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tk901

No Vehicle?

Post by tk901 »

Hello you may remember me as jirisysklatoon, i have a problem with the rep_hover_swampspeeder. I put the vehicle spawn as the manual says but when i play my test map, it doesn't appear, can you help me?
MandeRek
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Re: No Vehicle?

Post by MandeRek »

I think you must add something in the lua, but I'm not sure, because i don't map myself (off-topic: 300 posts... :shock: )
tk901

Re: No Vehicle?

Post by tk901 »

MandeRek wrote:I think you must add something in the lua, but I'm not sure, because i don't map myself (off-topic: 300 posts... :shock: )
I did look at it
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

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


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

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()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_swampspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_inf_engineer")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TIS\\TIS.lvl", "TIS_conquest")
ReadDataFile("dc:TIS\\TIS.lvl", "TIS_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end[/code]
This is the TIS1c_con.lua
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Re: No Vehicle?

Post by MandeRek »

I'm sorry, can't help you any further (why are you making the Droid Engineer hero? :P )
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Re: No Vehicle?

Post by Silas »

u need to add somethin in the lua here this is what u add (i put the added things in bold)



ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_hover_swampspeeder")

also put the rep and common sides in ur sides folder

after u do this it should work
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Re: No Vehicle?

Post by MandeRek »

Why should you make it like new sides? The munged common rep side includes the swampspeeder as well right?
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Re: No Vehicle?

Post by Silas »

i dunno, never looked.
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Re: No Vehicle?

Post by MandeRek »

It might be only in the assets, because it was some sort of easter egg i guess, so please try what silas descripted please. That should munge and add the vehicle for sure! Take the common folder from ...BF2_ModTools\assets\sides
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Re: No Vehicle?

Post by SBF_Dann_Boeing »

u need to do a little work i think to get the swamp speeder to work. Teancum or someone got it to work, talk to them.
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Re: No Vehicle?

Post by NullCommando »

Make sure you have a .req, ,odfs and, .msh in the rep sides otherwise it won't show up.
tk901

Re: No Vehicle?

Post by tk901 »

MandeRek wrote:I'm sorry, can't help you any further (why are you making the Droid Engineer hero? :P )
I was testing if i could do so

and silas, ill do it, maybe thats y

maderek: i already tried just putting it without any modifications to the rep side
Silas wrote:i dunno, never looked
it does but it doesnt work

Null commando: i have all the things the .odf the .req and .msh

And the person who told me to put the swampspeeder in TIS1c_con.lua i already put it, watch closely

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_swampspeeder")

Boeing: ok thank you
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Re: No Vehicle?

Post by Xavious »

Is "rep_hover_swampspeeder" in rep.req?
tk901

Re: No Vehicle?

Post by tk901 »

Xavious wrote:Is "rep_hover_swampspeeder" in rep.req?
Yes it is, look

ucft
{
REQN
{
"lvl"
"rep_bldg_forwardcenter"
"rep_fly_anakinstarfighter_sc"
"rep_fly_arc170fighter_dome"
"rep_fly_arc170fighter_sc"
"rep_fly_assault_dome"
"rep_fly_cat_dome"
"rep_fly_gunship"
"kam_fly_ride_gunship"
"rep_fly_gunship_sc"
"rep_fly_gunship_dome"
"rep_fly_jedifighter_dome"
"rep_fly_jedifighter_sc"
"rep_fly_ride_gunship"
"rep_fly_vwing"
"rep_hero_aalya"
"rep_hero_anakin"
"rep_hero_cloakedanakin"
"rep_hero_kiyadimundi"
"rep_hero_macewindu"
"rep_hero_macewindu_obi"
"rep_hero_obiwan"
"rep_hero_yoda"
"rep_hover_fightertank"
"rep_hover_barcspeeder"
"rep_hover_swampspeeder"
"rep_inf_ep2_engineer"
"rep_inf_ep2_jettrooper"
"rep_inf_ep2_jettrooper_training"
"rep_inf_ep2_jettrooper_rifleman"
"rep_inf_ep2_jettrooper_sniper"
"rep_inf_ep2_officer"
"rep_inf_ep2_officer_training"
"rep_inf_ep2_pilot"
"rep_inf_ep2_rifleman"
"rep_inf_ep2_rocketeer"
"rep_inf_ep2_rocketeer_chaingun"
"rep_inf_ep2_sniper"
"rep_inf_ep2_marine"
"rep_inf_ep3_engineer"
"rep_inf_ep3_jettrooper"
"rep_inf_ep3_officer"
"rep_inf_ep3_pilot"
"rep_inf_ep3_rifleman"
"rep_inf_ep3_marine"
"rep_inf_ep3_rocketeer"
"rep_inf_ep3_sniper"
"rep_inf_ep3_sniper_felucia"
"rep_walk_atte"
"rep_walk_atte_nospawn"
"rep_walk_oneman_atst"
"rep_veh_remote_terminal"
"uta1_prop_gunship"
"uta_fly_ride_gunship"
"uta_fly_ride_gunshipmyg"

