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Getting the firgates flyable--that now are...INN news break!

Posted: Sun May 28, 2006 12:28 pm
by Moving_Target
Hey all! Ok im having some trouble with spawning a new ship in space. i have the cp, vehicle spawn, etc (or at least i think) already set. I've edited the script to add it as a vehicle. when i start teh map everything loads fine, but the new ship will not spawn. Anyone know how 2 fix this? (Sry 4 not doing my homework/research if this was already a topic).

Image

Image

http://img105.imageshack.us/img105/8866 ... em31er.jpg

Thanks in Advance!!

Also is it nessary 4 these folders (rep,all,cis,imp) to be in the sides folder of your map 4 vehicles 2 spawn?

RE: Vehicle spawning problems-- in space

Posted: Sun May 28, 2006 12:59 pm
by xwingguy
Only if you're making custom vehicles.

It would help if I knew the name of the flyer

RE: Vehicle spawning problems-- in space

Posted: Sun May 28, 2006 1:05 pm
by Moving_Target
It will ruin the surprise but ooo well. the name is.... repassaultship. I took the odf of anikanstarfighter and changed the msh and chunks to the republic's frigate. In other words im trying to get the frigates (that's a funny word..frigate..) flyable.

RE: Vehicle spawning problems-- in space

Posted: Sun May 28, 2006 1:22 pm
by xwingguy
You need make a custom side for it and then call it with a "dc:" in front it.

ReadDataFile("dc:SIDE\\all.lvl",

RE: Vehicle spawning problems-- in space

Posted: Sun May 28, 2006 1:29 pm
by Moving_Target
yeah i did that here's my script...
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template Common File
-- Common script that shares all setup information
--

ScriptCB_DoFile("setup_teams")

-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2

function SetupUnits()
ReadDataFile("dc:SIDE\\ras.lvl","rep_fly_repassaultship")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_fly_arc170fighter_sc",
"rep_fly_anakinstarfighter_sc",
"rep_fly_repassaultship_sc",
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_fly_vwing")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_pilot",
"cis_inf_marine",
"cis_fly_droidfighter_sc",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_fly_tridroidfighter")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_cis_beam",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_chaingun_roof"
)
end

myTeamConfig = {
rep = {
team = REP,
units = 32,
reinforcements = -1,
pilot = { "rep_inf_ep3_pilot",26},
marine = { "rep_inf_ep3_marine",6},
},
cis = {
team = CIS,
units = 32,
reinforcements = -1,
pilot = { "cis_inf_pilot",26},
marine = { "cis_inf_marine",6},
}
}

ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--CIS turrets
turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense",
turrets = {"cis_turr_1", "cis_turr_2", "cis_turr_3", "cis_turr_4", "cis_turr_5", "cis_turr_6"} }
turretLinkageCIS:Init()

function turretLinkageCIS:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)

BroadcastVoiceOver( "ROSMP_obj_20", REP )
BroadcastVoiceOver( "COSMP_obj_21", CIS )
end
function turretLinkageCIS:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", REP)
ShowMessageText("level.spa.hangar.mainframe.def.up", CIS)

BroadcastVoiceOver( "ROSMP_obj_22", REP )
BroadcastVoiceOver( "COSMP_obj_23", CIS )
end

--REP turrets
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"rep_turr_1", "rep_turr_2", "rep_turr_3", "rep_turr_4", "rep_turr_5", "rep_turr_6"} }
turretLinkageREP:Init()

function turretLinkageREP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.down", REP)

BroadcastVoiceOver( "ROSMP_obj_21", REP )
BroadcastVoiceOver( "COSMP_obj_20", CIS )
end
function turretLinkageREP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.up", REP)

BroadcastVoiceOver( "ROSMP_obj_23", REP )
BroadcastVoiceOver( "COSMP_obj_22", CIS )
end
end

function ScriptPreInit()
SetWorldExtents(2500)
end

---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")

