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Vehicle Weapons

Posted: Sat Jun 28, 2008 6:25 pm
by authraw
Okay, so I'm trying to use the GAT model included in the Conversion Pack assets. I've got the whole thing worked out so that I'm happy with it, with the exception of one thing: I can't seem to figure out how to get the main laser weapon to fire from the guns. Instead, they fire from the center of the model.

Honestly, I don't really know what I'm doing when it comes to vehicle weapon odf editing. How do I change the place from which the weapon fires? How do I get it to fire from both guns simultaneously when you pull the trigger (like the Republic fighter tank included in the assets?)

Here's my current odf:
Hidden/Spoiler:
[code]//
// CIS GAT (Fightertank)
// Speed is between Light Attack Speeder and IFT Fightertank
// Cannons are like 50 cals-medium fire rate, don't overheat quickly
// Head DOESN'T rotate, only up/down aimers on the guns

[GameObjectClass]
ClassLabel = "hover"
GeometryName = "cis_hover_fightertank.msh"

[Properties]
WaterEffect = "waterwake_lg"

FLYERSECTION = "BODY"
VehicleType = "light"

MapTexture = "aat_icon"
HealthTexture = "HUD_cis_aat_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5

GeometryName = "cis_hover_gat"
Explosion = "cis_hover_fightertank_exp"
ExplosionCritical = "cis_hover_fightertank_exp"
ExplosionDestruct = "cis_hover_fightertank_exp"
FirstPerson = "cis\cisaatp;cis_1st_cockpit_AAT"
FirstPersonFOV = "52"

CockpitTension = 22

CollisionScale = 4
CollisionThreshold = 5
MaxHealth = 6600.0
HealthType = "vehicle"

SetAltitude = 0.0
GravityScale = 4.0
LiftSpring = 4.0
LiftDamp = 3.0
SetAltitude = 0.85
GravityScale = 4.0

Acceleraton = "2.4"
MaxSpeed = "5.0"
MaxStrafeSpeed = "3.5"
StoppedTurnSpeed = "0.5"
ForwardTurnSpeed = "0.03"
TurnThreshold = "0.45"

MaxPitchSpeed = "0.4"
MaxYawSpeed = "0.7"
MaxTurnSpeed = "1.5"

PCMaxYawSpeed = 2.0
PCMaxTurnSpeed = 2.0
PCPitchRate = 1.2
PitchLimits = "-10.0 25.0"
YawLimits = "-180.0 180.0"

AddSpringBody = "-1.6 1.5 2.95 1.6"
BodySpringLength = 0.3
AddSpringBody = "1.6 1.5 1.95 1.6"
BodySpringLength = 0.3
AddSpringBody = "0.0 1.5 -1.95 1.8"
BodySpringLength = 0.3

VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 1.0
OmegaXDamp = 3.0
OmegaZSpring = 4.0
OmegaZDamp = 1.5

EyePointOffset = "0.0 5.5 -4.0"
TrackCenter = "0.0 5.0 0.0"
TrackOffset = "0.0 0.0 10.0"
TiltValue = "6.0"

WEAPONSECTION = 1
WeaponName = "cis_weap_hover_fightertank_cannon"
WeaponAmmo = 0

HierarchyLevel = 1
AimerNodeName = "gun_housing_1"
AimerPitchLimits = "-10.0 30.0"
AimerYawLimits = "0.0 0.0"
BarrelNodeName = "barrel_1"
BarrelRecoil = 0.5
FirePointName = "hp_fire_1"

NextAimer = "-"

AimerNodeName = "gun_housing_2"
AimerPitchLimits = "-10.0 30.0"
AimerYawLimits = "0.0 0.0"
BarrelNodeName = "barrel_2"
BarrelRecoil = 0.5
FirePointName = "hp_fire_2"

WEAPONSECTION = "2"
WeaponName = "cis_weap_hover_aat_missile"
WeaponAmmo = "0"


AimerNodeName = "neck"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "-180.0 180.0"



TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""

AISizeType = "MEDIUM"

DamageStartPercent = 70.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_halo_4"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_halo_4"

