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Deployed Dwarf Spiders

Posted: Sun Oct 17, 2010 11:27 am
by Lagomorphia
This works with stock STAPs and Homing Spiders, so it can be done.

I'm trying to deploy a Dwarf Spider from a dispenser. It works with Homing Spiders and STAPs, but the Dwarf is on my team (other vehicles weren't) and when I get in it the camera is about 50 metres up in the air. Guns work, but the legs don't move. No collision either.

ODF
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "walker"
GeometryName = "cis_walk_dwarfspider.msh"

[Properties]
WALKERSECTION = "BODY"
VehicleType = "medium"
Label = "Spider"

DeathDustEffect = "deathdustcloud_brown"
DeathDustDelay = "5.1"
DeathDustOffset = "0.0 0.0 0.0"

ExplosionName = "cis_walk_spider_exp"
DeathAnimationExplosion = "small_explosion"
DeathAnimationExplosion = "med_explosion"
MapTexture = "spider_icon"
HealthTexture = "HUD_cis_spiderwalker_icon"
MapScale = "1.6"

GeometryName = "cis_walk_dwarfspider"
AnimationName = "cis_walk_dwarfspider"
FirstPerson = "cis\cisspdrw;cis_1st_cockpit_spiderwalker"

MaxHealth = "2200.0"
HealthType = "vehicle"

Acceleraton = "2.4"
MaxSpeed = "3.0"
MaxStrafeSpeed = "3.0"
MaxTurnSpeed = "0.6"
PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0
StoppedTurnSpeed = "0.1"
ForwardTurnSpeed = "0.03"
TurnThreshold = "0.2"

SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place

EyePointOffset = "0.0 8.0 0.0"
TrackCenter = "0.0 12.0 0.0"
TrackOffset = "0.0 0.0 10.0"
TiltValue = "5.0

PitchLimits = "-20.0 20.0"
YawLimits = "-90.0 90.0"

WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"



WEAPONSECTION = "1"
WeaponName = "cis_weap_inf_repeater"
WeaponAmmo = "0"
PitchLimits = "-25.0 25.0"
YawLimits = "-40.0 40.0"

AimerYawLimits = "-40.0 40.0"
AimerPitchLimits = "-25 25"
AimerNodeName = "hp_gun_1"
FireOutsideLimits = "1"

NextAimer = "-"

AimerYawLimits = "-40.0 40.0"
AimerPitchLimits = "-25 25"
AimerNodeName = "hp_gun_2"
FireOutsideLimits = "1"


TerrainCollision = "collision15"
TerrainCollision = "collision11"
TerrainCollision = "collision7"
TerrainCollision = "collision3"


//-----------ANIMATION------------//
TEMP_AnimationSpeed = "3.0"
TEMP_Type = "0"

LegPairCount = "2"

WalkerLegPair = "front_legs"
LegBoneLeft = "bone_fl_leg1"
LegBoneRight = "bone_fr_leg1"
TerrainLeft = ""
TerrainRight = ""
FootBoneLeft = "bone_fl_foot"
FootBoneRight = "bone_fr_foot"

WalkerLegPair = "back_legs"
LegBoneLeft = "bone_bl_leg1"
LegBoneRight = "bone_br_leg1"
TerrainLeft = ""
TerrainRight = ""
FootBoneLeft = "bone_bl_foot"
FootBoneRight = "bone_br_foot"

StompEffect = "walkerstomp"

//LeftFootstepSound = "cis_walk_dwarfspider_stepl"
//RightFootstepSound = "cis_walk_dwarfspider_stepr"
HydraulicSound = ""
HydraulicSoundHeight = ""
HydraulicLowerSound = ""
HydraulicLowerHeight = ""
HurtSound = ""
DeathSound = "com_weap_obj_small_exp"
Music = ""
MusicSpeed = ""
MusicDelay = ""
EngineSound = ""
TurnOnSound = ""
TurnOffSound = ""

Re: Deployed Dwarf Spiders

Posted: Sun Oct 17, 2010 8:52 pm
by sim-al2
Do spawned/placed spiders work? Make sure that have the munged files along with everything else.