SetMinFlyHeight(-1800)
SetMaxFlyHeight(1800)
SetMinPlayerFlyHeight(-1800)
SetMaxPlayerFlyHeight(1800)
SetAIVehicleNotifyRadius(100)

ReadDataFile("sound\\spa.lvl;spa2cw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);

SetupUnits()
SetupTeams(myTeamConfig)

-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
local units = 72
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 73)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroideka",0)
SetMemoryPoolSize("EntityDroid",0)
SetMemoryPoolSize("EntityHover", 0)
SetMemoryPoolSize("EntityFlyer", 36)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1500)
SetMemoryPoolSize("ParticleTransformer::ColorTrans" , 1784)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1500)
SetMemoryPoolSize("EntityLight", 100)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoldier",guyCnt)
SetMemoryPoolSize("SoldierAnimation", 200)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 70)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 150)
SetMemoryPoolSize("PassengerSlot", 0)
SetMemoryPoolSize("PathNode", 92)
SetMemoryPoolSize("UnitAgent", units)
SetMemoryPoolSize("UnitController", units)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("Combo::DamageSample", 0)

SetSpawnDelay(10.0, 0.25)

-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end

ReadDataFile("dc:OAS\\spa_sky.lvl", "tat")

ReadDataFile("dc:OAS\\OAS.lvl", myGameMode)

SetDenseEnvironment("false")

SetParticleLODBias(15000)

-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

local voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\tat.lvl", "tat1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(REP, "Repleaving")
SetOutOfBoundsVoiceOver(CIS, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_spa_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_spa_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start", 0,1)
SetAmbientMusic(CIS, 0.99, "cis_spa_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end", 2,1)

SetVictoryMusic(REP, "rep_spa_amb_victory")
SetDefeatMusic (REP, "rep_spa_amb_defeat")
SetVictoryMusic(CIS, "cis_spa_amb_victory")
SetDefeatMusic (CIS, "cis_spa_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")

-- Camera Stats Battle over Felucia
-- Rep ship from behind
AddCameraShot(0.998795, -0.041143, -0.026739, -0.001101, -720.435303, 809.024963, 2779.057129);
-- CIS ship from behind
AddCameraShot(0.028389, -0.001117, -0.998823, -0.039312, -629.853760, 809.024963, -2050.946289);
-- Overall from right side of map
AddCameraShot(-0.335210, 0.057062, -0.927078, -0.157814, 1372.964233, 1940.014038, -2266.423828);
-- Overall from left side of map
AddCameraShot(0.911880, -0.246677, -0.316680, -0.085667, -2183.282471, 1940.014038, 2760.666748);


AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddLandingRegion("rep-CP1Con")
AddLandingRegion("cis-CP1Con")
AddLandingRegion("rep-CP3Con")

end


errr... wait do you mean change thisfunction SetupUnits()
ReadDataFile("dc:SIDE\\ras.lvl","rep_fly_repassaultship")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_fly_arc170fighter_sc",
"rep_fly_anakinstarfighter_sc",
"rep_fly_repassaultship_sc",
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_fly_vwing")

to this?

function SetupUnits()
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_fly_arc170fighter_sc",
"rep_fly_anakinstarfighter_sc",
"rep_fly_repassaultship_sc",
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_fly_vwing")

RE: Vehicle spawning problems-- in space

Posted: Sun May 28, 2006 1:37 pm
by xwingguy
Both ways should work if you set up your ras's reqs correctly. The second version would probably work if your reqs in ras aren't working correctly but it make a huge download.

Wait, it looks like you called the same thing twice and the second time you called it, it doesn't exist there. So it could be taking in a null.

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_fly_arc170fighter_sc",
"rep_fly_anakinstarfighter_sc",
"rep_fly_repassaultship_sc", <---this doesn't exist in the shipped side
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_fly_vwing")

RE: Vehicle spawning problems-- in space

Posted: Sun May 28, 2006 1:42 pm
by Moving_Target
Ok so what changes do i need to make/ where do i put that line then? And thanks 4 the help.