DamageStartPercent = 30.0
DamageStopPercent = 00.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_halo_7"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_halo_9"

--Explosion copied from cis_hover_aat.odf
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_hover_att_Chunk1"
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 2.0 1.0"
ChunkBounciness = "0.35"
ChunkStickiness = "0.45"
ChunkSpeed = "15"
ChunkUpFactor = "25"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_hover_att_Chunk2"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = "0.45"
ChunkStickiness = "0.25"
ChunkSpeed = "10"
ChunkUpFactor = "0"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_hover_att_Chunk3"
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 2.0"
PCTurnRate = "20"
AimerNodeName = "Main_Gun"
ChunkSpeed = "12"
DamageStartPercent = "70"
DamageStopPercent = "20"
DamageEffect = "com_sfx_vehiclespark"
AimerPitchLimits = "-30.0 90.0"
AimerYawLimits = "0.0 0.0"
DamageAttachPoint = "hp_damage_3"
DamageStartPercent = "70"
DamageStopPercent = "20"
DamageEffect = "com_sfx_vehiclespark"
SoldierCollision = "p_barrel"
SoldierCollision = "p_turret"
DamageAttachPoint = "hp_damage_4"
DamageStartPercent = "60"
DamageStopPercent = "20"
DamageEffect = "com_sfx_vehiclespark"
OrdnanceCollision = "p_sidegun2"
OrdnanceCollision = "p_barrel"
DamageAttachPoint = "hp_damage_5"
DamageStartPercent = "50"
DamageStopPercent = "0"
DamageEffect = "com_sfx_vehiclesmoke"
OrdnanceCollision = "p_turret"
CHUNKSECTION = "CHUNK4"
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = "30"
DamageStopPercent = "0"
DamageEffect = "com_sfx_vehiclesmoke"
ChunkGeometryName = "cis_hover_att_Chunk4"
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = "10"
DamageStopPercent = "0"
DamageEffect = "com_sfx_vehicleflame"
ChunkTerrainCollisions = "0"
DamageAttachPoint = "hp_damage_2"

EngineSound = "cis_hover_aat_engine_parameterized"
TurnOnSound = ""
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
Music = ""
RepMusic = "rep_vehicle"
CISMusic = "cis_vehicle"
MusicSpeed = ".25"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
BoostSound = ""
FoleyFXGroup = "metal_foley"

[/code]

Re: Vehicle Weapons

Posted: Sun Jun 29, 2008 5:44 am
by theultimat
I think that bit's in XSI. You need to edit the HardPoints. Please correct me if I'm wrong.

[Offtopic] Yay! 100 posts! :funny2: :music: [/Offtopic]

Re: Vehicle Weapons

Posted: Sun Jun 29, 2008 6:30 am
by MandeRek
Not so true.. I added hardpoints to vehicles of mine but they were still shooting from the middle without an error in BFront.log

Re: Vehicle Weapons

Posted: Sun Jun 29, 2008 8:19 am
by Teancum
There are no hp_fire nodes on the GAT. They're named differently (you can look at them with BConstructor). I made all the ODF changes that were needed (AFAIK) in orange.
Hidden/Spoiler:
//
// CIS GAT (Fightertank)
// Speed is between Light Attack Speeder and IFT Fightertank
// Cannons are like 50 cals-medium fire rate, don't overheat quickly
// Head DOESN'T rotate, only up/down aimers on the guns

[GameObjectClass]
ClassLabel = "hover"
GeometryName = "cis_hover_fightertank.msh"

[Properties]
WaterEffect = "waterwake_lg"

FLYERSECTION = "BODY"
VehicleType = "light"

MapTexture = "aat_icon"
HealthTexture = "HUD_cis_aat_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5

GeometryName = "cis_hover_gat"
Explosion = "cis_hover_fightertank_exp"
ExplosionCritical = "cis_hover_fightertank_exp"
ExplosionDestruct = "cis_hover_fightertank_exp"
FirstPerson = "cis\cisaatp;cis_1st_cockpit_AAT"
FirstPersonFOV = "52"

CockpitTension = 22

CollisionScale = 4
CollisionThreshold = 5
MaxHealth = 6600.0
HealthType = "vehicle"