Re: Deployed Dwarf Spiders

Posted: Mon Oct 18, 2010 2:00 pm
by Lagomorphia
sim-al2 wrote:Do spawned/placed spiders work? Make sure that have the munged files along with everything else.
This works with stock STAPs and Homing Spiders, so it can be done.

Re: Deployed Dwarf Spiders

Posted: Mon Oct 18, 2010 2:28 pm
by sim-al2
Do your spawned dwarf spiders work? I.E. You said the big ones work but do the dwarfs work fine?

Re: Deployed Dwarf Spiders

Posted: Mon Oct 18, 2010 3:10 pm
by Lagomorphia
Like I said in the first post, the camera is about 50 metres up in the air, no collision and the legs don't move. The faction thing was just a unit using it.

Re: Deployed Dwarf Spiders

Posted: Tue Oct 19, 2010 7:28 pm
by SAMofBIA
umm i dont know if this would help any, but since (like the acklay) a dwarf spider is a multi legged, vehicle sized creation, this ODF may be of some assistence, its of a controllable acklay.
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_inf_default"
GeometryName = "geo_walk_acklay"

[Properties]

GeometryName = "geo_inf_acklay"
GeometryLowRes = "geo_inf_acklay_low1"

forcemode = 1

SkeletonName = "acklay"
SkeletonLowRes = "acklaylz"

IsAcklay = 1
UseDirectionalDeaths = 0
UseDirectionalJumps = 0

ImpactEffectWater = "com_sfx_watersplash_ord"

FLYERSECTION = "BODY"
VehicleType = "light"

PilotType = "remote"

MapTexture = "troop_icon"
HealthTexture = "HUD_com_probedroid_health_icon"
MapScale = 1.0

MapViewMin = 50
MapViewMax = 500
MapSpeedMin = 0
MapSpeedMax = 100

NoEnterVehicles = 1
IgnoreHintNodes = 1

JetShowHud = 0

CollisionScale = "0.0 0.0 0.0"

WEAPONSECTION = 1
WeaponName1 = "geo_weap_lightsaber_acklay"
WeaponAmmo1 = 1

MaxHealth = "3000.0"
Healthtype = "animal"

ScanningRange = 30.0
TransmitRange = 300.0

// Movement defaults
// These are values for an average class - some soldiers will override these
MaxSpeed = 6.5 // base forward speed
MaxStrafeSpeed = 4.0 // base right/left speed
MaxTurnSpeed = 3.0 // base turn speed
//JumpHeight = 0 // base jump height in meters
// 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.
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 3.00 0.50 0.35"
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"

VOUnitType = 176


CAMERASECTION = "STAND"
EyePointOffset = "0.0 2.0 0.0"
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 3.0 0.0"
TrackOffset = "0.0 0.0 7.0"
TiltValue = "10"


AISizeType = "Medium"

HurtSound = "acklayhurt"
DeathSound = "acklaydie"
FootstepSound0 = "acklaystepleft"
FootstepSound1 = "acklaystepright"
FootstepSound4 = "acklaystepleft"
FootstepSound5 = "acklaystepright"
LowHealthSound = "acklaychatter"
LowHealthThreshold = "1.1"

Re: Deployed Dwarf Spiders

Posted: Tue Oct 19, 2010 8:26 pm
by skelltor
why don't you just replace the camera lines with the droidekas camera lines or some other unit?

Re: Deployed Dwarf Spiders

Posted: Tue Oct 19, 2010 8:54 pm
by SAMofBIA
yes, that would work better,but how tall is this thing?
if its not as tall as a normal unit, try a yoda height camera or the like.

Re: Deployed Dwarf Spiders

Posted: Wed Oct 20, 2010 12:45 am
by sim-al2
SAMofBIA wrote:umm i dont know if this would help any, but since (like the acklay) a dwarf spider is a multi legged, vehicle sized creation, this ODF may be of some assistence, its of a controllable acklay.
He's deploying a vehicle not a controllable. What he's saying makes me thing the skeleton/animations aren't getting loaded right.

Re: Deployed Dwarf Spiders

Posted: Fri Oct 22, 2010 6:14 pm
by SAMofBIA
oh srry, when he said dispensable i figured he wanted to control it. my bad :oops: