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Adding passenger seats to the Republic Gunship?

Posted: Sat Jun 04, 2011 9:40 am
by baumerindustries
How can I add passengers seats to the republic gunship?
I tried it often and used the search function of the forum... i didn't find anythig

Re: adding passenger seats to the republic gunship

Posted: Sat Jun 04, 2011 10:54 am
by DarthD.U.C.K.
i found this topic searching for "passenger slot". you can have a maximum of 5 passengers per vehicle. every passenger needs a hardpoint to "sit on". the stock vehicles of course dont have more passengerhardpoints than slots. you can probably used a hardpoint that is used for engine/contraileffects or firing as passengerhardpoint for an additional passengerslot, i dont think anybody triedthat before though.

Re: adding passenger seats to the republic gunship

Posted: Sat Jun 04, 2011 12:14 pm
by baumerindustries
it already worked with the cis gunship:

LUA:
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "commandflyer"
GeometryName = "cis_fly_droidgunship.msh"

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

MapScale = 1.5
MapViewMin = 750
MapViewMax = 750

GeometryName = "cis_fly_droidgunship"
AnimationName = "cis_fly_droidgunship"

PilotSkillRepairScale = 0.015

// PathFollower Attributes
PathFollowerClass = "transport"
PathFollowerBranchPaths = "5"
PathFollowerBranchMaxAngle = "45"
PathFollowerMinBranchDist = "250.0"
PathFollowerBranchRange = "1000"


//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 = "1"

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

EyePointOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 0.0 0.0"
TiltValue = "5.0"

FOVEFFectMinCamOffset3rd = "0.0 5.0 10.0"
FOVEFFectMaxCamOffset3rd = "0.0 11.0 7.0"

AimTension = "30.0"
MoveTensionX = "1.0"
MoveTensionY = "1.1 15.0"
MoveTensionZ = "4.25"


WEAPONSECTION = "1"

WeaponName ="cis_weap_fly_droidgunship_beam"
WeaponAmmo = "0"

AimerNodeName = "hp_chin"

WEAPONSECTION = "2"

WeaponName = "cis_weap_fly_droidgunship_missile"
WeaponAmmo = "0"

AimerNodeName = "hp_wingL"

NextAimer = "-"

AimerNodeName = "hp_wingR"


FLYERSECTION = "TURRET1"

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


PitchLimits = "-0 0"
YawLimits = "-0 0"
EyePointOffset = "0.0 10.0 0.0"
TrackCenter = "0.0 7.0 -10.0"
TrackOffset = "0.0 -1.0 14.0"
TiltValue = "7.0"

ForceMode = 1

WEAPONSECTION = "1"
WeaponName = "cis_weap_fly_gunship_guided_rocket"
WeaponAmmo = "0"

VehiclePosition = "common.vehiclepositions.copilot"


FLYERSECTION = "TURRET2"

PitchRate = 3.0
//PitchFilter = 2.75
TurnRate = 3.0
//TurnFilter = 2.75


//FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "0.0 110.0"
PitchLimits = "-30.0 55.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"


EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.3 -0.35"
TrackCenter = "0.0 0.0 0.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "aimer_ballL"
//FirePointName = "hp_turret_right"

ForceMode = 1


WeaponName = "cis_weap_fly_greviousfighter_cannon"
WeaponAmmo = "0"

BarrelLength = "0.0"
BarrelNodeName = "barrel_ballL1"

NextBarrel = "-"

BarrelLength = "0.0"
BarrelNodeName = "barrel_ballL2"

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

VehiclePosition = "common.vehiclepositions.leftturret"


FLYERSECTION = "TURRET3"

PitchRate = 3.0
//PitchFilter = 2.75
TurnRate = 3.0
//TurnFilter = 2.75


//FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "-110.0 0.0"
PitchLimits = "-30.0 55.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"


EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.3 -0.35"
TrackCenter = "0.0 0.0 0.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "aimer_ballR"

ForceMode = 1

WeaponName = "cis_weap_fly_greviousfighter_cannon"
WeaponAmmo = "0"

BarrelLength = "0.0"
BarrelNodeName = "barrel_ballR1"

NextBarrel = "-"

BarrelLength = "0.0"
BarrelNodeName = "barrel_ballR2"

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

VehiclePosition = "common.vehiclepositions.rightturret"


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 20"
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 20"
TiltValue = "5"
FirstPersonFOV = "50"
ForceMode = "1"

VehiclePosition = "common.vehiclepositions.passenger"

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

PitchTurnFactor = "0.0"

//TEST ANFANG
FLYERSECTION = "TURRET6"

//FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
EyePointOffset = "0.0 2.5 4.0"
TrackCenter = "0.0 0.0 0.0"
TrackOffset = "0 3 20"
TiltValue = "5"
FirstPersonFOV = "50"
ForceMode = "1"

VehiclePosition = "common.vehiclepositions.passenger"

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

PitchTurnFactor = "0.0"
//TEST ENDE

//TEST ANFANG
FLYERSECTION = "TURRET7"

//FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
EyePointOffset = "0.0 2.5 4.0"
TrackCenter = "0.0 0.0 0.0"
TrackOffset = "0 3 20"
TiltValue = "5"
FirstPersonFOV = "50"
ForceMode = "1"

