objective question + spider doesn't attack hisself

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Executer94
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objective question + spider doesn't attack hisself

Post by Executer94 »

I'm creating an objective map and i need a some lines for the lua

I need this

When you destroy a vehicle x the animation y will play.

And how can a vehicle spawn disabled or deactivated.

And here is the odf of my spiderwalkerdroid

it should walk and attack without entering by the AI
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "walker"
GeometryName = "cis_walk_spider.msh"

ReserveOneForPlayer = "0"

[Properties]
WALKERSECTION = "BODY"
VehicleType = "medium"
Label = "Spider"
Pilottype = "self"
DeathDustEffect = "deathdustcloud_brown"
DeathDustDelay = "5.1"
DeathDustOffset = "0.0 0.0 0.0"

ExplosionName = "cis_walk_spider_exp"
DeathAnimationExplosion = "small_explosion"
DeathAnimationExplosion = "med_explosion"
MapTexture = "spider_icon"
HealthTexture = "HUD_cis_spiderwalker_icon"
MapScale = "1.6"

GeometryName = "cis_walk_spider"
AnimationName = "cis_walk_spider"
//FirstPerson = "cis\cisspdrw;cis_1st_cockpit_spiderwalker"
VehiclePosition = "common.vehiclepositions.pilot"

MaxHealth = "9000.0"
HitLocation = "p_crithit1 4.0"
HitLocation = "p_crithit2 4.0"

TimeRequiredToEject = "12.5"
EjectResistance = "0.03"
TimeTilReboard = "5.0"

DamageStartPercent = 70.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fl_upperarm"

DamageStartPercent = 70.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fr_upperarm"

DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fl_lowerarm"

DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fr_lowerarm"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_bl_upperarm"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_br_upperarm"

DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_bl_lowerarm"

DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_br_lowerarm"

DamageStartPercent = 50.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageAttachPoint = "hp_damage_1"

Acceleraton = "2.4"

MaxSpeed = "0.0"
MaxStrafeSpeed = "0.0"
MaxTurnSpeed = "0.6"
PCMaxTurnSpeed = "20.0"
PCMaxStrafeSpeed = "20.0"

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0


StoppedTurnSpeed = "0.3"
ForwardTurnSpeed = "0.2"
TurnThreshold = "0.45"

SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place


EyePointOffset = "0.0 8.0 0.0"
TrackCenter = "0.0 12.0 0.0"
TrackOffset = "0.0 0.0 10.0"
TiltValue = "5.0"

PitchLimits = "-20.0 20.0"
YawLimits = "-90.0 90.0"

AISizeType = "MEDIUM"


WEAPONSECTION = "1"

WeaponName = "cis_weap_hover_stap_cannon"
WeaponAmmo = "0"

HierarchyLevel = "1"
AimerYawLimits = "-360.0 360.0"
AimerPitchLimits = "0.0 0.0"
AimerNodeName = "turret_y_1"

NextAimer = "-"

AimerYawLimits = "-360.0 360.0"
AimerPitchLimits = "-25.0 25.0"
AimerNodeName = "turret_x_1"
FirePointName = "hp_cannon_1"


WEAPONSECTION = "2"

WeaponName = "cis_weap_walk_spider_beam"
WeaponAmmo = "0"

HierarchyLevel = "1"
AimerYawLimits = "-360.0 360.0"
AimerPitchLimits = "0.0 0.0"
AimerNodeName = "turret_y_2"
FireOutsideLimits = "1"

NextAimer = "-"

AimerYawLimits = "-360.0 360.0"
AimerPitchLimits = "-25.0 25.0"
AimerNodeName = "turret_x_2"
FirePointName = "hp_cannon_2"
FireOutsideLimits = "1"


TEMP_AnimationSpeed = "1.0"
TEMP_Type = "0"

TerrainCollision = "p_foot1"
TerrainCollision = "p_foot2"
TerrainCollision = "p_foot3"
TerrainCollision = "p_foot4"

