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1st person sprint offset

Posted: Tue Mar 04, 2014 9:24 am
by Anakin
Hi

I have a few questions about the 1st person:

1. does anyone know how to remove the sprint offset on vehicles??
2. also it would be nice to have the unit's hands at the 1st person of the vehilce.
3. and an other problem is that i can only have the 1st perspective or the 3rd. But i cannot decide it ingame. Does anyone know how to make this?? If i remove the forcemod = 2 i only have 3rd perspective but cannot switch to the 1st.

That is the odf
Hidden/Spoiler:
[code]
[GameObjectClass]
ClassLabel = "hover"
GeometryName = "veh_hover_stap.msh"

[Properties]
forcemode = 2

HUDModel = "hud_stap_shape"
FLYERSECTION = "BODY"
VehicleType = "light"

MapTexture = "stap_icon"
HealthTexture = "HUD_cis_stap_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5

ExplosionName = "veh_cis_speeder_exp"
GeometryName = "veh_hover_stap"
//FirstPerson = "cis\cisstapp;cis_1st_cockpit_stap"
FirstPerson = "veh\veh_cis_speeder;veh_1st_cockpit_stap"
CollisionScale = 0.3
CollisionThreshold = 15
MaxHealth = 150.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"

TimeRequiredToEject = "1.0"
EjectResistance = "0.01"
TimeTilReboard = "5.0"

CockpitTension = 25

// SMOKE

DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_speeder"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = "55"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclesmoke_speeder"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_2"

// FIRE

DamageStartPercent = "35"
DamageStopPercent = "0.01"
DamageEffect = "com_sfx_vehicleflame_speeder"
DamageEffectScale = ".75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = "15"
DamageStopPercent = "0.01"
DamageEffect = "com_sfx_vehicleflame_speeder"
DamageEffectScale = ".75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage_2"

SetAltitude = 0.5
GravityScale = 4.0//2
LiftSpring = 10.0 //10 Lighter the veh the high the number
LiftDamp = 3.0

Acceleration = 25.0
Deceleration = 35.0
Traction = 70.0
ForwardSpeed = 20.0
ReverseSpeed = 6.0
StrafeSpeed = 5.5

EnergyBar = 40
EnergyAutoRestore = 10
EnergyBoostDrain = 20
BoostSpeed = 30
BoostAcceleration = 100.0
BoostFOV = 60

AddSpringBody = "0.0 1.4 0.8 3.0"
BodySpringLength = 1.5
BodyOmegaXSpringFactor = -2.0

AddSpringBody = "-0.3 1.4 -0.7 3.0"
BodySpringLength = 1.5
AddSpringBody = "0.3 1.4 -0.7 3.0"
BodySpringLength = 1.5

VelocitySpring = 7
VelocityDamp = 2.0
OmegaXSpring = 3.0
OmegaXDamp = 2.5
OmegaZSpring = 5.0
OmegaZDamp = 1.8

SpinRate = 1.5
TurnRate = 2.0
TurnFilter = 15.0
PitchRate = 1.0
StrafeRollAngle = 0.001
ThrustPitchAngle = 0.002
BankAngle = 0.001
BankFilter = 5
LevelSpring = 10.0
LevelDamp = 5.0

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

PilotPosition = "hp_active"
PilotAnimation = "stap_ride"

WeaponName = "veh_cis_speeder_weap_cannon"
WeaponAmmo = "0"


EyePointOffset = "0.0 3.0 0.0"
TrackCenter = "0.0 3.0 0.0"
TrackOffset = "0.0 0.0 5.0"
TiltValue = "5.0"

PitchLimits = "-15.0 15.0"
YawLimits = "-15.0 15.0"



AimerNodeName = "hp_gun_2"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-90.0 90.0"


NextAimer = "-"

AimerNodeName = "hp_gun_1"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-90.0 90.0"


AISizeType = "SMALL"


//BuildingCollision = "p_sphere"
//BuildingCollision = "p_sphere1"


VehicleCollision = "p_sphere"
VehicleCollision = "p_sphere1"

SoldierCollision = "CollisionMesh"

OrdnanceCollision = "CollisionMesh"

VOUnitType = 085
EngineSound = "cis_hover_stap_engine_parameterized"
HurtSound = ""
DeathSound = "com_weap_obj_small_exp"
VehicleCollisionSound ="com_veh_collision_sm"
TurnOnSound = ""
TurnOffSound = ""
Music = ""
RepMusic = "rep_vehicle"
CISMusic = "cis_vehicle"
ImpMusic = "imp_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
[/code]

and here are pics of the problem i mean:
Hidden/Spoiler:
Image
Image

Re: 1st person sprint offset

Posted: Tue Mar 04, 2014 11:05 am
by JimmyAngler
If you mean the sprint itself
Hidden/Spoiler:
EnergyBar = 40
EnergyAutoRestore = 10
EnergyBoostDrain = 20
BoostSpeed = 30
BoostAcceleration = 100.0
BoostFOV = 60
Try removing that stuff or setting it all to zero.