}
}

Edit: i think i solved the problem, heres the old swampspeeder.odf
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "hover"
GeometryName = "rep_hover_swampspeeder.msh"

[Properties]


FLYERSECTION = "BODY"
VehicleType = "medium"
AISizeType = "MEDIUM"
FirstPersonFOV = 52
CockpitTension = 42

WaterEffect = "com_sfx_waterwake_lg"
WakeEffect = "hailfire_wake"

MapTexture = "combatspeeder_icon"
HealthTexture = "HUD_combat_speeder_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5

GeometryName = "rep_hover_swampspeeder"
//FirstPerson = "all\allcmspd;all_1st_cockpit_combatspeeder"
ExplosionName = "rep_hover_fightertank_exp"

MaxHealth = 4500.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"

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

CollisionScale = 1.5
CollisionThreshold = 5.0

SetAltitude = 0.01
GravityScale = 2.0
LiftSpring = 10.0
LiftDamp = 3.0

Acceleration = 7.5
Deceleration = 2.0
Traction = 75.0
ForwardSpeed = 12.0
ReverseSpeed = 6.0
StrafeSpeed = 6.0
BoostSpeed = 18.0
BoostFOV = 65
BoostAcceleration = 15.0

EnergyBar = 50
EnergyAutoRestore = 7.5
EnergyBoostDrain = 20
EnergyTrickDrainSingleTap = 0
EnergyTrickDrainDoubleTap = 0

SpinRate = 1.7
TurnRate = 1.7
TurnFilter = 20.0
PitchRate = 0.5
PitchFilter = 20.0
PitchDamp = 1.0

//SpinRate = 1.0
//TurnRate = 1.5
//TurnFilter = 5.0
//PitchRate = 0.5
//PitchFilter = 1.0
//PitchDamp = 1.0


//AddSpringBody = "-4.0 1.4 1.7 2.5"
//BodySpringLength = 1.0
//AddSpringBody = "4.0 1.4 1.7 2.5"
//BodySpringLength = 1.0

//AddSpringBody = "0.0 2.4 -2.0 3.5"
//BodySpringLength = 1.0
//BodyOmegaXSpringFactor = 2

//VelocitySpring = 5
//VelocityDamp = 2.5
//OmegaXSpring = 3.0
//OmegaXDamp = 3.0
//OmegaZSpring = 5.0
//OmegaZDamp = 1.5

StrafeRollAngle = 0.01
ThrustPitchAngle = 0.0
BankAngle = 0.001
BankFilter = 3.0 //low is slow - How quickly the bank returns to level
LevelSpring = 2.0 //low is slow - the force the restores level
LevelDamp = 1.0 //low is slow - the force that reduces the momentum of the rotation

PCPitchRate = "15.0"
PCSpinRate = "25.0"
PCTurnRate = "30.0"

EyePointOffset = "0.0 1.0 -2.2"
TrackCenter = "0.0 10.0 -5"
TrackOffset = "0.0 -7.0 2"
TiltValue = "10.0"

//AutoAimSize = 1.0

//PitchLimits = "-7 25"
//YawLimits = "-90 90"

PilotPosition = "hp_pilot"
PilotAnimation = "drive"

VehiclePosition = "common.vehicleposition.pilot"


WEAPONSECTION = 1

PitchLimits = "-12.5 10.0"
YawLimits = "-45 45"
PCPitchRate = 15.0
PCTurnRate = 20.0

TurnRate = 1.5
TurnFilter = 10.0
PitchRate = 0.5
PitchFilter = 10.0
PitchDamp = 1.0
PitchBuildupMultiplier = 0.5
TurnBuildupMultiplier = 0.5

VehiclePosition = "common.vehicleposition.copilot"

WeaponName = "rep_weap_walk_atte_rear_gun"
WeaponAmmo = "0"


AimerNodeName = "aimer_turretL"
AimerPitchLimits = "-50 30"
AimerYawLimits = "-50.0 50.0"

BarrelNodeName = "barrel_l1"
BarrelRecoil = "0.25"
FirePointName = "hp_fire_l1"

NextBarrel = "-"

BarrelNodeName = "barrel_l2"
BarrelRecoil = "0.25"
FirePointName = "hp_fire_l2"

NextAimer = "-"

AimerNodeName = "aimer_turretR"
AimerPitchLimits = "-50 30"
AimerYawLimits = "-50.0 50.0"