//VehicleCollision = "p_vehicle"
VehicleCollision = "p_main"
VehicleCollision = "p_leg_fr"
VehicleCollision = "p_leg_fl"
VehicleCollision = "p_leg_br"
VehicleCollision = "p_leg_bl"

BuildingCollision = "p_foot1"
BuildingCollision = "p_foot2"
BuildingCollision = "p_foot3"
BuildingCollision = "p_foot4"
//BuildingCollision = "p_main"
BuildingCollisionPrim = "BldgSphere1 sphere NULL 3.0 9.0 -3.0 5.0 0.0 0.0"
BuildingCollisionPrim = "BldgSphere2 sphere NULL 3.0 9.0 3.0 5.0 0.0 0.0"
BuildingCollisionPrim = "BldgSphere3 sphere NULL -3.0 9.0 -3.0 5.0 0.0 0.0"
BuildingCollisionPrim = "BldgSphere4 sphere NULL -3.0 9.0 3.0 5.0 0.0 0.0"

SoldierCollision = "p_main"
SoldierCollision = "p_leg_fr"
SoldierCollision = "p_leg_fl"
SoldierCollision = "p_leg_br"
SoldierCollision = "p_leg_bl"

OrdnanceCollision = "p_main"
OrdnanceCollision = "p_leg_fr"
OrdnanceCollision = "p_leg_fl"
OrdnanceCollision = "p_leg_br"
OrdnanceCollision = "p_leg_bl"
OrdnanceCollision = "p_joint_fl"
OrdnanceCollision = "p_joint_bl"
OrdnanceCollision = "p_joint_fr"
OrdnanceCollision = "p_joint_br"
OrdnanceCollision = "p_crithit1"
OrdnanceCollision = "p_crithit2"


StompEffect = "com_sfx_walkerstomp"

WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"

WalkerOrientRoll = "1"
LegRayHitLength = "10.0"
WalkerWidth = "22.0"

LegPairCount = "2"

WalkerLegPair = "front_legs"

LegBoneLeft = "bone_fl_foot"
LegBoneRight = "bone_fr_foot"

LegBoneTopLeft = "bone_fl_shoulder"
LegBoneTopRight = "bone_fr_shoulder"

TerrainLeft = "p_foot1"
TerrainRight = "p_foot2"

FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"

WalkerLegPair = "back_legs"

LegBoneLeft = "bone_bl_foot"
LegBoneRight = "bone_br_foot"

LegBoneTopLeft = "bone_bl_shoulder"
LegBoneTopRight = "bone_br_shoulder"

TerrainLeft = "p_foot3"
TerrainRight = "p_foot4"

FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "spider_chunk1"
ChunkNodeName = "cis_walk_spider"
ChunkTerrainCollisions = "15"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "spider_chunk2"
ChunkNodeName = "cis_walk_spider"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 0.0 0.0"
ChunkSpeed = "7.0"
ChunkUpFactor = "0.00"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "spider_chunk3"
ChunkNodeName = "cis_walk_spider"
ChunkTerrainCollisions = "45"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-0.1 0.5 0.9"
ChunkSpeed = "5.0"
ChunkBounciness = "0.75"
ChunkStickiness = "0.1"
ChunkUpFactor = "0.0"
ChunkLinearDamping = "0.6"
ChunkAngularDamping = "0.5"

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "spider_chunk4"
ChunkNodeName = "cis_walk_spider"
ChunkTerrainCollisions = "45"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.1 0.5 -0.9"
ChunkSpeed = "5.0"
ChunkBounciness = "0.75"
ChunkStickiness = "0.1"
ChunkUpFactor = "0.0"
ChunkLinearDamping = "0.6"
ChunkAngularDamping = "0.5"

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "spider_chunk5"
ChunkNodeName = "cis_walk_spider"
ChunkTerrainCollisions = "45"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.5 -1.0"
ChunkSpeed = "5.0"
ChunkBounciness = "0.75"
ChunkStickiness = "0.1"
ChunkUpFactor = "0.0"
ChunkLinearDamping = "0.6"
ChunkAngularDamping = "0.5"

