Creating a "ghost", having issues.
Moderator: Moderators
-
MetalcoreRancor
- Brigadier General

- Posts: 628
- Joined: Thu Jun 07, 2007 11:13 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Creating a "ghost", having issues.
Ok, so I had come up with a brilliant idea last night, of making a character that would have a disguise kit, be able to walk through buildings and not show up on radar.
I haven't figured out how to make a working Disguise kit on my own, so that part doesn't work. The BuildingCollision = "clear" "none" options don't seem to work, and yes I tried removing the -nocollision in .msh.option, and also tried giving it -collision.
Any thoughts and ideas how to get the disguise kit working, and also make the unit capable of passing through destructable buildings?
I haven't figured out how to make a working Disguise kit on my own, so that part doesn't work. The BuildingCollision = "clear" "none" options don't seem to work, and yes I tried removing the -nocollision in .msh.option, and also tried giving it -collision.
Any thoughts and ideas how to get the disguise kit working, and also make the unit capable of passing through destructable buildings?
- imweird24
- Private Recruit
- Posts: 16
- Joined: Sun Sep 28, 2008 3:49 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: If I tell you, what will you do with it?
- Contact:
Re: Creating a "ghost", having issues.
I have no idea, srry, but its a great idea none the less!
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: Creating a "ghost", having issues.
The Disguise Kit is a shipped weapon from the BF1 assets.
As for not showing up on radar, I'm not sure at all....maybe look through the Bothan's stealth field generator.
Why not hex-edit it to allow for transparency, and make the entire skin semi-transparent?
As for not showing up on radar, I'm not sure at all....maybe look through the Bothan's stealth field generator.
Why not hex-edit it to allow for transparency, and make the entire skin semi-transparent?
-
MetalcoreRancor
- Brigadier General

- Posts: 628
- Joined: Thu Jun 07, 2007 11:13 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Creating a "ghost", having issues.
The idea here is not visual issues, but getting it to physically move through structures. The radar I have done already, MapIcon = 0.0
The bothan disguise kit is way down on priority but still an issue. Do I reference DisguiseModel as the odf name or msh name of the first unit?
The bothan disguise kit is way down on priority but still an issue. Do I reference DisguiseModel as the odf name or msh name of the first unit?
-
computergeek
- General

- Posts: 770
- Joined: Thu Jun 07, 2007 6:26 pm
- Projects :: Halo Warthog vehicle for SWBF2
- xbox live or psn: No gamertag set
- Location: Far Far away....
Re: Creating a "ghost", having issues.
I believe that you will need to make a new unit model to make him not have collision.
- Frisbeetarian
- Jedi

- Posts: 1233
- Joined: Wed Sep 12, 2007 3:13 pm
Re: Creating a "ghost", having issues.
Actually, the -nocollision line gives anything no collision (go figure). I think that the game renders unit collision differently, and thus even when you put -nocollision in a msh.option for a unit, it still has collision. If this is the case, the only way I can think to get around this is by having the ghost be a vehicle that you are force-spawned into that has no collision itself (and the likelihood of this working is minimal).
The docs make no reference to this even being a command.MetalcoreRancor wrote:and also tried giving it -collision
- ANDEWEGET
- Ancient Force

- Posts: 1266
- Joined: Tue Apr 01, 2008 8:42 am
- Location: Germany
- Contact:
Re: Creating a "ghost", having issues.
CollisionRootScale = "0.42"
maybe this would help? dont know what this does...found in yodas odf.
maybe this would help? dont know what this does...found in yodas odf.
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: Creating a "ghost", having issues.
that wont remove the collision, you could try to give him a nonexistent collisionprimitive like buildingcollision = "bla"
but im not shure if that works on players or if its even supported in sbwf2 which usually does the collision via naming the collisionprimtives ceratinly
but im not shure if that works on players or if its even supported in sbwf2 which usually does the collision via naming the collisionprimtives ceratinly
-
MetalcoreRancor
- Brigadier General

- Posts: 628
- Joined: Thu Jun 07, 2007 11:13 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Creating a "ghost", having issues.
-collision works with buildings that originally have none, like billboard buildings from mos eisley, or the palace structures from naboo backround.Frisbeetarian wrote:The docs make no reference to this even being a command.MetalcoreRancor wrote:and also tried giving it -collision
Duck's idea didnt work.
- Fluffy_the_ic
- Hoth Battle Chief

- Posts: 3223
- Joined: Thu Jan 24, 2008 7:03 pm
- xbox live or psn: fluffytherc
- Location: she/her
- Contact:
Re: Creating a "ghost", having issues.
I thought that collision in units came from the skeleton, so it'd therefore be pretty much impossible without making a new skeleton. Besides, wouldn't you fall through the ground if your unit had no collision?
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: Creating a "ghost", having issues.
collision doesnt come from the skeleton
for everythingbut unit you can define the collisionparts, so you could give him terrain but no buildingcollision (if it worked for units
for everythingbut unit you can define the collisionparts, so you could give him terrain but no buildingcollision (if it worked for units
-
MetalcoreRancor
- Brigadier General

- Posts: 628
- Joined: Thu Jun 07, 2007 11:13 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Creating a "ghost", having issues.
It's only to make it so the unit can walk through a set of buildings, without making all other units walk through them. I know how to set SoldierCollision but not how to rig it to only 1 particular msh.
-
Master_Ben
- Lieutenant General

- Posts: 675
- Joined: Wed Nov 12, 2008 9:50 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Watching your PC over your shoulder. No, the other sholder....
Re: Creating a "ghost", having issues.
Can you et it so only a specific class of units can walk through buildings? 'Cause in that case, if worst comes to worst don't make any AI in that class and spawn some friendly locals of the same unit.
-
MetalcoreRancor
- Brigadier General

- Posts: 628
- Joined: Thu Jun 07, 2007 11:13 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Creating a "ghost", having issues.
The line for buildings is SoldierCollision = clear
So unless AiSize = Hover dictates Soldier collision I doubt I could do that.
So unless AiSize = Hover dictates Soldier collision I doubt I could do that.
-
FragMe!
- Gametoast Staff

- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: Creating a "ghost", having issues.
Just for fun and I am not sure it will work but in your unit odf try putting either:
CollisionRootScale = "0.01" --very small number, I think 0 would cause an error
or same thing but use
CollisionScale =
Edit:Just thinking though that would affect all collisions including ordnance, I am assuming you should be able to shoot at the ghost to kill him, wait he is a ghost he is already dead
Edit Edit: nah just tried it didn't work.
CollisionRootScale = "0.01" --very small number, I think 0 would cause an error
or same thing but use
CollisionScale =
Edit:Just thinking though that would affect all collisions including ordnance, I am assuming you should be able to shoot at the ghost to kill him, wait he is a ghost he is already dead
Edit Edit: nah just tried it didn't work.
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Creating a "ghost", having issues.
Even if you did manage to make that (or something like it) work, you would uniformly remove all collision (like you said), including terrain collision, which is a bit more of an issue than ordnance.FragMe! wrote:Edit:Just thinking though that would affect all collisions including ordnance, I am assuming you should be able to shoot at the ghost to kill him, wait he is a ghost he is already dead
-
MetalcoreRancor
- Brigadier General

- Posts: 628
- Joined: Thu Jun 07, 2007 11:13 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Creating a "ghost", having issues.
So anyone think what I'm trying to do is possible?
- Frisbeetarian
- Jedi

- Posts: 1233
- Joined: Wed Sep 12, 2007 3:13 pm
Re: Creating a "ghost", having issues.
You could probably get a vehicle to do it, but not a unit.
