Making a tiny playable at-at actually work?
Posted: Tue Nov 27, 2007 4:33 pm
by MetalcoreRancor
Ok, so the backstory behind this is classified, for my new map.
Suffice it to say, I am trying to create a small at-at, via scale in the munge.bat of its animation folder, the .msh option, and via odf. Then I am trying to make said at-at playable. I have successfully done the first step, of making it small, and yes I also placed the at-at's animations in SoldierAnimationBank copied template folder.
I also did all the needed stuff for that, and I also made the second At-at animation set that is required.
There is no errors on this side, it is with the odf I made that the error lies. First I tried with a magna guard base, then Gogie said I should use a droideka for the base. Doing this got rid of my first error, but supplied me with the current error at hand.
And this is my odf.
Any help would be appreciated.
Suffice it to say, I am trying to create a small at-at, via scale in the munge.bat of its animation folder, the .msh option, and via odf. Then I am trying to make said at-at playable. I have successfully done the first step, of making it small, and yes I also placed the at-at's animations in SoldierAnimationBank copied template folder.
I also did all the needed stuff for that, and I also made the second At-at animation set that is required.
There is no errors on this side, it is with the odf I made that the error lies. First I tried with a magna guard base, then Gogie said I should use a droideka for the base. Doing this got rid of my first error, but supplied me with the current error at hand.
Hidden/Spoiler:
Message Severity: 3
.\Source\EntityDroideka.cpp(4302)
Droideka "stg_hero_tinyatat" has no spine
Message Severity: 3
.\Source\EntityDroideka.cpp(4307)
Droideka "stg_hero_tinyatat" skeleton missing bone_spine1
Message Severity: 3
.\Source\EntityDroideka.cpp(4308)
Droideka "stg_hero_tinyatat" skeleton missing bone_spine2
Message Severity: 3
.\Source\EntityDroideka.cpp(4309)
Droideka "stg_hero_tinyatat" skeleton missing bone_spine3
Message Severity: 3
.\Source\EntityDroideka.cpp(4318)
Droideka "stg_hero_tinyatat" skeleton missing bone_r_arm1
Message Severity: 3
.\Source\EntityDroideka.cpp(4319)
Droideka "stg_hero_tinyatat" skeleton missing bone_l_arm1
.\Source\EntityDroideka.cpp(4302)
Droideka "stg_hero_tinyatat" has no spine
Message Severity: 3
.\Source\EntityDroideka.cpp(4307)
Droideka "stg_hero_tinyatat" skeleton missing bone_spine1
Message Severity: 3
.\Source\EntityDroideka.cpp(4308)
Droideka "stg_hero_tinyatat" skeleton missing bone_spine2
Message Severity: 3
.\Source\EntityDroideka.cpp(4309)
Droideka "stg_hero_tinyatat" skeleton missing bone_spine3
Message Severity: 3
.\Source\EntityDroideka.cpp(4318)
Droideka "stg_hero_tinyatat" skeleton missing bone_r_arm1
Message Severity: 3
.\Source\EntityDroideka.cpp(4319)
Droideka "stg_hero_tinyatat" skeleton missing bone_l_arm1
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "walkerdroid"
GeometryName = "imp_walk_atat.msh"
[Properties]
WALKERSECTION = "BODY"
VehicleType = "medium"
DeathDustEffect = "deathdustcloud_brown"
DeathDustDelay = "5.1"
DeathDustOffset = "0.0 0.0 0.0"
ExplosionName = "cis_inf_droideka_exp"
MapTexture = "troop_icon"
HealthTexture = "HUD_cis_droideka_icon"
MapScale = 1.4
MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100
GeometryName = "imp_walk_atat"
AnimationName = "tinyatat"
AnimationExtraFile = "tinyatat1"
FirstPerson = "CIS\cisdrde;cis_1st_droideka"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
NoEnterVehicles = 1
MaxHealth = "550.0"
