "twilek"
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