CHUNKSECTION = "CHUNK6"
ChunkGeometryName = "spider_chunk6"
ChunkNodeName = "cis_walk_spider"
ChunkTerrainCollisions = "45"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.5 1.0"
ChunkSpeed = "5.0"
ChunkBounciness = "0.75"
ChunkStickiness = "0.1"
ChunkUpFactor = "0.0"
ChunkLinearDamping = "0.6"
ChunkAngularDamping = "0.5"

VOUnitType = 088
StompDetectionType = "1"
FootstepSound0 = "cis_walk_spider_step_layered"
FootstepSound1 = "cis_walk_spider_step_layered"
FootstepSound2 = "cis_walk_spider_step_layered"
FootstepSound3 = "cis_walk_spider_step_layered"
HydraulicSound = "cis_walk_spider_legup"
HydraulicSoundHeight = ".5"
HydraulicLowerSound = ""
HydraulicLowerHeight = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
Music = ""
RepMusic = "rep_vehicle"
CISMusic = "cis_vehicle"
ImpMusic = "imp_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"

FoleyFXGroup = "metal_foley"

EngineSound = "cis_walk_spiderwalker_engine_parameterized"
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DarthD.U.C.K.
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Re: objective question + spider doesn't attack hisself

Post by DarthD.U.C.K. »

a vehiclespawn can be killed with the killobject function

i use this to let the thuleguns fire and move without anyone entering:

Code: Select all

PilotType               = "self"
Controllable 			= "0"
AutoFire 				= "1"
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ThePanda
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Joined: Sat Dec 20, 2008 4:22 pm

Re: objective question + spider doesn't attack hisself

Post by ThePanda »

I think you have to put the

Code: Select all

PilotType = "self"
code into all of the turret/weapon sections in the vehicle ODF, and also do what DarthD.U.C.K said.
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DarthD.U.C.K.
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Re: objective question + spider doesn't attack hisself

Post by DarthD.U.C.K. »

he allready did that, look in the odf he posted
Executer94
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Posts: 504
Joined: Fri May 01, 2009 7:45 am
Location: Chalmuns Cantina

Re: objective question + spider doesn't attack hisself

Post by Executer94 »

it doesn't work

and i wonder about that because in the past I also did that (selfworking vehicle)
I clean now all and munge again
and by the way how can i set up the killobject function

I looked in the death stars lua but it was very confusing
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DarthD.U.C.K.
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Re: objective question + spider doesn't attack hisself

Post by DarthD.U.C.K. »

you tried the autofirefunction?
Executer94
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Re: objective question + spider doesn't attack hisself

Post by Executer94 »

yes
It fired on my but I think that's normal.

odf:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "cis_walk_spider.msh"

ReserveOneForPlayer = "0"

[Properties]
WALKERSECTION = "BODY"
VehicleType = "medium"
Label = "Spider"
PilotType = "self"
Controllable = "0"
AutoFire = "1"

DeathDustEffect = "deathdustcloud_brown"
DeathDustDelay = "5.1"
DeathDustOffset = "0.0 0.0 0.0"

ExplosionName = "cis_walk_spider_exp"
DeathAnimationExplosion = "small_explosion"
DeathAnimationExplosion = "med_explosion"
MapTexture = "spider_icon"
HealthTexture = "HUD_cis_spiderwalker_icon"
MapScale = "1.6"

GeometryName = "cis_walk_spider"
AnimationName = "cis_walk_spider"
//FirstPerson = "cis\cisspdrw;cis_1st_cockpit_spiderwalker"
VehiclePosition = "common.vehiclepositions.pilot"

MaxHealth = "2000.0"
HitLocation = "p_crithit1 4.0"
HitLocation = "p_crithit2 4.0"