HealthType = "droid"
Acceleraton = "1.0"
MaxSpeed = "2.0"
MaxStrafeSpeed = "0.0"
MaxTurnSpeed = "0.4"
PCMaxYawSpeed = 1.0
PCMaxTurnSpeed = 1.0
PCPitchRate = .6
PitchRate = 0
PitchFilter = 0
TurnRate = 0
TurnFilter = 0
StoppedTurnSpeed = "0.05"
ForwardTurnSpeed = "0.03"
TurnThreshold = "0.35"
EnergyBar = "100.0"
EnergyRestore = "10.0"
EnergyRestoreIdle = "15.0"
EnergyDrainSprint = "30.0"
EnergyMinSprint = "30.0"
StompEffect = "com_sfx_walkerstomp" // used for jump, bounce off terrain
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.5 4.5"
TiltValue = "5.0"
CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.5 4.5"
TiltValue = "1.0"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "5.0"
CAMERASECTION = "SPLITSTAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "5.0"
CAMERASECTION = "SPLITSTANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "3.5"
CAMERASECTION = "SPLITCROUCH"
EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 0.2 4.5"
TiltValue = "5.0"
//***********************************************
//*********** MAIN WEAPON VALUES **************
//***********************************************
WEAPONSECTION = 1
//TurretNodeName = "aimer_head"
WeaponName = "imp_weap_walk_atat_cannon_head"
WeaponAmmo = "0"
// /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
BarrelNodeName = "aimer_Lgun"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-60.0 60.0"
FirePointName = "hp_fire_Lgun"
BarrelRecoil = "0.0"
NextBarrel = "-"
BarrelNodeName = "aimer_Rgun"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-60.0 60.0"
FirePointName = "hp_fire_Rgun"
BarrelRecoil = "0.0"
//YawLimits = "-25 20"
//PitchLimits = "-20 15"
//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"
//PCPitchTurnFactor = "10.0"
//PCYawTurnFactor = "10.0"
//
//EyePointOffset = "-1.0 0.0 9.0"
//TrackCenter = "0.0 4.0 4.0"
//TrackOffset = "0.0 -1.0 6.0"
WEAPONSECTION = 2
WeaponName = "imp_weap_walk_atat_cannon_chin"
WeaponAmmo = "0" //"5"
// /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
AimerPitchLimits = "-30 15"
AimerYawLimits = "-70 70"
FireOutsideLimits = 1
AimerNodeName = "barrel_Lcannon"
FirePoint = "hp_fire_Lcannon"
BarrelRecoil = "0.4"
NextAimer = "-"
AimerPitchLimits = "-30 15"
AimerYawLimits = "-70 70"
FireOutsideLimits = 1
AimerNodeName = "barrel_Rcannon"
FirePoint = "hp_fire_Rcannon"
BarrelRecoil = "0.4"
TEMP_AnimationSpeed = "1.5"
TEMP_Type = "1" //Sets up collision and number of legs, will be moved to the msh file
WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"
//***********************************************
//*********** ANIMATION VALUES ****************
//***********************************************
LegPairCount = "2"
WalkerLegPair = "front_legs"
LegBoneLeft = "bone_fl_thigh"
LegBoneRight = "bone_fr_thigh"
LegBoneTopLeft = "bone_fl_thigh"
LegBoneTopRight = "bone_fr_thigh"
TerrainLeft = "p_front_left"
TerrainRight = "p_front_right"
FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"
WalkerLegPair = "back_legs"
LegBoneLeft = "bone_bl_thigh"
LegBoneRight = "bone_br_thigh"
LegBoneTopLeft = "bone_bl_thigh"
LegBoneTopRight = "bone_br_thigh"
TerrainLeft = "p_back_left"
TerrainRight = "p_back_right"
FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "droideka_chunk1"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 -4.0 2.0"
ChunkSpeed = 9.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "droideka_chunk3"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-4.0 0.0 0.0"
ChunkSpeed = 8.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "droideka_chunk3"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 4.0 0.0"