VehiclePosition = "common.vehiclepositions.passenger"

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

PitchTurnFactor = "0.0"
//TEST ENDE
//TEST ANFANG
FLYERSECTION = "TURRET8"

//FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
EyePointOffset = "0.0 2.5 4.0"
TrackCenter = "0.0 0.0 0.0"
TrackOffset = "0 3 20"
TiltValue = "5"
FirstPersonFOV = "50"
ForceMode = "1"

VehiclePosition = "common.vehiclepositions.passenger"

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

PitchTurnFactor = "0.0"
//TEST ENDE

TargetableCollision = "p_-vbt_cylinder1"


ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "-5.4 0 -0.7162"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "5.4 0 -0.7162"
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 = "0.85"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "25"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.85"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_fly_droidgunship_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 2.5"
ChunkSpeed = "13.0"
ChunkUpFactor = "1.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_fly_droidgunship_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 -3.5 2.3"
ChunkSpeed = "15.0"
ChunkUpFactor = "0.50"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"


CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_fly_droidgunship_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "-2.0 0.5 -2.0"
ChunkSpeed = "16.0"
ChunkUpFactor = "-2.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "cis_fly_droidgunship_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 -0.5 1.0"
ChunkSpeed = "12.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

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

VOUnitType = 56
EngineSound = "cis_fly_gunship_engine_parameterized"
TakeoffSound = "cis_fly_gunship_take_off"
LandSound = "cis_fly_gunship_land"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "cis_fly_gunship_turn_on"
TurningOffSound = "cis_fly_gunship_turn_off"
TurningOffSound = "cis_fly_gunship_airbrakes_off"
TurnOffTime = "1.5"
FoleyFXGroup = "metal_foley"
BoostSound = "cis_fly_gunship_shift_up_property 0.11 1"
BoostSound = "cis_fly_gunship_shift_up_property 0.53 1"
BoostSound = "cis_fly_gunship_shift_up_high_property 0.66 1"
BoostSound = "cis_fly_gunship_shift_down_property 0.17 0"
BoostSound = "cis_fly_gunship_shift_down_property 0.9 0"
TrickSound = "" //Played when the flyer performs a roll
FlipSound = "" //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.
Cockpit1stPersonSound = "cis_inf_com_space_chatter" // Sound which is triggered every frame when the player is in first person mode.
Cockpit3rdPersonSound = "cis_inf_com_space_chatter" // Sound which is triggered every frame when the player is in third person mode.



MusicSpeed = ".25"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
ImpMusic ="imp_vehicle"
[/code]

Re: adding passenger seats to the republic gunship

Posted: Sat Jun 04, 2011 12:18 pm
by DarthD.U.C.K.
you can only have 5 units per vehicle.

Re: adding passenger seats to the republic gunship

Posted: Sat Jun 04, 2011 12:22 pm
by baumerindustries
there are more in the gunship (it works in my spacemap) I think 7 to 9 I am not sure

EDIT:
http://baumerindustries.bplaced.net/pic2.tga

left-bottom-corner see it? 9 persons in it..

Re: adding passenger seats to the republic gunship

Posted: Sat Jun 04, 2011 12:58 pm
by Maveritchell
A few points - for your own edification, not to nitpick:

-Don't try and show your pictures here using an uploaded .tga. That will not display natively in browsers; use .jpg or .png instead.
-You're showing an .odf, not a .lua file
-In that vein, we can't guess what your problem may have been with your Republic gunship. You need to post its .odf file for anyone to help you.
-You obviously already know how to add passenger slots to a vehicle, since you've done it with a CIS gunship. There is no functional difference between any two flyers.
-Maximum of eight turret slots on any given turret/vehicle (the pilot position apparently does not count toward this).

Re: adding passenger seats to the republic gunship

Posted: Sat Jun 04, 2011 1:47 pm
by baumerindustries
ok maybe the topic is not true in all parts, but I can only do it with the cis one not with the rep one...
second: I'll convert my tgas to gifs in future

Re: adding passenger seats to the republic gunship

Posted: Sat Jun 04, 2011 2:13 pm
by DarthD.U.C.K.
you shouldnt use gifs for screenshots, jpegs are better, or pngs if the quality is really important.

Re: Adding passenger seats to the Republic Gunship?

Posted: Sun Jun 05, 2011 9:48 am
by baumerindustries
it was ok with the cis one because there were passenger seats already, but at the rep one there are no ones so I can't copy it...

back to topic does anyone know what to write in the odf of the rep one to add a passenger seat??

Re: Adding passenger seats to the Republic Gunship?

Posted: Sun Jun 05, 2011 10:06 am
by DarthD.U.C.K.
you can add passengerseats just like to the cisgunship. the stock repgunship already has sections for 2 more (visible) passengers, but they are commented out. if you want more passengers paste in the passengersection from any other transport like the cisgunship.

Re: Adding passenger seats to the Republic Gunship?

Posted: Sun Jun 05, 2011 2:22 pm
by Lagomorphia
I've seen a LAAT with four passengers, but it had a working tailgun too, so it's probably a different model.