TimeRequiredToEject = "12.5"
EjectResistance = "0.03"
TimeTilReboard = "5.0"

DamageStartPercent = 70.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fl_upperarm"

DamageStartPercent = 70.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fr_upperarm"

DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fl_lowerarm"

DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_fr_lowerarm"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_bl_upperarm"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_br_upperarm"

DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_bl_lowerarm"

DamageStartPercent = 45.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_br_lowerarm"

DamageStartPercent = 50.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageAttachPoint = "hp_damage_1"

Acceleraton = "0.0"

MaxSpeed = "0.0"
MaxStrafeSpeed = "0.0"
MaxTurnSpeed = "0.0"
PCMaxTurnSpeed = "0.0"
PCMaxStrafeSpeed = "0.0"

PCPitchRate = 0.0
PCSpinRate = 0.0
PCTurnRate = 0.0


StoppedTurnSpeed = "0.0"
ForwardTurnSpeed = "0.0"
TurnThreshold = "0.0"

SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place


EyePointOffset = "0.0 8.0 0.0"
TrackCenter = "0.0 12.0 0.0"
TrackOffset = "0.0 0.0 10.0"
TiltValue = "5.0"

PitchLimits = "-20.0 20.0"
YawLimits = "-90.0 90.0"

AISizeType = "HUGE"


WEAPONSECTION = "1"

WeaponName = "cis_weap_hover_stap_cannon"
WeaponAmmo = "0"

HierarchyLevel = "1"
AimerYawLimits = "-360.0 360.0"
AimerPitchLimits = "0.0 0.0"
AimerNodeName = "turret_y_1"

NextAimer = "-"

AimerYawLimits = "-360.0 360.0"
AimerPitchLimits = "-25.0 25.0"
AimerNodeName = "turret_x_1"
FirePointName = "hp_cannon_1"


WEAPONSECTION = "2"

WeaponName = "cis_weap_walk_spider_beam"
WeaponAmmo = "0"

HierarchyLevel = "1"
AimerYawLimits = "-360.0 360.0"
AimerPitchLimits = "0.0 0.0"
AimerNodeName = "turret_y_2"
FireOutsideLimits = "1"

NextAimer = "-"

AimerYawLimits = "-360.0 360.0"
AimerPitchLimits = "-25.0 25.0"
AimerNodeName = "turret_x_2"
FirePointName = "hp_cannon_2"
FireOutsideLimits = "1"


TEMP_AnimationSpeed = "1.0"
TEMP_Type = "0"

TerrainCollision = "p_foot1"
TerrainCollision = "p_foot2"
TerrainCollision = "p_foot3"
TerrainCollision = "p_foot4"

//VehicleCollision = "p_vehicle"
VehicleCollision = "p_main"
VehicleCollision = "p_leg_fr"
VehicleCollision = "p_leg_fl"
VehicleCollision = "p_leg_br"
VehicleCollision = "p_leg_bl"

BuildingCollision = "p_foot1"
BuildingCollision = "p_foot2"
BuildingCollision = "p_foot3"
BuildingCollision = "p_foot4"
//BuildingCollision = "p_main"
BuildingCollisionPrim = "BldgSphere1 sphere NULL 3.0 9.0 -3.0 5.0 0.0 0.0"
BuildingCollisionPrim = "BldgSphere2 sphere NULL 3.0 9.0 3.0 5.0 0.0 0.0"
BuildingCollisionPrim = "BldgSphere3 sphere NULL -3.0 9.0 -3.0 5.0 0.0 0.0"
BuildingCollisionPrim = "BldgSphere4 sphere NULL -3.0 9.0 3.0 5.0 0.0 0.0"

SoldierCollision = "p_main"
SoldierCollision = "p_leg_fr"
SoldierCollision = "p_leg_fl"
SoldierCollision = "p_leg_br"
SoldierCollision = "p_leg_bl"