As for hands on the vehicle in FP, I don't think that's possible, I haven't found any FP stuff labeled "drive" or anything. Maybe just try modeling the on to the FP directly.

Re: 1st person sprint offset

Posted: Tue Mar 04, 2014 11:11 am
by Anakin
ok the hands are not so necessary. About the sprint, i don't wnat to remove the whole sprint. I just want to remove the camera moveing back when you start sprinting

Re: 1st person sprint offset

Posted: Tue Mar 04, 2014 11:17 am
by AceMastermind
Anakin wrote:3. i can only have the 1st perspective or the 3rd. But i cannot decide it ingame. Does anyone know how to make this?? If i remove the forcemod = 2 i only have 3rd perspective but cannot switch to the 1st.
ForceMode = 0 //1st or 3rd person
ForceMode = 1 //forces 3rd person
ForceMode = 2 //forces 1st person

viewtopic.php?f=27&t=28643&p=486233&hil ... de#p486233

Re: 1st person sprint offset

Posted: Tue Mar 04, 2014 11:34 am
by Anakin
that doesn't work. When i take ForceMode = 0 i cannot choose between 1st/3rd, it allways show 3rd perspective -.-

Re: 1st person sprint offset

Posted: Tue Mar 04, 2014 11:49 am
by JimmyAngler
It's probably this then:

BoostFOV = 60

FOV stands for FieldOfView so this part looks like it boosts the View. Try messing with it a bit.

Re: 1st person sprint offset

Posted: Tue Mar 04, 2014 12:44 pm
by AceMastermind
Anakin wrote:that doesn't work. When i take ForceMode = 0 i cannot choose between 1st/3rd, it allways show 3rd perspective
I don't know, i'm not a fan of 1st person views anyway, but switching views works for flyers and units from both the hotkey (v or End) and from game settings. I don't even see the option to switch views for hovers and walkers in the settings.

Re: 1st person sprint offset

Posted: Tue Mar 04, 2014 1:49 pm
by Anakin
Yes it's called droideka view for the hovers.

But i'm pretty sure i saw something like that for an ATTE.

Re: 1st person sprint offset

Posted: Tue Mar 04, 2014 1:54 pm
by AceMastermind
I saw that, but Droideka is special case and in a class of its own, nothing to do with hovers.

Re: 1st person sprint offset

Posted: Tue Mar 04, 2014 2:55 pm
by Anakin
mh ok in that case i'll take the 3rd perspective, even i love the 1st. It's really fun to drive with the hover in 1st perspective. Specialy the imp hover :mrgreen:
But most time i need to see something when sitting on the hover ;)

But maybe you also knwo how this works:

Code: Select all

Object("VehicleSpawn_8", "com_item_vehicle_spawn", -1413632325)
{
	ChildRotation(0.384, 0.000, -0.923, 0.000);
	ChildPosition(32.566, -1.727, -27.437);
	SeqNo(-1413632325);
	Team(1);
	NetworkId(-1);
	Label("VehicleSpawn_8");
	Layer(9);
	ControlZone("CP6");
	SpawnCount("1");
	SpawnTime("45.0");
	ExpireTimeEnemy("20.0");
	ExpireTimeField("40.0");
	DecayTime("10.0");
	ClassNeutral("");
	ClassAllATK("");
	ClassCISATK("veh_cis_speeder");
	ClassImpATK("");
	ClassRepATK("");
	ClassLocATK("");
	ClassHisATK("veh_cis_speeder");
	ClassAllDEF("");
	ClassCISDEF("");
	ClassImpDEF("");
	ClassRepDEF("veh_rep_speeder");
	ClassLocDEF("");
	ClassHisDEF("");
	ClassLocals("");
}
it's from a lyr file and adds an vehicle spawn to hoth. The CP is first controlled by the CIS, but the start vehicle is the rep speeder. Do you know why and how to make it the cis speeder?? it's really strange that there is first the rep speeder and than it dies and there comes the cis speeder

Re: 1st person sprint offset

Posted: Tue Mar 04, 2014 3:11 pm
by JimmyAngler
Try changing or removing this : ClassRepDEF("veh_rep_speeder");

Re: 1st person sprint offset

Posted: Tue Mar 04, 2014 3:16 pm
by Marth8880
Did you try lowering this?
JimmyAngler wrote:It's probably this then:

BoostFOV = 60

FOV stands for FieldOfView so this part looks like it boosts the View. Try messing with it a bit.
If that doesn't work, try lowering the CockpitTension.