Flyer keeps spawning above the terrain [Solved]

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
wishihadaname
Captain
Captain
Posts: 493
Joined: Fri Dec 28, 2007 2:10 pm
Projects :: The Corellian Resistance
Games I'm Playing :: Halo Reach and LOTRO
Location: Look to your left.... no, your other left....

Flyer keeps spawning above the terrain [Solved]

Post by wishihadaname »

For some reason the imperial transport that I am trying to spawn keeps appearing a good 50 meters above the ground and then just floating there while taking damage. The spawn point is on the ground and the two ATST's that spawn right next to it are just fine. Any ideas?
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Airspawn

Post by Fiodis »

Can you post its odf?
Bob
Brigadier General
Brigadier General
Posts: 633
Joined: Thu May 27, 2010 4:28 am
Location: at home

Re: Airspawn

Post by Bob »

are you using the LUA line

Code: Select all

SetMinFlyHeight(number)
?
User avatar
wishihadaname
Captain
Captain
Posts: 493
Joined: Fri Dec 28, 2007 2:10 pm
Projects :: The Corellian Resistance
Games I'm Playing :: Halo Reach and LOTRO
Location: Look to your left.... no, your other left....

Re: Airspawn

Post by wishihadaname »

Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "commandflyer"
GeometryName = "imp_fly_shuttleproto.msh"

[Properties]
FLYERSECTION = "BODY"
Label = "Lamda Shuttle"
MapTexture = "protoshuttle_icon"
HealthTexture = "HUD_rep_gunship_icon"
VehiclePosition = "common.vehiclepositions.pilot"

MapScale = 1.5
MapViewMin = 750
MapViewMax = 750

GeometryName = "imp_fly_shuttleproto"
AnimationName = "imp_fly_shuttleproto"

PilotSkillRepairScale = 0.015

// PathFollower Attributes
PathFollowerClass = "transport"
PathFollowerBranchPaths = "5"
PathFollowerBranchMaxAngle = "45"
PathFollowerMinBranchDist = "250.0"
PathFollowerBranchRange = "1500"


//FirstPerson = "IMP\impimplc;imp_1st_cockpit_landingcraft"
CollisionScale = 1.5

CockpitTension = 18

MaxHealth = 25000.0
HealthType = "vehicle"
//HitLocation = "p_crithit 1.5"

SpawnPointCount = "6"
SpawnPointLocation = "-6.0 -3.0 4.0 0"
SpawnPointLocation = "6.0 -3.0 4.0 0"
SpawnPointLocation = "-7.0 -3.0 0.0 0"
SpawnPointLocation = "7.0 -3.0 0.0 0"
SpawnPointLocation = "-6.0 -3.0 -4.0 0"
SpawnPointLocation = "6.0 -3.0 -4.0 0"
AllyCount = 65536
Radius = 0.0
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 0
Value_DEF_Alliance = 0
Value_DEF_CIS = 0
Value_DEF_Empire = 0
Value_DEF_Republic = 0
Value_DEF_Locals = 0
HUDIndexDisplay = 0

ReserveOneForPlayer = "0"

Acceleraton = 30.0
MinSpeed = 20.0
MidSpeed = 40.0
MaxSpeed = 60.0

EnergyBar = "150"
EnergyAutoRestore = "12.5"
EnergyBoostDrain = "20"
EnergyTrickDrainSingleTap = "0"
EnergyTrickDrainDoubleTap = "0"

BoostAcceleration = "30"
BoostSpeed = "100"
TrickRollSpeed = "0"
TrickFlipSpeed = "0"
TrickSideRollStrafeSpeed = "0"

FOVEffect3rd = 90

//PCPitchRate = 15.0
//PCSpinRate = 15.0
//PCTurnRate = 25.0

PitchRate = .65
PitchFilter = 2.75
TurnRate = .35
TurnFilter = 2.75
BankAngle = 2.5
BankFilter = 2.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 1

TakeoffTime = 1.5
TakeoffSpeed = 10.0
LandingTime = 1.0
LandingSpeed = 6.0
TakeoffHeight = 8.0

EyePointOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 0.0 0.0"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "5"

FOVEFFectMinCamOffset3rd = "0.0 6.0 25.0"
FOVEFFectMaxCamOffset3rd = "0.0 10.0 10.0"

AimTension = "30.0"

MoveTensionX = "0.8"
MoveTensionY = "1.2 9.0"
MoveTensionZ = "4.25"


WEAPONSECTION = "1"

WeaponName ="imp_weap_fly_trooptrans_recoilless"
WeaponAmmo = "0"

AimerNodeName = "hp_gunr2"
NextAimer = "-"

AimerNodeName = "hp_gunl2"
NextAimer = "-"

AimerNodeName = "hp_gunr1"
NextAimer = "-"

AimerNodeName = "hp_gunl1"


WEAPONSECTION = "2"

WeaponName = "imp_weap_fly_trooptrans_ptorpedo"
WeaponAmmo = "0"

AimerNodeName = "hp_cannonl1"
NextAimer = "-"

