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Running help [Solved]

Posted: Sat Jul 31, 2010 6:48 pm
by Fiodis
My units are sluggish, lazy, and unable to run for their lives. :x

This, of course, grants them all the survival abilities of an ice cube on Mustafar. At first I thought the problem was because I enabled running blur, but even when I removed it, they still weren't able to run. Here's ter_inf_default.odf, the file which contains all their movement information:
Hidden/Spoiler:
[code][GameObjectClass]
// Base class for all rep soldiers, inherits from com_inf_default
ClassParent = "com_inf_default"
GeometryName = "rep_inf_trooper.msh"

[Properties]
//AnimationName = "highd"


// Mostly sound and general VO in this file
// The above statement is an absolute LIE


MapTexture = "troop_icon"
MapScale = 1.4
MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100

HealthType = "person"
MaxHealth = 400.0


// Movement defaults
// These are values for an average class - some soldiers will override these
MaxSpeed = 7.0 // base forward speed
MaxStrafeSpeed = 5.25 // base right/left speed
MaxTurnSpeed = 5.0 // base turn speed
JumpHeight = 1.78 // base jump height in meters
// Speed multipliers for various actions
JumpForwardSpeedFactor = 1.0 // 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 = 1.0 // 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.
ControlSpeed = "stand 1.00 1.00 1.00"
ControlSpeed = "crouch 0.70 0.60 1.00"
ControlSpeed = "prone 0.30 0.20 0.50"
ControlSpeed = "sprint 0.0 0.0 0.0"
ControlSpeed = "jet 0.30 0.30 1.00"
ControlSpeed = "jump 0.03 0.03 0.35"
ControlSpeed = "roll 0.02 0.02 0.35"
ControlSpeed = "tumble 0.00 0.00 0.10"

//BlurEffect = "0.8" //motion blur effect for force run
//I would not recommend activating this - the blur does indeed work for jump,
//but it takes away the unit's ability to run, oddly.
// ~ Fiodis

// Energy bar defaults
EnergyBar = 100.0 // Max energy
EnergyRestore = 5.0 // energy regained per second if moving
EnergyRestoreIdle = 5.0 // energy regained per second if not
EnergyDrainSprint = 0.0 // energy spent per second of sprinting
EnergyMinSprint = 0.0 // min energy to start sprinting
EnergyCostJump = 0.0 // energy cost to jump
EnergyCostRoll = 0.0 // energy cost to roll

AimValue = "1.0"
AimFactorPostureSpecial = 50
AimFactorPostureStand = 100
AimFactorPostureCrouch = 160
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70

AISizeType = "SOLDIER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.25
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.08
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.08
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10

FootWaterSplashEffect = "com_sfx_watersplash_sm"
WaterSplashEffect = "com_sfx_watersplash_md"
WakeWaterSplashEffect = "com_sfx_watersplash_wade"

FirstPersonFOV = "70"
ThirdPersonFOV = "65"

CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.2"
TiltValue = "10.0"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"

CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 1.0 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"
CameraBlendTime = "1.0"

CAMERASECTION = "PRONEZOOM"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "10.0"
CameraBlendTime = "0.75"
[/code]
Can anyone spot any problem?

Re: Running help

Posted: Sat Jul 31, 2010 6:57 pm
by Ninja
Fiodis wrote: ControlSpeed = "sprint 0.0 0.0 0.0"
I think that's your problem

Re: Running help

Posted: Sat Jul 31, 2010 6:59 pm
by Fiodis
Really? I thought those lines referred to how fast the player could turn in any given direction.

Re: Running help

Posted: Sat Jul 31, 2010 7:10 pm
by Ninja
Afaik, they all are speed multipliers for sprinting, I added that line to my unit odf and I had no sprinting also.

Re: Running help

Posted: Sat Jul 31, 2010 7:19 pm
by Fiodis
Tested it out - you're right. Well, that was quick - problem solved, thread up for locking. Thanks! :)

Re: Running help [Solved]

Posted: Sun Aug 01, 2010 7:10 am
by SW_elite
Wait a second, so with all of the walker tanks like the AT-TE and AT-AT, if i want them to be able to sprint then i just change that line?

Re: Running help [Solved]

Posted: Sun Aug 01, 2010 9:04 am
by Fiodis
I dunno. This is about units, not walkers. You could try, but I have a feeling the line is something else completely, and self-explanatory.

Re: Running help [Solved]

Posted: Sun Aug 01, 2010 12:26 pm
by FragMe!
It is MaxSpeed =
but it is tricky as I found out doing the ATAP, there is a fine balance, you can make the number bigger but if you do (and there is a boost speed available) it will actually take away the ability to boost, not a problem with the ATAT and ATTE though since they don't have boost.