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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
Image

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
Image

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...
Image

Image

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? :roll:

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
Hidden/Spoiler:
[quote][GameObjectClass]
ClassLabel = "armedbuilding"
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"

PathFollowerClass = "rep"
PathFollowerBranchMaxAngle = "60"
PathFollowerFlyerVsFlyer = "0"

CollisionScale = "2.5"
CollisionThreshold = "5.0"

CollisionInflict = "0.1"

MaxHealth = 500000000000000.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"


PilotSkillRepairScale = 0.01

Acceleraton = 20.0
MinSpeed = 30.0
MidSpeed = 45.0
MaxSpeed = 60.0
StrafeSpeed = 0.0

PitchRate = 0.8
PitchFilter = 1.75
TurnRate = 1.0
TurnFilter = 5.75

//TurnRate = 1.25 // Max turn //3.25 mouse!
//TurnFilter = 5.75 // Speed of turn //5.75 mouse!


//ThrustPitchAngle = 0.2
//StrafeRollAngle = 0.1
BankAngle = 0.55
BankFilter = 5.5
LevelFilter = 2.0

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

TakeoffTime = 1.5
TakeoffSpeed = 5.0
LandingTime = 1.5
LandingSpeed = 8.0
TakeoffHeight = 3.0

EyePointOffset = "0.0 0.0 10.0"
TrackCenter = "0.0 10.0 -24.0"
TrackOffset = "0.0 0.0 0.0 "
TiltValue = "4.0"

AimTension = "30.0"
MoveTension = "4.5"

WEAPONSECTION = "1"

WeaponName = "rep_weap_fly_gunship_cannon"
WeaponAmmo = "0"

AimerNodeName = "front_gun_1"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

NextAimer = "-"

AimerNodeName = "front_gun_2"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

WEAPONSECTION = "2"

WeaponName = "rep_weap_fly_gunship_missile"
WeaponAmmo = "6"

AimerNodeName = "hp_cannon_1"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

NextAimer = "-"

AimerNodeName = "hp_cannon_2"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

VehiclePosition = "common.vehiclepositions.pilot"

//********************************
//********** CO PILOT *********
//********************************
FLYERSECTION = "TURRET1"

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


PitchLimits = "-20 50"
YawLimits = "-89 89"
EyePointOffset = "0.0 10.0 0.0"
TrackCenter = "0.0 7.0 -10.0"
TrackOffset = "0.0 1.0 14.0"
TiltValue = "5.0"

WEAPONSECTION = "1"
WeaponName = "rep_weap_fly_gunship_wing"
WeaponAmmo = "0"

AimerNodeName = "wing_turret_2"
AimerYawLimits = "-160.0 20.0"//"-160.0 -20.0"
AimerPitchLimits = "-80.0 80.0"
BarrelLength = "1.0"

//WEAPONSECTION = "2"
NextAimer = "-"

WeaponName = "rep_weap_fly_gunship_wing"
WeaponAmmo = "0"

AimerNodeName = "wing_turret_1"
AimerYawLimits = "-20.0 160.0"//"20.0 160.0"
AimerPitchLimits = "-80.0 80.0"
BarrelLength = "1.0"

VehiclePosition = "common.vehiclepositions.copilot"
//********************************
//******** R BALL TURRET *******
//********************************

FLYERSECTION = "TURRET2"

PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


//FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "-115.0 0.0"
PitchLimits = "-30.0 70.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"


EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "ball_turret_2"
FirePointName = "hp_turret_right"


WeaponName = "rep_weap_fly_gunship_ball"
WeaponAmmo = "0"

BarrelLength = "0.0"

PilotPosition = "hp_gunner2"
PilotAnimation = "drive"
IsPilotExposed = "0"

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"

//********************************
//******** L BALL TURRET *******
//********************************
FLYERSECTION = "TURRET3"

PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


//FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "0.0 115.0"
PitchLimits = "-30.0 70.0"

//YawLimits = "0.0 170.0"
//PitchLimits = "10.0 70.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"

//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"

EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "ball_turret_1"
FireNodeName = "hp_turret_left"

WeaponName = "rep_weap_fly_gunship_ball"
WeaponAmmo = "0"

BarrelLength = "0.0"

PilotPosition = "hp_gunner1"
PilotAnimation = "drive"
IsPilotExposed = "0"