SetAltitude = 0.0
GravityScale = 4.0
LiftSpring = 4.0
LiftDamp = 3.0
SetAltitude = 0.85
GravityScale = 4.0

Acceleraton = "2.4"
MaxSpeed = "5.0"
MaxStrafeSpeed = "3.5"
StoppedTurnSpeed = "0.5"
ForwardTurnSpeed = "0.03"
TurnThreshold = "0.45"

MaxPitchSpeed = "0.4"
MaxYawSpeed = "0.7"
MaxTurnSpeed = "1.5"

PCMaxYawSpeed = 2.0
PCMaxTurnSpeed = 2.0
PCPitchRate = 1.2
PitchLimits = "-10.0 25.0"
YawLimits = "-180.0 180.0"

AddSpringBody = "-1.6 1.5 2.95 1.6"
BodySpringLength = 0.3
AddSpringBody = "1.6 1.5 1.95 1.6"
BodySpringLength = 0.3
AddSpringBody = "0.0 1.5 -1.95 1.8"
BodySpringLength = 0.3

VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 1.0
OmegaXDamp = 3.0
OmegaZSpring = 4.0
OmegaZDamp = 1.5

EyePointOffset = "0.0 5.5 -4.0"
TrackCenter = "0.0 5.0 0.0"
TrackOffset = "0.0 0.0 10.0"
TiltValue = "6.0"

WEAPONSECTION = 1
WeaponName = "cis_weap_hover_fightertank_cannon"
WeaponAmmo = 0

HierarchyLevel = 1
AimerNodeName = "turret_y_2"
AimerPitchLimits = "-10.0 30.0"
AimerYawLimits = "0.0 0.0"
BarrelNodeName = "barrel_1"
BarrelRecoil = 0.5
FirePointName = "hp_cannon_1"

NextAimer = "-"

AimerNodeName = "turret_y_1"
AimerPitchLimits = "-10.0 30.0"
AimerYawLimits = "0.0 0.0"
BarrelNodeName = "barrel_2"
BarrelRecoil = 0.5
FirePointName = "hp_cannon_2"

//WEAPONSECTION = "2"
//WeaponName = "cis_weap_hover_aat_missile"
//WeaponAmmo = "0"

//AimerNodeName = "neck"
//AimerPitchLimits = "0.0 0.0"
//AimerYawLimits = "-180.0 180.0"

//TurretYawSound = "turret_whir_yaw_lp"
//TurretYawSoundPitch = "0.7"
//TurretPitchSound = "turret_whir_pitch_lp"
//TurretPitchSoundPitch = "0.7"
//TurretAmbientSound = ""
//TurretActivateSound = "vehicle_equip"
//TurretDeactivateSound = "vehicle_equip"
//TurretStartSound = ""
//TurretStopSound = ""


AISizeType = "MEDIUM"

DamageStartPercent = 70.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_halo_4"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_halo_4"

DamageStartPercent = 30.0
DamageStopPercent = 00.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_halo_7"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_halo_9"

--Explosion copied from cis_hover_aat.odf
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_hover_att_Chunk1"
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 2.0 1.0"
ChunkBounciness = "0.35"
ChunkStickiness = "0.45"
ChunkSpeed = "15"
ChunkUpFactor = "25"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_hover_att_Chunk2"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = "0.45"
ChunkStickiness = "0.25"
ChunkSpeed = "10"
ChunkUpFactor = "0"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_hover_att_Chunk3"
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 2.0"
PCTurnRate = "20"
AimerNodeName = "Main_Gun"
ChunkSpeed = "12"
DamageStartPercent = "70"
DamageStopPercent = "20"
DamageEffect = "com_sfx_vehiclespark"
AimerPitchLimits = "-30.0 90.0"
AimerYawLimits = "0.0 0.0"
DamageAttachPoint = "hp_damage_3"
DamageStartPercent = "70"
DamageStopPercent = "20"
DamageEffect = "com_sfx_vehiclespark"
SoldierCollision = "p_barrel"
SoldierCollision = "p_turret"
DamageAttachPoint = "hp_damage_4"
DamageStartPercent = "60"
DamageStopPercent = "20"
DamageEffect = "com_sfx_vehiclespark"
OrdnanceCollision = "p_sidegun2"
OrdnanceCollision = "p_barrel"
DamageAttachPoint = "hp_damage_5"
DamageStartPercent = "50"
DamageStopPercent = "0"
DamageEffect = "com_sfx_vehiclesmoke"
OrdnanceCollision = "p_turret"
CHUNKSECTION = "CHUNK4"
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = "30"
DamageStopPercent = "0"
DamageEffect = "com_sfx_vehiclesmoke"
ChunkGeometryName = "cis_hover_att_Chunk4"
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = "10"
DamageStopPercent = "0"
DamageEffect = "com_sfx_vehicleflame"
ChunkTerrainCollisions = "0"
DamageAttachPoint = "hp_damage_2"