OrdnanceCollision = "p_main"
OrdnanceCollision = "p_leg_fr"
OrdnanceCollision = "p_leg_fl"
OrdnanceCollision = "p_leg_br"
OrdnanceCollision = "p_leg_bl"
OrdnanceCollision = "p_joint_fl"
OrdnanceCollision = "p_joint_bl"
OrdnanceCollision = "p_joint_fr"
OrdnanceCollision = "p_joint_br"
OrdnanceCollision = "p_crithit1"
OrdnanceCollision = "p_crithit2"


StompEffect = "com_sfx_walkerstomp"

WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"

WalkerOrientRoll = "1"
LegRayHitLength = "10.0"
WalkerWidth = "22.0"

LegPairCount = "2"

WalkerLegPair = "front_legs"

LegBoneLeft = "bone_fl_foot"
LegBoneRight = "bone_fr_foot"

LegBoneTopLeft = "bone_fl_shoulder"
LegBoneTopRight = "bone_fr_shoulder"

TerrainLeft = "p_foot1"
TerrainRight = "p_foot2"

FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"

WalkerLegPair = "back_legs"

LegBoneLeft = "bone_bl_foot"
LegBoneRight = "bone_br_foot"

LegBoneTopLeft = "bone_bl_shoulder"
LegBoneTopRight = "bone_br_shoulder"

TerrainLeft = "p_foot3"
TerrainRight = "p_foot4"

FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "spider_chunk1"
ChunkNodeName = "cis_walk_spider"
ChunkTerrainCollisions = "15"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "spider_chunk2"
ChunkNodeName = "cis_walk_spider"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 0.0 0.0"
ChunkSpeed = "7.0"
ChunkUpFactor = "0.00"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "spider_chunk3"
ChunkNodeName = "cis_walk_spider"
ChunkTerrainCollisions = "45"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-0.1 0.5 0.9"
ChunkSpeed = "5.0"
ChunkBounciness = "0.75"
ChunkStickiness = "0.1"
ChunkUpFactor = "0.0"
ChunkLinearDamping = "0.6"
ChunkAngularDamping = "0.5"

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "spider_chunk4"
ChunkNodeName = "cis_walk_spider"
ChunkTerrainCollisions = "45"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.1 0.5 -0.9"
ChunkSpeed = "5.0"
ChunkBounciness = "0.75"
ChunkStickiness = "0.1"
ChunkUpFactor = "0.0"
ChunkLinearDamping = "0.6"
ChunkAngularDamping = "0.5"

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "spider_chunk5"
ChunkNodeName = "cis_walk_spider"
ChunkTerrainCollisions = "45"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.5 -1.0"
ChunkSpeed = "5.0"
ChunkBounciness = "0.75"
ChunkStickiness = "0.1"
ChunkUpFactor = "0.0"
ChunkLinearDamping = "0.6"
ChunkAngularDamping = "0.5"

CHUNKSECTION = "CHUNK6"
ChunkGeometryName = "spider_chunk6"
ChunkNodeName = "cis_walk_spider"
ChunkTerrainCollisions = "45"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.5 1.0"
ChunkSpeed = "5.0"
ChunkBounciness = "0.75"
ChunkStickiness = "0.1"
ChunkUpFactor = "0.0"
ChunkLinearDamping = "0.6"
ChunkAngularDamping = "0.5"

VOUnitType = 088
StompDetectionType = "1"
FootstepSound0 = "cis_walk_spider_step_layered"
FootstepSound1 = "cis_walk_spider_step_layered"
FootstepSound2 = "cis_walk_spider_step_layered"
FootstepSound3 = "cis_walk_spider_step_layered"
HydraulicSound = "cis_walk_spider_legup"
HydraulicSoundHeight = ".5"
HydraulicLowerSound = ""
HydraulicLowerHeight = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
Music = ""
RepMusic = "rep_vehicle"
CISMusic = "cis_vehicle"
ImpMusic = "imp_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"

FoleyFXGroup = "metal_foley"

EngineSound = "cis_walk_spiderwalker_engine_parameterized"
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