AimerNodeName = "hp_cannonl1"
NextAimer = "-"

AimerNodeName = "hp_cannonl1"
NextAimer = "-"

AimerNodeName = "hp_cannonl1"
NextAimer = "-"

AimerNodeName = "hp_cannonl1"
NextAimer = "-"

AimerNodeName = "hp_cannonl2"
NextAimer = "-"

AimerNodeName = "hp_cannonl2"
NextAimer = "-"

AimerNodeName = "hp_cannonl2"
NextAimer = "-"

AimerNodeName = "hp_cannonl2"
NextAimer = "-"

AimerNodeName = "hp_cannonr1"
NextAimer = "-"

AimerNodeName = "hp_cannonr1"
NextAimer = "-"

AimerNodeName = "hp_cannonr1"
NextAimer = "-"

AimerNodeName = "hp_cannonr1"
NextAimer = "-"

AimerNodeName = "hp_cannonr1"
NextAimer = "-"

AimerNodeName = "hp_cannonr2"
NextAimer = "-"

AimerNodeName = "hp_cannonr2"
NextAimer = "-"

AimerNodeName = "hp_cannonr2"
NextAimer = "-"

AimerNodeName = "hp_cannonr2"
NextAimer = "-"

AimerNodeName = "hp_cannonr2"
NextAimer = "-"

AimerNodeName = "hp_cannonl2"


FLYERSECTION = "TURRET1"

//FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75

VehiclePosition = "common.vehiclepositions.copilot"

PitchLimits = "-0 0"
YawLimits = "-0 0"
EyePointOffset = "0.0 10.0 0.0"
TrackCenter = "0.0 7.0 -10.0"
TrackOffset = "0.0 -2.0 22.0"
TiltValue = "7.0"

ForceMode = 1

WEAPONSECTION = "1"
WeaponName = "imp_weap_fly_trooptrans_guided_rocket"
WeaponAmmo = "0"


FLYERSECTION = "TURRET2"
//PilotType = self

//FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
EyePointOffset = "0.0 -5.0 4.0"
TrackCenter = "0.0 0.0 0.0"
TrackOffset = "0 -0.8 1.25" //"0 3 16"
TiltValue = "-2.0" //5
FirstPersonFOV = "50"
ForceMode = "1"

VehiclePosition = "common.vehiclepositions.gunner"

WeaponName = "imp_weap_fly_trooptrans_turret"
WeaponAmmo = "0"

PitchLimits = "-20.0 30.0" // -20 10
YawLimits = "120.0 240.0"

PitchTurnFactor = "0.0"

TurretNodeName ="aimer_tailgun_y"
AimerNodeName = "aimer_tailgun_x"
AimerPitchLimits = "-10.0 90.0"
AimerYawLimits = "-180.0 180.0"

PitchRate = 4.0
//PitchFilter = 2.75
TurnRate = 4.0
//TurnFilter = 2.75

FLYERSECTION = "TURRET3"

//FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
EyePointOffset = "0.0 2.5 4.0"
TrackCenter = "0.0 0.0 0.0"
TrackOffset = "0 3 30"
TiltValue = "5"
FirstPersonFOV = "50"
ForceMode = "1"

VehiclePosition = "common.vehiclepositions.passenger"

PitchLimits = "-20.0 10.0"
YawLimits = "-180.0 180.0"

PitchTurnFactor = "0.0"


FLYERSECTION = "TURRET4"

//FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
EyePointOffset = "0.0 2.5 4.0"
TrackCenter = "0.0 0.0 0.0"
TrackOffset = "0 3 30"
TiltValue = "5"
FirstPersonFOV = "50"
ForceMode = "1"

VehiclePosition = "common.vehiclepositions.passenger"

PitchLimits = "-20.0 10.0"
YawLimits = "-180.0 180.0"

PitchTurnFactor = "0.0"

FLYERSECTION = "TURRET5"

//FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
EyePointOffset = "0.0 2.5 4.0"
TrackCenter = "0.0 0.0 0.0"
TrackOffset = "0 3 30"
TiltValue = "5"
FirstPersonFOV = "50"
ForceMode = "1"

VehiclePosition = "common.vehiclepositions.passenger"

PitchLimits = "-20.0 10.0"
YawLimits = "-180.0 180.0"

PitchTurnFactor = "0.0"




VehicleCollision = "p_sphere1"
VehicleCollision = "p_sphere2"
VehicleCollision = "p_sphere3"
VehicleCollision = "p_sphere4"
VehicleCollision = "p_sphere5"
VehicleCollision = "p_sphere6"
VehicleCollision = "p_sphere7"
VehicleCollision = "p_sphere8"
VehicleCollision = "p_sphere9"
VehicleCollision = "p_sphere10"
VehicleCollision = "p_sphere11"