ChunkSpeed = 8.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "droideka_chunk4"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 -4.0"
ChunkSpeed = 7.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "droideka_chunk5"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 0.0 0.0"
ChunkSpeed = 9.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.02
PointsToUnlock = 12
VOUnitType = 081
Footstep0Sound = "cis_inf_droideka_step"
Footstep1Sound = "cis_inf_droideka_step"
Footstep2Sound = "cis_inf_droideka_step"
HydraulicSound = ""
HydraulicSoundHeight = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
EngineSound = "cis_walk_droideka_engine_parameterized"
TurnOnSound = "cis_droideka_fold"
TurnOffSound = "cis_droideka_unfold"
FoleyFXClass = "cis_inf_droid"
VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"
VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
//***********************************************
//*********** COLLISION VALUES ****************
//***********************************************
TerrainCollision = "p_front_left"
TerrainCollision = "p_back_right"
TerrainCollision = "p_front_right"
TerrainCollision = "p_back_left"
BuildingCollision = "p_front_left"
BuildingCollision = "p_front_right"
BuildingCollision = "p_back_left"
BuildingCollision = "p_back_right"
BuildingCollision = "p_main_building"
BuildingCollision = "p_head_building"
TargetableCollision = "p_front_left_thigh"
TargetableCollision = "p_front_left_shin"
TargetableCollision = "p_front_right_thigh"
TargetableCollision = "p_front_right_shin"
TargetableCollision = "p_back_left_thigh"
TargetableCollision = "p_back_left_shin"
TargetableCollision = "p_back_right_thigh"
TargetableCollision = "p_back_right_shin"
TowCableCollision = "p_front_left_thigh 0.36 0.0 1.06"
SmashParkedFlyers = "1"
TowCableCollision = "p_front_left_shin 0.36 0.0 1.06"
TowCableCollision = "p_front_left 0.5 0.0 1.1"
TowCableCollision = "p_front_right_thigh -0.36 0.0 1.06"
TowCableCollision = "p_front_right_shin -0.36 0.0 1.06"
TowCableCollision = "p_front_right -0.5 0.0 1.1"
TowCableCollision = "p_back_right_thigh -0.36 0.0 -1.06"
TowCableCollision = "p_back_right_shin -0.36 0.0 -1.06"
TowCableCollision = "p_back_right -0.5 0.0 -1.1"
TowCableCollision = "p_back_left_thigh 0.36 0.0 -1.06"
TowCableCollision = "p_back_left_shin 0.36 0.0 -1.06"
TowCableCollision = "p_back_left 0.5 0.0 -1.1"
VehicleCollision ="p_front_left_vehicle"
VehicleCollision ="p_front_right_vehicle"
VehicleCollision ="p_back_left_vehicle"
VehicleCollision ="p_back_right_vehicle"
VehicleCollision ="p_main_vehicle"
VehicleCollision ="p_head_vehicle"
OrdnanceCollision = "p_main_soldier1"
OrdnanceCollision = "p_main_soldier2"
OrdnanceCollision = "p_main_soldier3"
OrdnanceCollision = "p_main_soldier4"
OrdnanceCollision = "p_main_soldier5"
OrdnanceCollision = "p_neck_soldier"
OrdnanceCollision = "p_head_soldier"
OrdnanceCollision = "p_front_left_thigh"
OrdnanceCollision = "p_front_left_shin"
OrdnanceCollision = "p_front_left"
OrdnanceCollision = "p_front_right_thigh"
OrdnanceCollision = "p_front_right_shin"
OrdnanceCollision = "p_front_right"
OrdnanceCollision = "p_back_left_thigh"
OrdnanceCollision = "p_back_left_shin"
OrdnanceCollision = "p_back_left"
OrdnanceCollision = "p_back_right_thigh"
OrdnanceCollision = "p_back_right_shin"
OrdnanceCollision = "p_back_right"
SoldierCollision = "p_main_soldier1"
SoldierCollision = "p_main_soldier2"
SoldierCollision = "p_main_soldier3"
SoldierCollision = "p_main_soldier4"
SoldierCollision = "p_main_soldier5"
SoldierCollision = "p_neck_soldier"
