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Master Fionwë
Rebel Colonel
Posts: 598 Joined: Wed May 30, 2007 3:33 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: At RCTC
Contact:
Post
by Master Fionwë » Wed Aug 22, 2007 6:06 pm
How would I change this vehicle to a hover, with it working, and keep the engine effects?
Code: Select all
[quote][GameObjectClass]
ClassLabel = "commandflyer"
GeometryName = "rep_fly_commandship.msh"
[Properties]
FLYERSECTION = "BODY"
ReserveOneForPlayer = "1"
VehicleType = "transport"
MapTexture = "gunship_icon"
HealthTexture = "HUD_rep_gunship_icon"
MapScale = 2.0
Geometryscale = 1.2
GeometryName = "rep_fly_commandship"
AnimationName = "rep_fly_command"
GeometryLowRes = "rep_fly_commandship"
FirstPerson = "REP\repatted;rep_1st_cockpit_ATTE"
//ExplosionCritical = "rep_fly_command_exp"
ExplosionDestruct = "rep_fly_command_exp"
FirstPersonFOV = "65"
CockpitTension = "12"
ThirdPersonFOV = "55"
PathFollowerClass = "rep"
PathFollowerBranchPaths = "5"
PathFollowerBranchMaxAngle = "45
PathFollowerMinBranchDist = "250.0"
PathFollowerBranchRange = "1000"
PathFollowerFlyerVsFlyer = "0"
SpawnPointCount = "6"
SpawnPointLocation = "-6.0 -3.0 8.0 0"
SpawnPointLocation = "6.0 -3.0 8.0 0"
SpawnPointLocation = "-7.0 -3.0 0.0 0"
SpawnPointLocation = "7.0 -3.0 0.0 0"
SpawnPointLocation = "-6.0 -3.0 -8.0 0"
SpawnPointLocation = "6.0 -3.0 -8.0 0"
AllyCount = 65536
Radius = 0.0
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 0
Value_DEF_Alliance = 0
Value_DEF_CIS = 0
Value_DEF_Empire = 0
Value_DEF_Republic = 0
Value_DEF_Locals = 0
HUDIndexDisplay = 0
CollisionScale = "1.5"
CollisionThreshold = "5.0"
CollisionInflict = "0.1"
MaxHealth = 5000.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"
PilotSkillRepairScale = 0.01
Acceleraton = 20.0
MinSpeed = 0.0
MidSpeed = 0.0
MaxSpeed = 40.0
StrafeSpeed = 0.0
BoostAcceleration = 40.0
BoostSpeed = 80.0
BlurEffect = 0.7
BlurStart = 60.0
EnergyBar = 100
EnergyAutoRestore = 10
EnergyBoostDrain = 20
EnergyTrickDrainSingleTap = 0
EnergyTrickDrainDoubleTap = 0
PitchRate = 0.8
PitchFilter = 1.75
TurnRate = 1.0
TurnFilter = 5.75
//TurnRate = 1.25 // Max turn //3.25 mouse!
//TurnFilter = 5.75 // Speed of turn //5.75 mouse!
//ThrustPitchAngle = 0.2
StrafeRollAngle = 0.0
BankAngle = 0.55
BankFilter = 5.5
LevelFilter = 2.0
PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0
TakeoffTime = 1.5
TakeoffSpeed = 5.0
LandingTime = 1.5
LandingSpeed = 8.0
TakeoffHeight = 3.0
Landedheight = 0.0
EyePointOffset = "0.0 0.0 10.0"
TrackCenter = "0.0 10.0 -24.0"
TrackOffset = "0.0 0.0 0.0 "
TiltValue = "4.0"
AimTension = "30.0"
MoveTension = "4.5"
SoldierCollision = "collision" //collision meshes on vehicles ONLY apply to soldier and ordnance, for vehicles and buildings primitives are required
OrdnanceCollision = "collision" //collision meshes on vehicles ONLY apply to soldier and ordnance, for vehicles and buildings primitives are required
BuildingCollisionPrim = "BldgSphere1 sphere NULL 0.0 5.0 -7.0 5.0 0.0 0.0"
BuildingCollisionPrim = "BldgSphere2 sphere NULL 0.0 4.0 9.0 4.0 0.0 0.0"
BuildingCollisionPrim = "BldgSphere3 sphere NULL 0.0 5.0 1.0 5.0 0.0 0.0"
TerrainCollisionPrim = "BldgSphere1 sphere NULL 0.0 5.0 -7.0 5.0 0.0 0.0"
TerrainCollisionPrim = "BldgSphere2 sphere NULL 0.0 4.0 9.0 4.0 0.0 0.0"
TerrainCollisionPrim = "BldgSphere3 sphere NULL 0.0 5.0 1.0 5.0 0.0 0.0"
WEAPONSECTION = "1"
WeaponName = "rep_weap_fly_gunship_cannon_weak"
WeaponAmmo = "0"
AimerNodeName = "hp_gun_5"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.5"
NextAimer = "-"
AimerNodeName = "hp_gun_6"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.5"
WEAPONSECTION = "2"
WeaponName = "rep_weap_fly_command_missile"
WeaponAmmo = "10"
VehiclePosition = "common.vehiclepositions.pilot"
//********************************
//******** R BALL TURRET *******
//********************************
FLYERSECTION = "TURRET1"
PitchRate = 1.5