BuildingCollision = "p_sphere1"
BuildingCollision = "p_sphere2"
BuildingCollision = "p_sphere3"
BuildingCollision = "p_sphere4"
BuildingCollision = "p_sphere5"
BuildingCollision = "p_sphere6"
BuildingCollision = "p_sphere7"
BuildingCollision = "p_sphere8"
BuildingCollision = "p_sphere9"
BuildingCollision = "p_sphere10"
BuildingCollision = "p_sphere11"

TerrainCollision = "p_sphere1"
TerrainCollision = "p_sphere2"
TerrainCollision = "p_sphere3"
TerrainCollision = "p_sphere4"
TerrainCollision = "p_sphere5"
TerrainCollision = "p_sphere6"
TerrainCollision = "p_sphere7"
TerrainCollision = "p_sphere8"
TerrainCollision = "p_sphere9"
TerrainCollision = "p_sphere10"
TerrainCollision = "p_sphere11"

OrdnanceCollision = "p_cube1L"
OrdnanceCollision = "p_cube1R"
OrdnanceCollision = "p_cube2L"
OrdnanceCollision = "p_cube2R"
OrdnanceCollision = "p_cube3L"
OrdnanceCollision = "p_cube3R"
OrdnanceCollision = "p_cube4L"
OrdnanceCollision = "p_cube4R"
OrdnanceCollision = "p_cube5L"
OrdnanceCollision = "p_cube5R"
OrdnanceCollision = "p_cube6L"
OrdnanceCollision = "p_cube6R"
OrdnanceCollision = "p_cube7L"
OrdnanceCollision = "p_cube7R"
OrdnanceCollision = "p_cube8L"
OrdnanceCollision = "p_cube8R"

SoldierCollision = "p_cube1L"
SoldierCollision = "p_cube1R"
SoldierCollision = "p_cube2L"
SoldierCollision = "p_cube2R"
SoldierCollision = "p_cube3L"
SoldierCollision = "p_cube3R"
SoldierCollision = "p_cube4L"
SoldierCollision = "p_cube4R"
SoldierCollision = "p_cube5L"
SoldierCollision = "p_cube5R"
SoldierCollision = "p_cube6L"
SoldierCollision = "p_cube6R"
SoldierCollision = "p_cube7L"
SoldierCollision = "p_cube7R"
SoldierCollision = "p_cube8L"
SoldierCollision = "p_cube8R"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "DummyRoot"
ContrailAttachOffset = "-7.75 -6.0 -0.6"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "DummyRoot"
ContrailAttachOffset = "7.75 -6.0 -0.6"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "DummyRoot"
ContrailAttachOffset = "0.0 4.75 4.25"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"

// 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"


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "imp_fly_trooptrans_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 2.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "4.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke2"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "imp_fly_trooptrans_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.3"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "12.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "imp_fly_trooptrans_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 1.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "12.0"
ChunkUpFactor = "8.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

//ExplosionCritical = "imp_fly_trooptrans_exp"
ExplosionDestruct = "imp_fly_trooptrans_exp"

VOUnitType = 56
EngineSound = "imp_fly_trooptrans_engine_parameterized"
TakeoffSound = "imp_fly_trooptrans_take_off"
LandSound = "imp_fly_trooptrans_land"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "imp_fly_trooptrans_turn_on"
TurnOffSound = "imp_fly_trooptrans_airbrakes_off"
TurningOffSound = "imp_fly_trooptrans_turn_off"
TurnOffTime = "1.5"
FoleyFXGroup = "metal_foley"
BoostSound = "imp_fly_trooptrans_shift_up_property 0.11 1"
//BoostSound = "imp_fly_trooptrans_shift_up_property 0.53 1"
BoostSound = "imp_fly_trooptrans_shift_up_high_property 0.66 1"
BoostSound = "imp_fly_trooptrans_shift_down_property 0.17 0"
BoostSound = "imp_fly_trooptrans_shift_down_property 0.9 0"
TrickSound = "trooptrans_has_no_roll" //Played when the flyer performs a roll
FlipSound = "trooptrans_has_no_flip" //Played when the flyer performs a flip
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "150" // Distance from target where proximity parameter of engine is 1.
ImpMusic = "imp_vehicle"
AllMusic = "all_vehicle"
CisMusic = "cis_vehicle
MusicSpeed = ".25"
MusicDelay = "3.0"

Cockpit1stPersonSound = "imp_inf_com_space_chatter"
Cockpit3rdPersonSound = "imp_inf_com_space_chatter"
There is the odf for it, its just the standard imp shuttle. I didn't use the min flight height line, i'll add it in and see what happens.
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: Airspawn

Post by AceMastermind »

wishihadaname wrote:...the two ATST's that spawn right next to it are just fine...
Maybe they are spawning too close to each other, try putting more distance between the vehicle spawns.
User avatar
wishihadaname
Captain
Captain
Posts: 493
Joined: Fri Dec 28, 2007 2:10 pm
Projects :: The Corellian Resistance
Games I'm Playing :: Halo Reach and LOTRO
Location: Look to your left.... no, your other left....

Re: Airspawn

Post by wishihadaname »

adding the minflyheight fixed the issue, thank you for the help.
Post Reply