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"

////////////////////////////////



//YawLimits = "-40 40"
//PitchLimits = "-10.0 40.0"
//YawLimits = "-140.0 -45.0"
//PitchLimits = "-15.0 35.0"
//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"

//EyePointOffset = "0.0 -1.0 -8.0"
//TrackOffset = "0.0 0.5 1.5"

//EyePointOffset = "0.0 0.2 2.3" by Trey 6/11/04
//TrackOffset = "0.0 0.0 0.0"

//EyePointOffset = "0.0 10.0 -3.0"
//TrackCenter = "1.5 -0.5 -1.0"
//TrackOffset = "0.0 0.0 -1.0"
//ThirdPersonFOV = "55"

//WeaponName = "rep_weap_fly_gunship_wing"
//WeaponAmmo = "0"

//AimerNodeName = "wing_turret_2"
//AimerYawLimits = "-170.0 -30.0"
//AimerPitchLimits = "-40.0 50.0"

//BarrelLength = "1.0"

//PilotPosition = "hp_passenger2"
//PilotAnimation = "standing"

//VehiclePosition = "common.vehiclepositions.rightturret"

////////////////////////////////
//FLYERSECTION = "TURRET4"
////////////////////////////////

//YawLimits = "60 140"
//PitchLimits = "10.0 40.0"

//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"

//EyePointOffset = "0.0 0.2 2.3"
//TrackOffset = "0.0 0.0 0.0"

//WeaponName = "rep_weap_fly_gunship_wing"
//WeaponAmmo = "0"

//AimerNodeName = "wing_turret_1"
//AimerYawLimits = "60.0 140.0"
//AimerPitchLimits = "-40.0 -10.0"

//BarrelLength = "1.0"

//PilotPosition = "hp_passenger3"
//PilotAnimation = "standing"

//VehiclePosition = "common.vehiclepositions.leftturret"

//*****************************
////////////////////////////////
FLYERSECTION = "TURRET4"
////////////////////////////////
//PassengerSlots = "6"
//PassengerEyePoint = "hp_passenger1"

ForceMode = 1
ThirdPersonFOV = 59.5
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75

YawLimits = "-95 -60"
PitchLimits = "-10.0 20.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"

PitchTurnFactor = "1.0"
YawTurnFactor = "1.0"

EyePointOffset = "0.0 10.0 -3.0"
MountPos = "1.5 -0.75 1.75"
TrackCenter = "0.0 0.0 0.0"
TrackOffset = "0.0 0.0 0.0"

//ControlsUnit = "1"
PilotPosition = "hp_passenger1"
PilotAnimation = "standing"

VehiclePosition = "common.vehiclepositions.passenger"

///////////////////////////////////////////////////////////////


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "gunship_chunk1"
ChunkNodeName = "Wing_gun_housing_2"
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "gunship_chunk2"
ChunkNodeName = "main_backdoor_R"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "REP_LA_AT_Gunship_hulk"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "12.0"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke2"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke3"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke4"

//////////////////////////
////DAMAGE///////////
///////////////

// 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 = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "25"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"



//ExplosionCritical = "rep_fly_gunship_exp"
ExplosionDestruct = "rep_fly_gunship_exp"


VOUnitType = 131
EngineSound = "wrong_gunship_loaded"
TakeoffSound = "rep_fly_gunship_takeoff"
LandSound = "rep_fly_gunship_land"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
MusicSpeed = ".30"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"
Cockpit1stPersonSound = "rep_inf_com_space_chatter"
Cockpit3rdPersonSound = "rep_inf_com_space_chatter"
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
BoostSound = "rep_fly_gunship_shift_up_low_property 0.11 1"
BoostSound = "rep_fly_gunship_shift_up_property 0.47 1"
BoostSound = "rep_fly_gunship_shift_up_high_property 0.62 1"
BoostSound = "rep_fly_gunship_shift_down_low_property 0.11 0"
//BoostSound = "rep_fly_gunship_shift_down_high_property 0.17 0"
BoostSound = "rep_fly_gunship_shift_down_property 0.34 0"
[/quote]


Here is screen.
Image

Animation working. But how to add a sound to a prop (flyer, pathfollower)? My gunship-prop needs a flyby sound.
Plz help.