[code]
[GameObjectClass]
// Base class for all soldiers, inherits from base type soldier
ClassLabel = "soldier"
GeometryName = "rep_inf_aaylasecura.msh"
JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 25.0
CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
// Movement defaults
// These are values for an average class - some soldiers will override these
MaxSpeed = 9.0 // base forward speed
MaxStrafeSpeed = 6.6 // base right/left speed
MaxTurnSpeed = 6.0 // base turn speed
JumpHeight = 3.5 // base jump height in meters
RecoverFromTumble = "1"
BlurEffect = "0.8" //motion blur effect for force run
// Speed multipliers for various actions
JumpForwardSpeedFactor = 1.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 1.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 1.5 // in forward arc, boost speed by this factor when rolling
// Apparently contant for all or most classes:
Acceleration = 70.0 // accelerate to full run in about 7/70 = 0.1 seconds
SprintAccelerateTime = 0.35 // accelerate from run to sprint in this time
// ControlSpeed = "<stance> <thrustfactor> <strafefactor> <turnfactor>"
// For grounded states (stand, crouch, prone, sprint) and jet state,
// in which the thrust/strafe stick controls the player's velocity,
// these values are multipliers on the max speed and acceleration.
// For flying states (jump, roll, tumble), in which the thrust/strafe stick
// applies an acceleration, these values only multiply the acceleration.
// Energy bar defaults
EnergyBar = 100.0 // Max energy
EnergyRestore = 15.0 // energy regained per second if moving
EnergyRestoreIdle = 25.0 // energy regained per second if not
EnergyDrainSprint = 15.0 // energy spent per second of sprinting
EnergyMinSprint = 20.0 // min energy to start sprinting
EnergyCostJump = 0.0 // energy cost to jump
EnergyCostRoll = 25.0 // energy cost to roll
before u ask..yes the tenticle odfs are in the odf folder
Re: Aalyas Tentacles, Luke Anims??
Posted: Fri Dec 07, 2007 8:15 am
by maxloef
Any help would really be apriciated
Re: Aalyas Tentacles, Luke Anims??
Posted: Fri Dec 07, 2007 10:28 am
by MandeRek
Just a suggestion, haven't tested it, but you want luke's animations? Take the aayla folder from the assets, remove everything except for basepose.msh and munge in the name you gave as animation name. I think this should work
Re: Aalyas Tentacles, Luke Anims??
Posted: Fri Dec 07, 2007 10:10 pm
by EGG_GUTS
Hmmmmmm, That's odd cuz the Gungans have the same problem with there tentacles except for the Luke anime.
Try a clean re-munge. I always do that and they seem to work out.
Re: Aalyas Tentacles, Luke Anims??
Posted: Sun Dec 09, 2007 7:30 am
by MandeRek
It does?
Re: Aalyas Tentacles, Luke Anims??
Posted: Tue Dec 11, 2007 2:46 pm
by MasterSaitek009
Unzip this and put it in your munged folder
lukeanims.zip
Add this to your units odf:
AnimationName = "lukeanims"
I tested it and it works.