SoldierCollision = "p_head_soldier"
SoldierCollision = "p_front_left_thigh"
SoldierCollision = "p_front_left_shin"
SoldierCollision = "p_front_left"
SoldierCollision = "p_front_right_thigh"
SoldierCollision = "p_front_right_shin"
SoldierCollision = "p_front_right"
SoldierCollision = "p_back_left_thigh"
SoldierCollision = "p_back_left_shin"
SoldierCollision = "p_back_left"
SoldierCollision = "p_back_right_thigh"
SoldierCollision = "p_back_right_shin"
SoldierCollision = "p_back_right"
******** DAMAGE VALUES ****************
//***********************************************
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fl_thigh"
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fr_thigh"
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_bl_thigh"
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_br_thigh"
DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fl_calf"
DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fr_calf"
DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_bl_calf"
DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_br_calf"
//DamageStartPercent = 30.0
//DamageStopPercent = 20.0
//DamageEffect = "com_sfx_vehiclesmoke"
//DamageEffectScale = 3.0
//DamageInheritVelocity = 0.0
//DamageAttachPoint = "hp_damage_1"
//DamageStartPercent = 15.0
//DamageStopPercent = 0.0
//DamageEffect = "com_sfx_vehicleflame"
//DamageEffectScale = 3.0
//DamageInheritVelocity = 0.0
//DamageAttachPoint = "hp_damage_1"
ClassLabel = "walkerdroid"
GeometryName = "imp_walk_atat.msh"
[Properties]
WALKERSECTION = "BODY"
VehicleType = "medium"
DeathDustEffect = "deathdustcloud_brown"
DeathDustDelay = "5.1"
DeathDustOffset = "0.0 0.0 0.0"
ExplosionName = "cis_inf_droideka_exp"
MapTexture = "troop_icon"
HealthTexture = "HUD_cis_droideka_icon"
MapScale = 1.4
MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100
GeometryName = "imp_walk_atat"
AnimationName = "tinyatat"
AnimationExtraFile = "tinyatat1"
FirstPerson = "CIS\cisdrde;cis_1st_droideka"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
NoEnterVehicles = 1
MaxHealth = "550.0"
HealthType = "droid"
Acceleraton = "1.0"
MaxSpeed = "2.0"
MaxStrafeSpeed = "0.0"
MaxTurnSpeed = "0.4"
PCMaxYawSpeed = 1.0
PCMaxTurnSpeed = 1.0
PCPitchRate = .6
PitchRate = 0
PitchFilter = 0
TurnRate = 0
TurnFilter = 0
StoppedTurnSpeed = "0.05"
ForwardTurnSpeed = "0.03"
TurnThreshold = "0.35"
EnergyBar = "100.0"
EnergyRestore = "10.0"
EnergyRestoreIdle = "15.0"
EnergyDrainSprint = "30.0"
EnergyMinSprint = "30.0"
StompEffect = "com_sfx_walkerstomp" // used for jump, bounce off terrain
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.5 4.5"
TiltValue = "5.0"
CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.5 4.5"
TiltValue = "1.0"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "5.0"
CAMERASECTION = "SPLITSTAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "5.0"
CAMERASECTION = "SPLITSTANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "3.5"
CAMERASECTION = "SPLITCROUCH"
EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 0.2 4.5"
TiltValue = "5.0"
//***********************************************
//*********** MAIN WEAPON VALUES **************
//***********************************************
WEAPONSECTION = 1
//TurretNodeName = "aimer_head"
WeaponName = "imp_weap_walk_atat_cannon_head"
WeaponAmmo = "0"
// /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
BarrelNodeName = "aimer_Lgun"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-60.0 60.0"
FirePointName = "hp_fire_Lgun"
BarrelRecoil = "0.0"
NextBarrel = "-"
BarrelNodeName = "aimer_Rgun"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-60.0 60.0"