EngineSound = "cis_hover_aat_engine_parameterized"
TurnOnSound = ""
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
Music = ""
RepMusic = "rep_vehicle"
CISMusic = "cis_vehicle"
MusicSpeed = ".25"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
BoostSound = ""
FoleyFXGroup = "metal_foley"

Re: Vehicle Weapons

Posted: Sun Jun 29, 2008 10:28 am
by authraw
Okay, I made those changes, and that is definitely a step in the right direction. Now it fires from the right gun, but it doesn't fire from the left one. I tried opening the gat in Bconstructor, but whenever I open something in Bconstructor I can't see the model on the left. All I get is a big black box.

I decided to leave the missiles in and allow them to fire from the center of the model.

In any case, why is it only firing from the right gun? Do I even have my odf set up properly?
Hidden/Spoiler:
[code]//
// CIS GAT (Fightertank)
// Speed is between Light Attack Speeder and IFT Fightertank
// Cannons are like 50 cals-medium fire rate, don't overheat quickly
// Head DOESN'T rotate, only up/down aimers on the guns

[GameObjectClass]
ClassLabel = "hover"
GeometryName = "cis_hover_fightertank.msh"

[Properties]
WaterEffect = "waterwake_lg"

FLYERSECTION = "BODY"
VehicleType = "light"

MapTexture = "aat_icon"
HealthTexture = "HUD_cis_aat_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5

GeometryName = "cis_hover_gat"
Explosion = "cis_hover_fightertank_exp"
ExplosionCritical = "cis_hover_fightertank_exp"
ExplosionDestruct = "cis_hover_fightertank_exp"
FirstPerson = "cis\cisaatp;cis_1st_cockpit_AAT"
FirstPersonFOV = "52"

CockpitTension = 22

CollisionScale = 4
CollisionThreshold = 5
MaxHealth = 6600.0
HealthType = "vehicle"

SetAltitude = 0.0
GravityScale = 4.0
LiftSpring = 4.0
LiftDamp = 3.0
SetAltitude = 0.85
GravityScale = 4.0

Acceleraton = "2.4"
MaxSpeed = "5.0"
MaxStrafeSpeed = "3.5"
StoppedTurnSpeed = "0.5"
ForwardTurnSpeed = "0.03"
TurnThreshold = "0.45"

MaxPitchSpeed = "0.4"
MaxYawSpeed = "0.7"
MaxTurnSpeed = "1.5"

PCMaxYawSpeed = 2.0
PCMaxTurnSpeed = 2.0
PCPitchRate = 1.2
PitchLimits = "-10.0 25.0"
YawLimits = "-180.0 180.0"

AddSpringBody = "-1.6 1.5 2.95 1.6"
BodySpringLength = 0.3
AddSpringBody = "1.6 1.5 1.95 1.6"
BodySpringLength = 0.3
AddSpringBody = "0.0 1.5 -1.95 1.8"
BodySpringLength = 0.3

VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 1.0
OmegaXDamp = 3.0
OmegaZSpring = 4.0
OmegaZDamp = 1.5

EyePointOffset = "0.0 5.5 -4.0"
TrackCenter = "0.0 5.0 0.0"
TrackOffset = "0.0 0.0 10.0"
TiltValue = "6.0"