RE: Vehicle spawning problems-- in space

Posted: Sun May 28, 2006 1:48 pm
by xwingguy
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_fly_arc170fighter_sc",
"rep_fly_anakinstarfighter_sc",
"rep_fly_repassaultship_sc", <--- just take this one and only this one out and it should work
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_fly_vwing")

(don't do anything else)

RE: Vehicle spawning problems-- in space

Posted: Sun May 28, 2006 1:56 pm
by Moving_Target
Yes sir! Thanks Xwingguy 4 everything!! munging now. will reply soon (hopefully with screenshots!)

Posted: Sun May 28, 2006 3:05 pm
by Moving_Target
Carp! Still doesnt spawn. Here's an in game pic of where it should spawn.

Image

If you guys need any more info on my Repassaultship vehicle just let me know. And Thanks again xwingguy!

Posted: Sun May 28, 2006 3:13 pm
by xwingguy
run modtools.exe even if it crashes before the game finishes loading. Sometimes it will pick up the error. Otherwise I don't know, you're doing someting pretty radical (in a good way).

Posted: Sun May 28, 2006 3:34 pm
by Moving_Target
Xwingguy or anyone else, wouldnt i have to change this line
SetMemoryPoolSize("EntityFlyer", 36)
to a higher number?

Posted: Mon May 29, 2006 11:14 am
by Moving_Target
Ok i think i found the solution. These r pics of my ras folder, the req and the odf. I believe it will not spawn because im missing a repassaultship.odf. or atleast i think. If it does need that what do i need to put in it. Also what is the difference from repassaultship_sc and repassaultship?

Image

Image

Posted: Mon May 29, 2006 3:15 pm
by MercuryNoodles
Yes, you need to have the odf. You can make a copy of the other Acclamator odf, and alter it to your liking. It just needs to have rep_fly_repassaultship as it's name. Without it, the game isn't going to know what to do, since the info it's looking for is missing.

Posted: Mon May 29, 2006 4:17 pm
by Moving_Target
Update: i think i got somewhere because now it crashes when it loads. Well back 2 working on it and not giving up!!!

oo and 4 the heck of it... here is it's odf...
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "rep_fly_repassaultship.msh"

[Properties]
HUDModel = "hud_jedistarfighter_shape"
FLYERSECTION = "BODY"
VehicleType = "fighter"

MapTexture = "anistarfighter_icon"
HealthTexture = "HUD_rep_jedistarfighter_icon"
VehiclePosition = "common.vehiclepositions.pilot"

MapScale = 1.5
MapViewMin = 750
MapViewMax = 750

// PathFollower Attributes
PathFollowerClass = "rep"
PathFollowerClass_CTF = "rep_flag"
PathFollowerBranchPaths = "6"
PathFollowerBranchMaxAngle = "60"
PathFollowerMinBranchDist = "190.0"
PathFollowerBranchRange = "1500"

SquadronFormation = "five-form"
SquadronFormation = "eschleft-form"
//-----------------------------------

GeometryName = "rep_fly_repassaultship"
AnimationName = "rep_fly_anakinstarfighter"
//FirstPerson = "REP\repjedfi;rep_1st_cockpit_jedistarfighter"
//ForceMode = "1"

MaxHealth = 1500.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"

TimeRequiredToEject = "2.5"
EjectResistance = "0.01"
TimeTilReboard = "5.0"

PilotSkillRepairScale = 0.02

TakeoffTime = 1.0
TakeoffSpeed = 10.0
LandingTime = 1.0
LandingSpeed = 12.5
TakeoffHeight = 1.5
LandedHeight = 0.7

WEAPONSECTION = 1
WeaponName = "rep_weap_fly_anakin_cannon"
WeaponAmmo = 0

AimerNodeName = "hp_fire_l"
AimerYawLimts = "-90 90"
AimerPitchLimts = "-90 90"

NextAimer = "-"