FirePointName = "hp_fire_Rgun"
BarrelRecoil = "0.0"
//YawLimits = "-25 20"
//PitchLimits = "-20 15"
//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"
//PCPitchTurnFactor = "10.0"
//PCYawTurnFactor = "10.0"
//
//EyePointOffset = "-1.0 0.0 9.0"
//TrackCenter = "0.0 4.0 4.0"
//TrackOffset = "0.0 -1.0 6.0"
WEAPONSECTION = 2
WeaponName = "imp_weap_walk_atat_cannon_chin"
WeaponAmmo = "0" //"5"
// /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\|
AimerPitchLimits = "-30 15"
AimerYawLimits = "-70 70"
FireOutsideLimits = 1
AimerNodeName = "barrel_Lcannon"
FirePoint = "hp_fire_Lcannon"
BarrelRecoil = "0.4"
NextAimer = "-"
AimerPitchLimits = "-30 15"
AimerYawLimits = "-70 70"
FireOutsideLimits = 1
AimerNodeName = "barrel_Rcannon"
FirePoint = "hp_fire_Rcannon"
BarrelRecoil = "0.4"
TEMP_AnimationSpeed = "1.5"
TEMP_Type = "1" //Sets up collision and number of legs, will be moved to the msh file
WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"
//***********************************************
//*********** ANIMATION VALUES ****************
//***********************************************
LegPairCount = "2"
WalkerLegPair = "front_legs"
LegBoneLeft = "bone_fl_thigh"
LegBoneRight = "bone_fr_thigh"
LegBoneTopLeft = "bone_fl_thigh"
LegBoneTopRight = "bone_fr_thigh"
TerrainLeft = "p_front_left"
TerrainRight = "p_front_right"
FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"
WalkerLegPair = "back_legs"
LegBoneLeft = "bone_bl_thigh"
LegBoneRight = "bone_br_thigh"
LegBoneTopLeft = "bone_bl_thigh"
LegBoneTopRight = "bone_br_thigh"
TerrainLeft = "p_back_left"
TerrainRight = "p_back_right"
FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "droideka_chunk1"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 -4.0 2.0"
ChunkSpeed = 9.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "droideka_chunk3"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-4.0 0.0 0.0"
ChunkSpeed = 8.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "droideka_chunk3"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 4.0 0.0"
ChunkSpeed = 8.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "droideka_chunk4"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 -4.0"
ChunkSpeed = 7.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "droideka_chunk5"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 0.0 0.0"
ChunkSpeed = 9.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040
DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.02
PointsToUnlock = 12
VOUnitType = 081
Footstep0Sound = "cis_inf_droideka_step"
Footstep1Sound = "cis_inf_droideka_step"
Footstep2Sound = "cis_inf_droideka_step"
HydraulicSound = ""
HydraulicSoundHeight = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
EngineSound = "cis_walk_droideka_engine_parameterized"
TurnOnSound = "cis_droideka_fold"
TurnOffSound = "cis_droideka_unfold"
FoleyFXClass = "cis_inf_droid"
VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"
VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
//***********************************************
//*********** COLLISION VALUES ****************
//***********************************************
TerrainCollision = "p_front_left"
TerrainCollision = "p_back_right"
TerrainCollision = "p_front_right"
TerrainCollision = "p_back_left"
BuildingCollision = "p_front_left"
BuildingCollision = "p_front_right"
BuildingCollision = "p_back_left"
BuildingCollision = "p_back_right"
BuildingCollision = "p_main_building"
BuildingCollision = "p_head_building"
TargetableCollision = "p_front_left_thigh"
