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Re: Vehicles

Posted: Sat Mar 01, 2008 6:52 pm
by adventfear
It won't let me spawn:
Flyers
AT-TEs
Hailfires
STAPs

It will let me spawn:
IFTs
AATs
BARC Speeders

Do those top ones need some special odfs transfered?

Re: Vehicles

Posted: Sat Mar 01, 2008 9:30 pm
by woner11
They need everything copied into your side folder and the odfs need to be called in the luas. Did your read the getting started doc, because none of us can explain it as good as that.

Re: Vehicles

Posted: Sat Mar 01, 2008 9:58 pm
by adventfear
Well, got the AT-TE finally working after TWO DAYS. Only problem: No sound from the stomping or weapons.

Re: Vehicles

Posted: Sat Mar 01, 2008 11:13 pm
by woner11
Open the odf and add the sound files you want.

Re: Vehicles

Posted: Sat Mar 01, 2008 11:54 pm
by FragMe!
The odf already has all the sound references in them the problem is that not all world sound files have the walker sounds. What you will need to do is in the LUA change the line ReadDataFile("sound\\yav.lvl;yav1cw") to a world that would normally have the ATTE I would suggest ReadDataFile("sound\\geo.lvl;geo1cw") now the problem with this is you may now get the walker sounds but may lose some other ones. The other thing you could do is make a custom sound file which would have all the sounds required for the ATTE but the first way I mentioned is easier.

Re: Vehicles

Posted: Sun Mar 02, 2008 12:03 am
by tsurugi13
You need to add those to the .lua. It should look like this:

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_cloakedanakin",
"rep_hover_barcspeeder") << replace with what you want or just add.
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"sit_hero_revan",
"cis_hover_aat")

Sorry for the mess, code buttons not working?

Re: Vehicles

Posted: Mon Mar 03, 2008 6:41 pm
by Maveritchell
Appreciate the helpfulness, but there's no need to make a new topic to answer his question. (Especially since the documentation still covers this in addition to the fact that it's been posted countless times.)

Re: Vehicles

Posted: Mon Mar 03, 2008 6:50 pm
by obiboba3po
yea lol, i made this, then realized he already answered it, so w/e

Re: Vehicles

Posted: Mon Mar 03, 2008 11:49 pm
by adventfear
Great, now the droid starfighters won't show. What do I have to type into the LUA: droidfighter or droidstarfighter?

Re: Vehicles

Posted: Mon Mar 03, 2008 11:52 pm
by woner11
@ Obibabdo (whatever)- it actually is in the docs you just haven't been looking hard enough because that is where I have learned it.

@adventfear- You have type in the odf name. Underscores and everything. This has been asked countless times and documented countless times as well.

Re: Vehicles

Posted: Tue Mar 04, 2008 12:02 am
by adventfear
But what name do I have to type in?

Re: Vehicles

Posted: Tue Mar 04, 2008 12:55 am
by woner11
What?!! How can this be even a question?!! you type in the odf title - the .odf part. This is in the getting started guide which it seems you haven't read. If you have, the read it again. I refuse to answer any more noobish questions.

Re: Vehicles

Posted: Tue Mar 04, 2008 5:57 am
by adventfear
I have read it four times yet it doesn't really help my situation.

Re: Vehicles

Posted: Tue Mar 04, 2008 11:46 am
by Maveritchell
adventfear wrote:But what name do I have to type in?
What are you trying to spawn? Specifically? And what's the name of the .odf? Do you know the name of the .odf you want?

For flyers, it's best to spawn the versions that have _sc in the names of their .odfs, those are the ones you're used to from space.

Re: Vehicles

Posted: Tue Mar 04, 2008 7:25 pm
by adventfear
No confusion on that anymore. But what I am having trouble with now are buildings. I copy everything (msh, odf) to my "world1" file, yet when I put the building in the map it comes out gray and textureless on the Zero Editor, coming out that way on the map itself as well. I checked all the tuts and documents and nothing helps.

Re: Vehicles

Posted: Tue Mar 04, 2008 7:27 pm
by Maveritchell
Make sure you're copying all the associated .tga files, too (can be found by opening the .msh file and searching ".tga")

Re: Vehicles

Posted: Wed Mar 05, 2008 1:14 pm
by adventfear
Okay, thanks. My new map is coming along nicely (and this time it IS in the addon folder so when it is done I can ship it).

Just a few more questions:

How can I make it so the rep_fly_gunship (not sc version) has the AT-TE's lasers and the IFT's missiles?
Is it possible to make it stop midair by tapping and holding down the "down" button?
Is it possible to increase the passengar slots on the gunship?


Is it possible to increase the amount of dust in the map provided by the "dust" prop?

Re: Vehicles

Posted: Wed Mar 05, 2008 9:45 pm
by woner11
Go into the odf and you'll see all those values that you just asked about. I've got to go, so I can't explain it in much detail.

Re: Vehicles

Posted: Thu Mar 06, 2008 12:27 am
by adventfear
I did but it's all greek to me. What exact values do I change/add for the Gunship?

I'm talking about the weaker rep_fly_gunship and not the rep_fly_gunship_sc.

Re: Vehicles

Posted: Thu Mar 06, 2008 12:32 am
by woner11
Change the odf name under the weapon section to change it to a different weapon, remember to type the new weapon's odf name. As for passenger slots if you read down through the odf you'll see that they are mentioned in there, you might be able to duplicate them, however, I'm not sure what the carrying capacity is. As for the stopping in midair, I'm not sure, if it was a jedi you could use a combo file, but for this I'm really not sure.