WEAPONSECTION = 1
WeaponName = "cis_weap_hover_fightertank_cannon"
WeaponAmmo = 0

HierarchyLevel = 1
AimerNodeName = "turret_y_2"
AimerPitchLimits = "-20.0 30.0"
AimerYawLimits = "0.0 0.0"
BarrelNodeName = "barrel_1"
BarrelRecoil = 0.5
FirePointName = "hp_cannon_1"

NextAimer = "-"


AimerNodeName = "turret_y_1"
AimerPitchLimits = "-20.0 30.0"
AimerYawLimits = "0.0 0.0"
BarrelNodeName = "barrel_2"
BarrelRecoil = 0.5
FirePointName = "hp_cannon_2"

WEAPONSECTION = "2"
WeaponName = "cis_weap_hover_aat_missile"
WeaponAmmo = "0"


AimerNodeName = "neck"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "-180.0 180.0"



TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""

AISizeType = "MEDIUM"

DamageStartPercent = 70.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_halo_4"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_halo_4"

DamageStartPercent = 30.0
DamageStopPercent = 00.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_halo_7"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_halo_9"

--Explosion copied from cis_hover_aat.odf
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_hover_att_Chunk1"
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 2.0 1.0"
ChunkBounciness = "0.35"
ChunkStickiness = "0.45"
ChunkSpeed = "15"
ChunkUpFactor = "25"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_hover_att_Chunk2"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = "0.45"
ChunkStickiness = "0.25"
ChunkSpeed = "10"
ChunkUpFactor = "0"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_hover_att_Chunk3"
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 2.0"
PCTurnRate = "20"
AimerNodeName = "Main_Gun"
ChunkSpeed = "12"
DamageStartPercent = "70"
DamageStopPercent = "20"
DamageEffect = "com_sfx_vehiclespark"
AimerPitchLimits = "-30.0 90.0"
AimerYawLimits = "0.0 0.0"
DamageAttachPoint = "hp_damage_3"
DamageStartPercent = "70"
DamageStopPercent = "20"
DamageEffect = "com_sfx_vehiclespark"
SoldierCollision = "p_barrel"
SoldierCollision = "p_turret"
DamageAttachPoint = "hp_damage_4"
DamageStartPercent = "60"
DamageStopPercent = "20"
DamageEffect = "com_sfx_vehiclespark"
OrdnanceCollision = "p_sidegun2"
OrdnanceCollision = "p_barrel"
DamageAttachPoint = "hp_damage_5"
DamageStartPercent = "50"
DamageStopPercent = "0"
DamageEffect = "com_sfx_vehiclesmoke"
OrdnanceCollision = "p_turret"
CHUNKSECTION = "CHUNK4"
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = "30"
DamageStopPercent = "0"
DamageEffect = "com_sfx_vehiclesmoke"
ChunkGeometryName = "cis_hover_att_Chunk4"
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = "10"
DamageStopPercent = "0"
DamageEffect = "com_sfx_vehicleflame"
ChunkTerrainCollisions = "0"
DamageAttachPoint = "hp_damage_2"

EngineSound = "cis_hover_aat_engine_parameterized"
TurnOnSound = ""
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
Music = ""
RepMusic = "rep_vehicle"
CISMusic = "cis_vehicle"
MusicSpeed = ".25"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
BoostSound = ""
FoleyFXGroup = "metal_foley"

[/code]

Re: Vehicle Weapons

Posted: Sun Jun 29, 2008 11:00 am
by FragMe!
Just a question because I have never used the GAT and I don't know if it contributing to the problem but I noticed this in the ODF
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "hover"
GeometryName = "cis_hover_fightertank.msh"

[Properties]
WaterEffect = "waterwake_lg"

FLYERSECTION = "BODY"
VehicleType = "light"

MapTexture = "aat_icon"
HealthTexture = "HUD_cis_aat_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5

GeometryName = "cis_hover_gat"
Should these not be the same msh?

Re: Vehicle Weapons

Posted: Sun Jun 29, 2008 12:55 pm
by Teancum
The top one just refers to the ZE model. So if it's wrong on a vehicle it won't matter.