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Buncha Questions
Posted: Wed May 09, 2007 3:00 pm
by Caleb1117
1) In CTF mode my Ai take completely diffrent routes, to their destinations, from what they take in assault, and conquest. they even go where I haven't place hubs and connections! Why is this, and how do I fix it?
2) How do I make passages/doors, like in Naboo: Sewers? is it just a geometry, with door animations? or does it have to do with animation mode in ZE?
3) How do I use animation mode in ZE?
4) Does any one have a list of foleys? and the diffrences between them? I.e. metal foley sparks when you hit it ECT.
5) If I want a sniper to have a reticule in regular view (like in BF1) which line do I edit in the common sniper rifle odf?
ReticuleInAimingOnly = 1
or,
SniperScope = 1
Also, if I make the change, and munge the common side, it will overwright all sniper rifles, right?
6) I know it is possable to make the players side more/less intelegent, and the enemy team more/less intelegent,
SetPlayerTeamDifficulty( value )
SetEnemyTeamDifficulty( value )
^ thats for putting in luas BTW.
but can you make a certain unit type more smart/acurate?
Like snipers. :twisted:
RE: Buncha Questions
Posted: Wed May 09, 2007 4:55 pm
by t551
3) A tiny little button at the bottom of object mode. There's an entire doc on this.
4) Foleys are types of sound fx, they have nothing to do with visuals
5) ReticuleInAimingOnly = 0
RE: Buncha Questions
Posted: Wed May 09, 2007 5:17 pm
by Caleb1117
Uhg docs' almost like a diffrent languge.
so, foleys affect the sound that you hear when you shoot a object?
RE: Buncha Questions
Posted: Wed May 09, 2007 5:18 pm
by t551
No, when you walk on it.
RE: Buncha Questions
Posted: Wed May 09, 2007 5:21 pm
by phazon_elite
If you want a different sound for when you shoot an object, edit this line:
Code: Select all
CollisionSound = "imp_weap_ord_exp"
Almost every infantry blaster uses that sound.
- EP-782
RE: Buncha Questions
Posted: Wed May 09, 2007 5:34 pm
by Caleb1117
does that make sparks?
RE: Buncha Questions
Posted: Wed May 09, 2007 6:01 pm
by Xavious
No, that makes sounds.
RE: Buncha Questions
Posted: Wed May 09, 2007 6:11 pm
by phazon_elite
Here are the lines for the effects:
Code: Select all
ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"
I don't know if you need all of those for the effect to work. I think maybe the ExpireEffect is all you need, not sure.
EDIT: Actually, I think you need all of those. I don't know what ImpactEffectSoft or ImpactEffectRigid is, though.
- EP-782
RE: Buncha Questions
Posted: Thu May 10, 2007 10:20 am
by Caleb1117
alright, more questions,
1) can you define a region for starting a procedural animation? and stoping?
2) Can you set a particular weapon to be unlockable? its sorta a force power, so would I make an award version of this force power, and set it to needing about... 50-60 points in one life. is that how one would do it?
3) Is there a way to get jedi to use force push and such more? or to get the lightning units to ocasonaly not use lighting when their foe is still 2x out of range?
RE: Buncha Questions
Posted: Thu May 10, 2007 11:46 am
by brokenshard_of_glass
I think you can get the power to have a longer range if that's what you mean, but if not then I can't help you. spending time with gizka makes you think like them.
RE: Buncha Questions
Posted: Thu May 10, 2007 12:55 pm
by FragMe!
For your first question 2 about doors. Yes they are geometry and anim files. I believe I used a deathstar door and rescaled it using an option file and hex edited to use different textures. Also there is a setting the the ODF to determine how close to the door you must get before it opens. There is also a door model on psych0fred's web site in the downloads section if you use XSI.
RE: Buncha Questions
Posted: Thu May 10, 2007 4:16 pm
by Caleb1117
Thanks, FragMe.
The sniper recticle thing did not work. I did it two ways, I made the change to the award sniper rifle, and the regular one. I munged the common side, when that did not work, I copied the odfs into my custom side and munged it. Still nothing.
How can I get this to work?