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AAT MSH Problems

Posted: Wed May 17, 2017 12:05 am
by modmaster13
Hey guys, so I took the cis_hover_aat.msh from the BF1 CIS side and replaced the stock BF2 msh file with it. I got it ingame, and it looks great and all, but there are a few problems I have.

1) The AI won't get in the vehicle as much as they use to, now they ignore the tank. 3/4 times they ignore it.

2) The missiles now fire at the middle of the vehicle, instead of where the stock model fired the missiles.

Can anyone help me with this? I want to use the BF1 model because it seems more acurate size wise, but I've encountered a few roadblocks I don't know how to get over.

Re: AAT MSH Problems

Posted: Wed May 17, 2017 10:56 am
by Lorul1
Did you change the ODF that went along with the battlefront 2 aat msh ?
I'm guessing the reason the missiles are firing from the middle is because you need to edit your odf so that the missiles fire from the BF1 models firepoint.

I'm not sure what the "FirePointName" for the BF1 model is (because i dont have BF1) but see if you can find the name for that from the BF1 ODF then replace it in the the battlefront 2 aat ODF it should work.

Re: AAT MSH Problems

Posted: Sat May 20, 2017 7:19 pm
by modmaster13
I did not change cis_hover_aat.odf. Here is the code to the current ODF file I have for the tank right now:
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "hover"
GeometryName = "cis_hover_aat.msh"

[Properties]

HUDModel = "hud_AAT_shape"
WaterEffect = "com_sfx_waterwake_lg"
FLYERSECTION = "BODY"
VehicleType = "light"
AISizeType = "MEDIUM"
MapTexture = "aat_icon"
HealthTexture = "HUD_cis_aat_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = "1.5"
GeometryName = "cis_hover_aat"
Explosion = "cis_hover_aat_exp"
ExplosionCritical = "cis_hover_aat_exp"
ExplosionDestruct = "cis_hover_aat_exp"
//FirstPerson = "cis\cisaatp;cis_1st_cockpit_AAT"
FirstPersonFOV = "52"
CockpitTension = "22"
CollisionScale = "4"
CollisionThreshold = "5"

MaxHealth = "8000"
HitLocation = "p_crithit 4.0"

TimeRequiredToEject = "10.0"
EjectResistance = "0.02"
TimeTilReboard = "5.0"

HealthType = "vehicle"
SetAltitude = "0.5"
GravityScale = "4"
LiftSpring = "4"
LiftDamp = "3"

Acceleration = "7.25"
Deceleration = "5.5"
Traction = "20"
ForwardSpeed = "8"
ReverseSpeed = "6"
StrafeSpeed = "6"

EnergyBar = 60
EnergyOverheat = 20
EnergyAutoRestore = 7.5
EnergyBoostDrain = 20
BoostSpeed = 17
BoostAcceleration = 100.0
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"
EyePointOffset = "0.0 2.5 -2.0"
TrackCenter = "0.0 5.0 0.0"
TrackOffset = "0.0 -1.0 10.0"
TiltValue = "7"
PitchLimits = "-30 20"
YawLimits = "-90 90"


WEAPONSECTION = "1"
WeaponName = "cis_weap_hover_aat_cannon"
WeaponAmmo = "0"
AimerNodeName = "side_gun_1"
AimerPitchLimits = "-30.0 90.0"
AimerYawLimits = "-30.0 10.0"
BarrelNodeName = "recoil_1"
BarrelRecoil = "0.25"
FirePointName = "hp_gun_2"
NextAimer = "-"
AimerNodeName = "side_gun_2"
AimerPitchLimits = "-30.0 90.0"
AimerYawLimits = "-10.0 30.0"
BarrelNodeName = "recoil_2"
BarrelRecoil = "0.25"
FirePointName = "hp_gun_1"

WEAPONSECTION = "2"
WeaponName = "cis_weap_hover_aat_missile"
WeaponAmmo = "0"

AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missleR_1"

NextAimer = "-"

AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missleL_2"