TargetableCollision = "p_front_left_shin"
TargetableCollision = "p_front_right_thigh"
TargetableCollision = "p_front_right_shin"
TargetableCollision = "p_back_left_thigh"
TargetableCollision = "p_back_left_shin"
TargetableCollision = "p_back_right_thigh"
TargetableCollision = "p_back_right_shin"
TowCableCollision = "p_front_left_thigh 0.36 0.0 1.06"
SmashParkedFlyers = "1"
TowCableCollision = "p_front_left_shin 0.36 0.0 1.06"
TowCableCollision = "p_front_left 0.5 0.0 1.1"
TowCableCollision = "p_front_right_thigh -0.36 0.0 1.06"
TowCableCollision = "p_front_right_shin -0.36 0.0 1.06"
TowCableCollision = "p_front_right -0.5 0.0 1.1"
TowCableCollision = "p_back_right_thigh -0.36 0.0 -1.06"
TowCableCollision = "p_back_right_shin -0.36 0.0 -1.06"
TowCableCollision = "p_back_right -0.5 0.0 -1.1"
TowCableCollision = "p_back_left_thigh 0.36 0.0 -1.06"
TowCableCollision = "p_back_left_shin 0.36 0.0 -1.06"
TowCableCollision = "p_back_left 0.5 0.0 -1.1"
VehicleCollision ="p_front_left_vehicle"
VehicleCollision ="p_front_right_vehicle"
VehicleCollision ="p_back_left_vehicle"
VehicleCollision ="p_back_right_vehicle"
VehicleCollision ="p_main_vehicle"
VehicleCollision ="p_head_vehicle"
OrdnanceCollision = "p_main_soldier1"
OrdnanceCollision = "p_main_soldier2"
OrdnanceCollision = "p_main_soldier3"
OrdnanceCollision = "p_main_soldier4"
OrdnanceCollision = "p_main_soldier5"
OrdnanceCollision = "p_neck_soldier"
OrdnanceCollision = "p_head_soldier"
OrdnanceCollision = "p_front_left_thigh"
OrdnanceCollision = "p_front_left_shin"
OrdnanceCollision = "p_front_left"
OrdnanceCollision = "p_front_right_thigh"
OrdnanceCollision = "p_front_right_shin"
OrdnanceCollision = "p_front_right"
OrdnanceCollision = "p_back_left_thigh"
OrdnanceCollision = "p_back_left_shin"
OrdnanceCollision = "p_back_left"
OrdnanceCollision = "p_back_right_thigh"
OrdnanceCollision = "p_back_right_shin"
OrdnanceCollision = "p_back_right"
SoldierCollision = "p_main_soldier1"
SoldierCollision = "p_main_soldier2"
SoldierCollision = "p_main_soldier3"
SoldierCollision = "p_main_soldier4"
SoldierCollision = "p_main_soldier5"
SoldierCollision = "p_neck_soldier"
SoldierCollision = "p_head_soldier"
SoldierCollision = "p_front_left_thigh"
SoldierCollision = "p_front_left_shin"
SoldierCollision = "p_front_left"
SoldierCollision = "p_front_right_thigh"
SoldierCollision = "p_front_right_shin"
SoldierCollision = "p_front_right"
SoldierCollision = "p_back_left_thigh"
SoldierCollision = "p_back_left_shin"
SoldierCollision = "p_back_left"
SoldierCollision = "p_back_right_thigh"
SoldierCollision = "p_back_right_shin"
SoldierCollision = "p_back_right"
******** DAMAGE VALUES ****************
//***********************************************
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fl_thigh"
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fr_thigh"
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_bl_thigh"
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_br_thigh"
DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fl_calf"
DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fr_calf"
DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_bl_calf"
DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_br_calf"
//DamageStartPercent = 30.0
//DamageStopPercent = 20.0
//DamageEffect = "com_sfx_vehiclesmoke"
//DamageEffectScale = 3.0
//DamageInheritVelocity = 0.0
//DamageAttachPoint = "hp_damage_1"
//DamageStartPercent = 15.0
//DamageStopPercent = 0.0
//DamageEffect = "com_sfx_vehicleflame"
//DamageEffectScale = 3.0
//DamageInheritVelocity = 0.0
//DamageAttachPoint = "hp_damage_1"