There isn't, to my knowledge, but you can easily just look at all the side .req files in the assets to see what vehicles are available in the stock sides.
That's a unit, not a vehicle. (Which you can check by looking at its odf). If you want this added to the FAQ, it sure wouldn't hurt if you went through and found which vehicles spawn and work correctly and which don't (all you would need to do would be to set them up in a test map with a vehiclespawn).
That's a unit, not a vehicle. (Which you can check by looking at its odf). If you want this added to the FAQ, it sure wouldn't hurt if you went through and found which vehicles spawn and work correctly and which don't (all you would need to do would be to set them up in a test map with a vehiclespawn).
Okay, thanks for the info.
I will do this, then get back to you.
I'm particularly interested in these two "fambaas" and the Catamaran. The Catamaran I've seen work before; the Fambaas I've never tried but always wondered about. From what I remember, they are the huge animals at the end of Ep1 with the shield generators on their backs, but the "bldg" designation instead of "walker" confuses me. Meh, if they're nonmobile, maybe someone could rig them up with AT-AT anims.
the fambaas are seen in SBF1 they have their own animations already i believe they're in the munged folder in the sbf1 naboo assets in the game they just walk around with the big shield but cannot be used or controlled also they can be killed
YaNkFaN wrote:the fambaas are seen in SBF1 they have their own animations already i believe they're in the munged folder in the sbf1 naboo assets in the game they just walk around with the big shield but cannot be used or controlled also they can be killed
Can ayone think of a way to be able to drive/ride them?
and the class label is
ClassLabel ="commandarmedanimatedbuilding"
which pretty much means it's a command walking autoturret in simpler terms therefore removing this line
PilotType = "self"
and changing this line to
Controllable = "0"
to
Controllable = "1"
and removing this line
AutoFire = "1"
and adding a turret position i'm not sure if it has a hardpoint or not you should be able to make it controlable but i'm not sure how exactly to make it into a walking turret
anyway you need to have a cp and in the part where it says control region put something like cp#_control #= the cp's number. Next make a region and name it cp#_control and put it's properties as the same thing again #= cp's number. Next put this item it should be in you common folder (you'll have to go up a few directories from data_abc/worlds/abc/odf it's in data/abc/common/odfs it's called com_item_vehicle_spawn put that in you map inside the region you just made. Now in the properties window of the vehicle spawn where it says control zone you must put the cp you just made a control zone for not the name of the region so if it was cp6 you put cp6 there not cp6_control. Now you need to find out what vehicle you want and who you want it to spawn for. If you want a vehicle to spawn when the republic has the cp go to this line in the properties window ClassRepATK there you put in the vehicle's .odf name. Also you need to call for the vehicle in the .lua so go to data_abc/common/scripts/abc/abcc_con.lua
thanks!
I'm working on them all now, and I'll make screenshots.
EDIT:
Im getting errors:
Hidden/Spoiler:
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\MAZ\MAZg_con.lua:90: `)' expected (to close `(' at line 82) near `"all_fly_awing"'
ERROR[scriptmunge scripts\MAZ\MAZg_con.lua]:Could not read input file.ERROR[scriptmunge scripts\MAZ\MAZg_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
ERROR[levelpack mission\MAZg_con.req]:Expecting bracket, but none was found.
File : munged\pc\mazg_con.script.req(1)...
ucft <--
ERROR[levelpack mission\MAZg_con.req]:Expecting bracket, but none was found.
File : munged\pc\mazg_con.script.req(1)...