Toboggan Possible?

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MileHighGuy
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Toboggan Possible?

Post by MileHighGuy »

Remember in BF1 when you went prone you could slide down steep hills like you were sledding? Is it possible to recreate that with a vehicle? Or at all?
Marth8880
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Re: Toboggan Possible?

Post by Marth8880 »

You know, that actually might be possible with a hover vehicle. :o http://www.secretsociety.com/forum/down ... mented.txt

Specifically these parameters:
SetAltitude = 0.5 // Sets the default hover altitude
GravityScale = 4.0 // Sets the mass of the vehicle
LiftSpring = 4.0 // Sets the spring in the hover
LiftDamp = 3.0 // Sets the cushion of the spring on subsequent bounces

Acceleration = 5.25 // Sets the rate of acceleration m/s
Deceleration = 7.0 // Sets the rate of decelleration m/s
Traction = 20.0 // Sets the percent to decrease acceleration rate when starting from zero
ForwardSpeed = 12.0 // Sets the maxspeed m/s
ReverseSpeed = 10.0 // Sets the max reverse speed m/s
StrafeSpeed = 4.5 // Sets the max strafe speed m/s
MileHighGuy
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Re: Toboggan Possible?

Post by MileHighGuy »

cool! im making a proof of concept map now.. how do you suggest i change those?

EDIT: Also, how do you suggest i keep the vehicle perpendicular to the ground at all times? I thought it was levelspring and leveldamp but I'm not getting anywhere with those..
Last edited by MileHighGuy on Sun Oct 19, 2014 6:27 pm, edited 1 time in total.
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Re: Toboggan Possible?

Post by Marth8880 »

Probably lower GravityScale to around 1.0, Traction to 1.0 or 0.0 or something, Deceleration to 0.0, ReverseSpeed to 0.0, and...yeah, that should be a good starting point. :o

Would probably be best to use BARC or Speederbike ODF and model as template.
MileHighGuy
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Re: Toboggan Possible?

Post by MileHighGuy »

WOW.. something cool happened.. I will upload a video soon!

EDIT: here is the video:

http://social.xfire.com/video/62dded

sorry for the music.. I'm on an 80s stint.. and it just fit so well..

EDIT: here is the odf of that "glider" for those interested
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "hover"
GeometryName = "rep_hover_barcspeeder.msh"

[Properties]
WaterEffect = "com_sfx_waterwake_sm"

FLYERSECTION = "BODY"
VehicleType = "light"

Label = "Speederbike"

MapTexture = "speederbike_icon"
HealthTexture = "HUD_speederbike_icon"
MapScale = 1.5

ExplosionName = "rep_hover_speederbike_exp"
GeometryName = "rep_hover_barcspeeder"
CollisionThreshold = "4.0 20.0 0.0"
CollisionScale = "0.0 0 0"
//CollisionScale = "1.0 -0.5 0"
//FirstPerson = "rep\repspbk;rep_1st_cockpit_speederbike"
VehiclePosition = "common.vehiclepositions.pilot"
WakeEffect = "dustwake"
WaterEffect = "com_sfx_waterwake_sm"

PilotPosition = "hp_rider"
Pilot9Pose = "barc_9pose"

AnimationName = "rep_hover_barcspeeder"
FinAnimation = "barcspeeder_9pose"

MaxHealth = 200.0
//HitLocation = "p_crithit 0"

TimeRequiredToEject = "0.5"
EjectResistance = "0.01"
TimeTilReboard = "5.0"

DamageStartPercent = 70.0
DamageStopPercent = 50.0
DamageEffect = "com_sfx_vehiclespark"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 50.0
DamageStopPercent = 10.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 0.2
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 20.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 0.2
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_3"

SetAltitude = 0.3 //.85
GravityScale = 1.0 //4.0 //2


Acceleration = 30.0
Deceleration = 0.0 //60.0
Traction = 1.0 //35.0
ForwardSpeed = 28.0
ReverseSpeed = 0.0 //6.0
StrafeSpeed = 3.0

EnergyBar = 50
EnergyAutoRestore = 15
EnergyBoostDrain = 20
BoostSpeed = 40
BoostAcceleration = 100.0
BoostFOV = 60

//AddSpringBody = "0.0 0.7 1.5 1.4"
//BodyOmegaXSpringFactor = -2.0

//AddSpringBody = "-0.5 0.7 -1.0 1.4"
//AddSpringBody = "0.5 0.7 -1.0 1.4"

VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 3.0
OmegaXDamp = 2.5
OmegaZSpring = 5.0
OmegaZDamp = 1.8

SpinRate = 1.3
TurnRate = 1.4
BoostTurnMultiplier = 1.0
TurnFilter = 15.0
PitchRate = 0.5
StrafeRollAngle = 0.0
ThrustPitchAngle = 0.0
BankAngle = 0.002
BankFilter = 3.0
LevelSpring = 10.0
LevelDamp = 5.0

JumpTimeMin = 0.1
JumpTimeMax = 0.35
JumpForce = 50.0
JumpMinSpeedMult = 0.4
JumpEnergyPerSec = 100.0


//PCPitchRate = 15.0
//PCSpinRate = 15.0
//PCTurnRate = 25.0


EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0 2.5 -6"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "5.0"

CockpitTension = "12"

NormalDirection = "0.0 -10.0 0.0"

PitchLimits = "-5.0 5.0"
YawLimits = "-15.0 15.0"



WeaponName = "rep_weap_hover_speederbike_cannon"
WeaponAmmo = "0"

AimerNodeName = "aimer_frontleft_gun"
FirePointName = "hp_firefront_L"
BarrelNodeName = "hp_firefront_L"
BarrelLength = "2.0"
AimerPitchLimits = "-15.0 15.0"
AimerYawLimits = "-25.0 25.0"

NextAimer = "-"

AimerNodeName = "aimer_frontright_gun"
FirePointName = "hp_firefront_R"
BarrelNodeName = "hp_firefront_R"
BarrelLength = "2.0"
AimerPitchLimits = "-15.0 15.0"
AimerYawLimits = "-25.0 25.0"



//BlurEffect = 0.5 //the closer to 1 the greater the blur
//BlurStart = 0.8 //percentage of maxspeed where blur starts



AISizeType = "MEDIUM"
NoCombatInterrupt = 1
//AvailableForAnyTeam = 1

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_hover_barcspeeder_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"


CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "rep_hover_barcspeeder_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"


CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "rep_hover_barcspeeder_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"


CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "rep_hover_barcspeeder_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"


CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "rep_hover_barcspeeder_chunk5"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"


VOUnitType = 134
EngineSound = "speederbike_engine_parameterized"
HurtSound = ""
DeathSound = "com_weap_obj_small_exp"
VehicleCollisionSound ="com_veh_collision_sm"
TurnOnSound = ""
TurnOffSound = ""
Music = ""
CisMusic = "cis_vehicle"
RepMusic = "rep_vehicle"
MusicSpeed = "0.5"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
//BoostSound = "imp_hover_speederbike_boost_on 0.5 1"
//BoostSound = "imp_hover_speederbike_boost_on_max 0.9 1"
//BoostSound = "imp_hover_speederbike_boost_off_max 0.8 0"
//BoostSound = "imp_hover_speederbike_boost_off 0.4 0"
FoleyFXGroup = "metal_foley"
Last edited by MileHighGuy on Sun Oct 19, 2014 7:47 pm, edited 1 time in total.
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commanderawesome
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Re: Toboggan Possible?

Post by commanderawesome »

HAHAHAHA! That music is perfect.
Marth8880
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Re: Toboggan Possible?

Post by Marth8880 »

Sweet! Hmm. You might actually wanna make the GravityScale higher then in that case... Try a value of 20.0 or so. :o
MileHighGuy
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Re: Toboggan Possible?

Post by MileHighGuy »

thats better.. although the vehicle sinks in to the ground... and is horizontal the whole way down.. is there any way to make it tilt forward like a normal sled (and not bob back and forth?)
Marth8880
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Re: Toboggan Possible?

Post by Marth8880 »

Try raising SetAltitude and GravityScale.
MileHighGuy
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Re: Toboggan Possible?

Post by MileHighGuy »

can anyone define these?
VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 3.0
OmegaXDamp = 2.5
OmegaZSpring = 5.0
OmegaZDamp = 1.8
EDIT: also this
BodyOmegaXSpringFactor
maybe a general definition of omega in this context would help

I'm still struggling to get the angle of the vehicle to NOT level out at certain inclines
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Re: Toboggan Possible?

Post by Marth8880 »

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