NextAimer = "-"

AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missleR_2"

NextAimer = "-"

AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missleL_3"

NextAimer = "-"

AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missleR_3"

NextAimer = "-"

AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "hp_missleL_1"

VehicleCollision = "p_vehiclesphere"

OrdnanceCollision = "p_crithit" // critical hit location
OrdnanceCollision = "CollisionMesh"
OrdnanceCollision = "p_sidegun1"

SoldierCollision = "CollisionMesh"

FLYERSECTION = "TURRET1"
VehiclePosition = "common.vehiclepositions.gunner"
//FirstPerson = "cis\cissccam;cis_1st_cockpit_securitycam"
TurretNodeName = "Gun_Body"
PitchLimits = "-40.0 20.0"
YawLimits = "-180.0 180.0"
PitchTurnFactor = "0"
PCPitchRate = "15"
TurnRate = "1.8"
TurnFilter = "10"
PitchRate = "0.5"
PitchFilter = "10"
PitchDamp = "10"
BarrelNodeName = "recoil_3"
BarrelRecoil = "0.75"
FirePointName = "hp_cannon_1"
EyePointOffset = "0.0 2.0 -1.75"
TrackCenter = "0.0 1.0 -2.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "10"

ForceMode = 1

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
WeaponName = "cis_weap_hover_aat_launcher"
WeaponAmmo = "0"
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_hover_att_Chunk1"
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 2.0 1.0"
ChunkBounciness = "0.35"
ChunkStickiness = "0.45"
ChunkSpeed = "15"
ChunkUpFactor = "25"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_hover_att_Chunk2"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = "0.45"
ChunkStickiness = "0.25"
ChunkSpeed = "10"
ChunkUpFactor = "0"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_hover_att_Chunk3"
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 2.0"
PCTurnRate = "20"
AimerNodeName = "Main_Gun"
ChunkSpeed = "12"
DamageStartPercent = "70"
DamageStopPercent = "20"
DamageEffect = "com_sfx_vehiclespark"
AimerPitchLimits = "-30.0 90.0"
AimerYawLimits = "0.0 0.0"
DamageAttachPoint = "hp_damage_3"
DamageStartPercent = "70"
DamageStopPercent = "20"
DamageEffect = "com_sfx_vehiclespark"
SoldierCollision = "p_barrel"
SoldierCollision = "p_turret"
DamageAttachPoint = "hp_damage_4"
DamageStartPercent = "60"
DamageStopPercent = "20"
DamageEffect = "com_sfx_vehiclespark"
OrdnanceCollision = "p_sidegun2"
OrdnanceCollision = "p_barrel"
DamageAttachPoint = "hp_damage_5"
DamageStartPercent = "50"
DamageStopPercent = "0"
DamageEffect = "com_sfx_vehiclesmoke"
OrdnanceCollision = "p_turret"
CHUNKSECTION = "CHUNK4"
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = "30"
DamageStopPercent = "0"
DamageEffect = "com_sfx_vehiclesmoke"
ChunkGeometryName = "cis_hover_att_Chunk4"
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = "10"
DamageStopPercent = "0"
DamageEffect = "com_sfx_vehicleflame"
ChunkTerrainCollisions = "0"
DamageAttachPoint = "hp_damage_2"
VOUnitType = 086
EngineSound = "cis_hover_aat_engine_parameterized"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
ChunkTerrainEffect = "dirtspray"
RepMusic = "rep_vehicle"
CISMusic = "cis_vehicle"
ImpMusic = "imp_vehicle"
MusicSpeed = "0.25"
MusicDelay = "3"
FoleyFXGroup = "metal_foley"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "LEAF"
ChunkOmega = "0.2 0.0 0.2"
ChunkSpeed = "2"

Re: AAT MSH Problems

Posted: Sat May 20, 2017 9:26 pm
by Teancum
You'll have to copy the references for fire points, rotation joints, etc from the BF1 ODF. Most of the models were tweaked for BF2 and the minor updates to the vehicle system.