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Posted: Fri Jun 15, 2007 5:35 am
by Maveritchell
JK514 wrote:Maveritchell
Turn it into a prop and then let's talk.
what turn it prop? Vehicle?
Qua? The words you wrote don't make sense in that or any order. At least to me. What I was saying was that if you are animating, as I suspect, a vehicle .odf (rep_fly_gunship), it won't animate. You might need to create a new .odf (e.g. rep_prop_gunship.odf), something like:
[GameObjectClass]
ClassLabel = "prop"
GeometryName = "REP_LA_AT_Gunship.msh"
[Properties]
GeometryName = "REP_LA_AT_Gunship"
FoleyFXGroup = "metal_foley"
However, I'm not entirely sure. Everything else looks set up correctly, though.
Posted: Fri Jun 15, 2007 5:42 am
by Guest
my ZE-options
rep_fly_gunship options:
[GameObjectClass]
ClassLabel = "prop
GeometryName = "REP_LA_AT_Gunship.msh"
[Properties]
FLYERSECTION = "BODY"
ReserveOneForPlayer = "0"
VehicleType = "transport"
MapTexture = "gunship_icon"
HealthTexture = "HUD_rep_gunship_icon"
MapScale = 2.0
GeometryName = "REP_LA_AT_Gunship"
//FirstPerson = "REP\repgunsh;rep_1st_cockpit_gunship"
FirstPersonFOV = "60"
CockpitTension = "12"
ThirdPersonFOV = "55"
doesn`t work

Posted: Fri Jun 15, 2007 5:57 am
by Maveritchell
JK514 wrote:my ZE-options
rep_fly_gunship options:
[GameObjectClass]
ClassLabel = "prop
GeometryName = "REP_LA_AT_Gunship.msh"
[Properties]
FLYERSECTION = "BODY"
ReserveOneForPlayer = "0"
VehicleType = "transport"
MapTexture = "gunship_icon"
HealthTexture = "HUD_rep_gunship_icon"
MapScale = 2.0
GeometryName = "REP_LA_AT_Gunship"
//FirstPerson = "REP\repgunsh;rep_1st_cockpit_gunship"
FirstPersonFOV = "60"
CockpitTension = "12"
ThirdPersonFOV = "55"
doesn`t work

Don't keep all that junk from the vehicle .odf. Delete everything in the old .odf (or create a new one) and copy and paste what I wrote into the .odf.
Posted: Fri Jun 15, 2007 6:10 am
by Guest
Maveritchell
thx. I`ll try.

Posted: Fri Jun 15, 2007 9:32 am
by Guest
I have stupid problem. I created new rep_prop_gunship odf-file:
[GameObjectClass]
ClassLabel = "prop"
GeometryName = "REP_LA_AT_Gunship.msh"
[Properties]
GeometryName = "REP_LA_AT_Gunship"
//DestroyedGeometryName = "com_item_weaponrecharge_dst"
ExplosionName = "rep_fly_gunship_exp"
MaxHealth = 10
FoleyFXGroup = "metal_foley"
this is odf ingame...
how fix it?
The classlabel "armedbuilding" supports objects with bones
Posted: Fri Jun 15, 2007 9:48 am
by AceMastermind
Try changing the classlabel in the gunship ODF to:
ClassLabel = "armedbuilding"
The class label armedbuilding supports objects with bones, but these might work also:
animatedbuilding
animatedprop
armedbuildingdynamic
Posted: Fri Jun 15, 2007 11:37 am
by Guest
AceMastermind
okay...
and one question.
How to make a scripted turret that shoot once to the marked point?
Posted: Fri Jun 15, 2007 2:52 pm
by Maveritchell
AceMastermind wrote:Try changing the classlabel in the gunship ODF to:
ClassLabel = "armedbuilding"
The class label armedbuilding supports objects with bones, but these might work also:
animatedbuilding
animatedprop
armedbuildingdynamic
I can't say that I've tried ZE animating any of those types of objects, but I know the game has problems animating dynamic objects like doors. Can animated objects themselves be animated, then?
Posted: Fri Jun 15, 2007 2:56 pm
by Guest
AceMastermind
working. Thx)
How to make an animated gunship (flyer, path follower) that fires? I heared something about PilotType = "self"...
Posted: Fri Jun 15, 2007 3:26 pm
by YankFan1950
yeah you sorta make it into an auto turret and animate it so it goes close enough to the iunits that is fires.
Posted: Fri Jun 15, 2007 3:26 pm
by Snork
Hey people. Did any of you read my Animatedprops Tut? Well, In combination of this, and my Animatedprops, I can create loads of new stuff!!!! Right now I just made a patroling gamorrean gaurd!
Posted: Fri Jun 15, 2007 3:53 pm
by Guest
YankFan1950 wrote:yeah you sorta make it into an auto turret and animate it so it goes close enough to the iunits that is fires.
I don`t understand. What do u mean?

Posted: Fri Jun 15, 2007 7:13 pm
by MetalcoreRancor
I could do that no problem. In fact thats a great idea, create a fleet of moving auto turret ships.
Posted: Sun Jun 17, 2007 8:05 am
by Guest
So, I created new odf.file rep_prop_gunship.odf
Here is screen.
Animation working. But how to add a sound to a prop (flyer, pathfollower)? My gunship-prop needs a flyby sound.
Plz help.