BarrelNodeName = "barrel_r1"
BarrelRecoil = "0.25"
FirePointName = "hp_fire_r1"

NextBarrel = "-"

BarrelNodeName = "barrel_r2"
BarrelRecoil = "0.25"
FirePointName = "hp_fire_r2"


PilotPosition = "hp_pilot1"
PilotAnimation = "drive"


TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_hover_fightertank_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 4.0 1.5"
ChunkBounciness = 0.5
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "13.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "rep_hover_fightertank_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 2.0"
ChunkBounciness = 0.4
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke_2"


CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "rep_hover_fightertank_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 2.0 2.0"
ChunkSpeed = "14.0"
ChunkBounciness = 0.5
ChunkStickiness = 0.25

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 30.0
DamageStopPercent = 2.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_1"

//DamageStartPercent = 5.0
//DamageStopPercent = 0.0
//DamageEffect = "com_sfx_vehicleflame"
//DamageEffectScale = 1.5
//DamageInheritVelocity = 0.5
//DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 30.0
DamageStopPercent = 2.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_3"

//DamageStartPercent = 5.0
//DamageStopPercent = 0.0
//DamageEffect = "com_sfx_vehicleflame"
//DamageEffectScale = 1.5
//DamageInheritVelocity = 0.5
//DamageAttachPoint = "hp_damage_3"

VOUnitType = 126
EngineSound = "interceptorTank_engine_parameterized"
TurnOnSound = ""
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
Music = ""
CisMusic = "cis_vehicle"
RepMusic = "rep_vehicle"
MusicSpeed = ".25"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
BoostSound = ""
FoleyFXGroup = "metal_foley"[/code]
and this is the conversion pack one
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "hover"
GeometryName = "rep_hover_swampspeeder_2man.msh"

[Properties]
FLYERSECTION = "BODY"

VehicleType = "medium"
AISizeType = "MEDIUM"
FirstPersonFOV = 52
CockpitTension = 42
WaterEffect = "waterwake_lg"
WakeEffect = "hailfire_wake"
MapTexture = "combatspeeder_icon"
HealthTexture = "HUD_combat_speeder_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5

GeometryName = "rep_hover_swampspeeder_2man"
//FirstPerson = "all\allcmspd;all_1st_cockpit_combatspeeder"
ExplosionName = "rep_hover_fightertank_exp"
MaxHealth = 4500.0
HealthType = "vehicle"
CollisionScale = 1.5
CollisionThreshold = 5.0
PilotPosition = "hp_pilot"
PilotAnimation = "drive"
VehiclePosition = "common.vehicleposition.pilot"
EyePointOffset = "-1.0 1.0 -2.2"
TrackCenter = "-1.0 10.0 -5"
TrackOffset = "-1.0 -6.0 2"
TiltValue = "10.0"

SetAltitude = 0.01
GravityScale = 2.0
LiftSpring = 10.0
LiftDamp = 3.0

Acceleration = 7.5
Deceleration = 2.0
Traction = 75.0
ForwardSpeed = 12.0
ReverseSpeed = 6.0
StrafeSpeed = 6.0
SpinRate = 1.7
TurnRate = 1.7
TurnFilter = 20.0
PitchRate = 0.5
PitchFilter = 20.0
PitchDamp = 1.0
PCPitchRate = "15.0"
PCSpinRate = "25.0"
PCTurnRate = "30.0"
StrafeRollAngle = 0.00
ThrustPitchAngle = 0.0
BankAngle = 0.00
BankFilter = 3.0 //low is slow - How quickly the bank returns to level
LevelSpring = 2.0 //low is slow - the force the restores level
LevelDamp = 1.0 //low is slow - the force that reduces the momentum of the rotation

//AddSpringBody = "-4.0 1.4 1.7 2.5"
//BodySpringLength = 1.0
//AddSpringBody = "4.0 1.4 1.7 2.5"
//BodySpringLength = 1.0

//AddSpringBody = "0.0 2.4 -2.0 3.5"
//BodySpringLength = 1.0
//BodyOmegaXSpringFactor = 2

//VelocitySpring = 5
//VelocityDamp = 2.5
//OmegaXSpring = 3.0
//OmegaXDamp = 3.0
//OmegaZSpring = 5.0
//OmegaZDamp = 1.5

WEAPONSECTION = 1

WeaponName = "rep_weap_hover_fightertank_cannon"
WeaponAmmo = "0"

AimerNodeName = "aimer_turretL"
AimerPitchLimits = "-50 30"
AimerYawLimits = "-50.0 50.0"
BarrelNodeName = "barrel_l1"
BarrelRecoil = "0.25"
FirePointName = "hp_fire_l1"

NextBarrel = "-"

BarrelNodeName = "barrel_l2"
BarrelRecoil = "0.25"
FirePointName = "hp_fire_l2"

///////////////////CO-PILOT/////////////////////
////////////////////////////////////////////////
FLYERSECTION = "TURRET1"

PilotPosition = "hp_pilot1"
PilotAnimation = "drive"
VehiclePosition = "common.vehicleposition.copilot"
EyePointOffset = "-1.0 1.0 -2.2"
TrackCenter = "-1.0 10.0 -5"
TrackOffset = "-1.0 -6.0 2"
TiltValue = "10.0"
PitchLimits = "-12.5 10.0"
YawLimits = "-45 45"
PCPitchRate = 15.0
PCTurnRate = 20.0

WEAPONSECTION = 1
WeaponName = "rep_weap_hover_fightertank_cannon"
WeaponAmmo = "0"

AimerNodeName = "aimer_turretR"
AimerPitchLimits = "-50 30"
AimerYawLimits = "-50.0 50.0"
BarrelNodeName = "barrel_r1"
BarrelRecoil = "0.25"
FirePointName = "hp_fire_r1"

NextBarrel = "-"

BarrelNodeName = "barrel_r2"
BarrelRecoil = "0.25"
FirePointName = "hp_fire_r2"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""


///////////////////COLLISION////////////////////
////////////////////////////////////////////////
//SoldierCollsion = "collision"
//SoldierCollsion = "p_gunL"
//SoldierCollsion = "p_barrel1"
//SoldierCollsion = "p_barrel2"
//SoldierCollsion = "p_gunR"
//SoldierCollsion = "p_barrel3"
//SoldierCollsion = "p_barrel4"
VehicleCollsion = "p_sphere1"
VehicleCollsion = "p_sphere2"
VehicleCollsion = "p_sphere3"
VehicleCollsion = "p_sphere4"



CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_hover_fightertank_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 4.0 1.5"
ChunkBounciness = 0.5
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "13.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "rep_hover_fightertank_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 2.0"
ChunkBounciness = 0.4
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "mediumsmoketrail"
ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke_2"


CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "rep_hover_fightertank_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 2.0 2.0"
ChunkSpeed = "14.0"
ChunkBounciness = 0.5
ChunkStickiness = 0.25

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 30.0
DamageStopPercent = 2.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 30.0
DamageStopPercent = 2.0
DamageEffect = "vehiclesmoke"
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_3"

VOUnitType = 126
EngineSound = "interceptorTank_engine_parameterized"
TurnOnSound = ""
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
Music = ""
CisMusic = "cis_vehicle"
RepMusic = "rep_vehicle"
MusicSpeed = ".25"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
BoostSound = ""
FoleyFXGroup = "metal_foley"[/code]
do you see any difference? well keep looking cause theres one and a big one
MandeRek
Sith Master
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Posts: 2766
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Re: No Vehicle?

Post by MandeRek »

The msh is different...Still the assets one should work fine
tk901

Re: No Vehicle?

Post by tk901 »

MandeRek wrote:The msh is different...Still the assets one should work fine
Its the odf not the msh and it doesnt work even with the rep_hover_swampspeeder_2man model
MandeRek
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Re: No Vehicle?

Post by MandeRek »

I might have a solution:


1. Make sure the rep folder is in the data_ABC\Sides
2. Make sure you loaded the Swampspeeder in ZE and the LUA
3. Go to BF2_ModTools\assets\Sides and copy the Common folder
4. Paste this Common folder in the data_ABC\Sides folder
5. Munge everything (just to be sure) and enjoy!
6. If stil not working, clean everything and then munge again
tk901

Re: No Vehicle?

Post by tk901 »

MandeRek wrote:I might have a solution:


1. Make sure the rep folder is in the data_ABC\Sides
2. Make sure you loaded the Swampspeeder in ZE and the LUA
3. Go to BF2_ModTools\assets\Sides and copy the Common folder
4. Paste this Common folder in the data_ABC\Sides folder
5. Munge everything (just to be sure) and enjoy!
6. If stil not working, clean everything and then munge again
I did it, 3 times
MandeRek
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Re: No Vehicle?

Post by MandeRek »

sure the correct common folder is in the sides? Then the only thing could be something's wrong in ZE
tk901

Re: No Vehicle?

Post by tk901 »

Ok but i still need solutions cause i dont know where the problem is.

(off topic: Moderators can you change the topic name to "I Need A Lift!", thank you)
Ace_Azzameen_5
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Re: No Vehicle?

Post by Ace_Azzameen_5 »

You mean you made a new side with just the swampspeeder, changed the odf, added the new dc:swampspeederside,
"swampspeeder") --stuff and munged the side?
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