AimerNodeName = "hp_fire_r"
AimerYawLimts = "-90 90"
AimerPitchLimts = "-90 90"


WEAPONSECTION = 2
WeaponName = "rep_weap_fly_anakin_missile"
WeaponAmmo = 0

AimerNodeName = "hp_cannon_l"
NextAimer = "-"
AimerNodeName = "hp_cannon_r"


//PilotPosition = "hp_pilot"
//PilotAnimation = "drive"
//IsPilotExposed = "0"

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "spa2_prop_minirepassault_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "1"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "spa2_prop_minirepassault_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = ""
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "6.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "spa2_prop_minirepassault_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = ""
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "12.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "spa2_prop_minirepassault_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = ""
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "6.0"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "spa2_prop_minirepassault_chunk5"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = ""
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "6.0"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"


ThrustEffect = "com_sfx_exhaust_jedistarfighter_blue"
ThrustAttachPoint = "dummyroot"
ThrustAttachOffset = "0.3091 -0.2137 -2.2377"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "1.4"
ThrustEffectScaleStart = "0.55"

ThrustEffect = "com_sfx_exhaust_jedistarfighter_blue"
ThrustAttachPoint = "dummyroot"
ThrustAttachOffset = "-0.3091 -0.2137 -2.2377"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "1.4"
ThrustEffectScaleStart = "0.55"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "0.3091 -0.2137 -2.2377"
ContrailEffectMinScale = "0.2"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "-0.3091 -0.2137 -2.2377"
ContrailEffectMinScale = "0.2"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "0.3091 -0.2137 -2.2377"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.2"
ContrailEffectMaxScale = "1.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "-0.3091 -0.2137 -2.2377"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.2"
ContrailEffectMaxScale = "1.8"


// SPARK

DamageStartPercent = "85"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "75"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "65"
DamageStopPercent = "5"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// SMOKE

DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "65"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "55"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// FLAME

DamageStartPercent = "35"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "25"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"



//ExplosionCritical = "rep_fly_jedifighter_sc_exp"
ExplosionDestruct = "rep_fly_jedifighter_sc_exp"

//SOUNDS*******************8
VOUnitType = 128
EngineSound = "rep_fly_anakinfighter_engine_parameterized"
TakeoffSound = "rep_fly_anakinfighter_take_off"
LandSound = "rep_fly_anakinfighter_land"
HurtSound = "r2_damage"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "rep_fly_anakinfighter_turn_on"
TurnOffSound = "rep_fly_anakinfighter_turn_off"
TurnOffTime = "1.5"
TurningOffSound = "rep_fly_anakinfighter_airbrakes_off"
Music = ""
CISMusic = "cis_vehicle"
RepMusic = "rep_vehicle"
MusicSpeed = "0.3"
MusicDelay = "3.0"
AfterburnerOnSound = ""
AfterburnerOffSound = ""
AfterburnerSpeed = ""
Cockpit1stPersonSound = "rep_inf_com_space_chatter"
Cockpit3rdPersonSound = "rep_inf_com_space_chatter"
FoleyFXGroup = "metal_foley"

BoostSound = "rep_fly_anakinfighter_shift_up_low_property 0.11 1"
BoostSound = "rep_fly_anakinfighter_shift_up_high_property 0.15 1"
BoostSound = "rep_fly_anakinfighter_shift_up_property 0.53 1"
BoostSound = "rep_fly_anakinfighter_shift_up_high_property 0.66 1"
BoostSound = "rep_fly_anakinfighter_shift_down_property 0.17 0"
BoostSound = "rep_fly_anakinfighter_shift_down_property 0.41 1"
BoostSound = "rep_fly_anakinfighter_shift_down_high_property 0.9 0"
TrickSound = "rep_fly_anakinfighter_roll" //Played when the flyer performs a roll
FlipSound = "rep_fly_anakinfighter_flip" //Played when the flyer performs a flip
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
//Acceleraton = 50.0
//MinSpeed = 35.0 .21
//MidSpeed = 80 .47
//MaxSpeed = 105 .62
//BoostAcceleration = 80.0
//BoostSpeed = 170.0


// ***************************************************************************************

EnergyBar = 100
EnergyAutoRestore = 10
EnergyBoostDrain = 20
EnergyTrickDrainSingleTap = 15
EnergyTrickDrainDoubleTap = 30

FirstPersonFOV = "52"
CockpitTension = "22"
CollisionScale = 1.5
CollisionThreshold = 5.0

PitchRate = 1.25
PitchFilter = 6.0
PitchFilterDecel = 6.0
PitchBuildupMultiplier = 1.0
TurnRate = 1.25
TurnFilter = 6.0
TurnFilterDecel = 6.0
TurnBuildupMultiplier = 1.0

BankAngle = 0.8
BankFilter = 3.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 3.15

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

EyePointOffset = "0.0 1.0 -2.0"
TrackCenter = "0.0 0.0 0.0"
//TrackOffset = "0.0 2.5 8.0"
TiltValue = "5.0"

AimTension = "20.0"

MoveTensionX = "3.7"
MoveTensionY = "3.2 15.0"
MoveTensionZ = "4.25"


BlurEffect = 0.9
BlurStart = 40.0

FOVEffect3rd = 90
FOVEFFectMinCamOffset3rd = "0.0 3.0 12.0"
FOVEFFectMaxCamOffset3rd = "0.0 6.0 -18.0"

FOVEffect1st = 90

Acceleraton = 50.0
MinSpeed = 35.0
MidSpeed = 80
MaxSpeed = 105
BoostAcceleration = 80.0
BoostSpeed = 170.0

TrickRollSpeed = 6.0
TrickFlipSpeed = 9.0
TrickSideRollStrafeSpeed = 30
TrickFlipCameraDetach = 0.24
TrickSideRollCameraDetach = 0.48

Posted: Mon May 29, 2006 4:47 pm
by MercuryNoodles

Code: Select all

WEAPONSECTION = 1 
WeaponName = "rep_weap_fly_anakin_cannon" 
WeaponAmmo = 0 

AimerNodeName = "hp_fire_l" 
AimerYawLimts = "-90 90" 
AimerPitchLimts = "-90 90" 

NextAimer = "-" 

AimerNodeName = "hp_fire_r" 
AimerYawLimts = "-90 90" 
AimerPitchLimts = "-90 90" 


WEAPONSECTION = 2 
WeaponName = "rep_weap_fly_anakin_missile" 
WeaponAmmo = 0 

AimerNodeName = "hp_cannon_l" 
NextAimer = "-" 
AimerNodeName = "hp_cannon_r"
Sorry, but this can't work. The model doesn't have the hardpoints needed to fire weapons. That's why they use separate turrets. If you want to do it this way, you'll need to edit the msh.

Posted: Mon May 29, 2006 4:54 pm
by Moving_Target
How do i edit the msh... currently it opens with notepad and all i see is random stuff that makes no sense to me. Is there a way to make the turrets stuck to the assault ship? Im going to test one with no weapons 4 now. Thanks MercuryNoddles!!

EDIT: ok still crashes but after all the loading lights are lit. Im still going to trail and error, even if the frigates wont take flight!

Posted: Mon May 29, 2006 5:07 pm
by MercuryNoodles
Well, you'll need to use SoftImage XSI to actually edit the msh in the way you need.

The rest I'm not sure of anymore. Brain = oatmeal right now, so.. :P

Posted: Mon May 29, 2006 8:27 pm
by Moving_Target
With out a doubt this is a fun challenge. I've stopped 4 today (a few hours ago) so my brain dont = oatmeal also. Tommorrow im going to look at the tauntaun's odf and see how it's ridable but no weapons. Thanks guys!

The remote rockets

Posted: Tue May 30, 2006 9:23 am
by busterkinkade
Replace the .msh of the assault ship with the remote rockets .msh , that should work.