PitchFilter = 2.75
TurnRate = 1.5
TurnFilter = 2.75
FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "-180.0 0.0"
PitchLimits = "-60.0 70.0"
PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"
EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "bone_podr"
FirePointName = "hp_gun_2"
WeaponName = "rep_weap_fly_command_ball"
WeaponAmmo = "0"
BarrelLength = "0.0"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""
VehiclePosition = "common.vehiclepositions.rightturret"
//********************************
//******** L BALL TURRET *******
//********************************
FLYERSECTION = "TURRET2"
PitchRate = 1.5
PitchFilter = 2.75
TurnRate = 1.5
TurnFilter = 2.75
FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "0.0 180.0"
PitchLimits = "-60.0 70.0"
//YawLimits = "0.0 170.0"
//PitchLimits = "10.0 70.0"
PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"
//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"
EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "bone_podl"
FireNodeName = "hp_gun_1"
WeaponName = "rep_weap_fly_command_ball"
WeaponAmmo = "0"
BarrelLength = "0.0"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""
VehiclePosition = "common.vehiclepositions.leftturret"
ThrustEffect = "com_sfx_exhaust_xwing"
ThrustAttachPoint = "hp_engine_1"
//ThrustAttachOffset = "1.5419 -0.2269 -4.4174"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "2.2"
ThrustEffectScaleStart = "0.0"
ThrustEffect = "com_sfx_exhaust_xwing"
ThrustAttachPoint = "hp_engine_2"
//ThrustAttachOffset = "-1.5419 -0.2269 -4.4174"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "2.2"
ThrustEffectScaleStart = "0.0"
ThrustEffect = "com_sfx_exhaust_xwing"
ThrustAttachPoint = "hp_engine_3"
//ThrustAttachOffset = "-1.5419 -0.2269 -4.4174"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "2.2"
ThrustEffectScaleStart = "0.0"
ThrustEffect = "com_sfx_exhaust_xwing"
ThrustAttachPoint = "hp_engine_4"
//ThrustAttachOffset = "-1.5419 -0.2269 -4.4174"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "2.2"
ThrustEffectScaleStart = "0.0"
DamageStartPercent = 85.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = 75.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = 75.0
DamageStopPercent = 45.0
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_3"
DamageStartPercent = 55.0
DamageStopPercent = 25.0
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = 45.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = 25.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_3"
VOUnitType = 131
EngineSound = "wrong_gunship_loaded"
TakeoffSound = "rep_fly_gunship_takeoff"
LandSound = "rep_fly_gunship_land"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
MusicSpeed = ".30"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"
Cockpit1stPersonSound = "rep_inf_com_space_chatter"
Cockpit3rdPersonSound = "rep_inf_com_space_chatter"
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
BoostSound = "rep_fly_gunship_shift_up_low_property 0.11 1"
BoostSound = "rep_fly_gunship_shift_up_property 0.47 1"
BoostSound = "rep_fly_gunship_shift_up_high_property 0.62 1"
BoostSound = "rep_fly_gunship_shift_down_low_property 0.11 0"
//BoostSound = "rep_fly_gunship_shift_down_high_property 0.17 0"
BoostSound = "rep_fly_gunship_shift_down_property 0.34 0"[/quote]
Thanks in advance. I would fool around with it myself, but since I start school in less than a week and need to finish it, I don't have the time to do so.
Darth_Z13
Jedi High Council
Posts: 2275 Joined: Sat Jun 17, 2006 9:51 am
xbox live or psn: Xanthius Wylon
Location: Canada
Post
by Darth_Z13 » Wed Aug 22, 2007 6:23 pm
I am, not even in the slightest, an expert on vehicles, but give this a try:
Code: Select all
[GameObjectClass]
ClassLabel = "commandhover"
GeometryName = "rep_fly_commandship.msh"
[Properties]
FLYERSECTION = "BODY"
ReserveOneForPlayer = "1"
VehicleType = "transport"
MapTexture = "gunship_icon"
HealthTexture = "HUD_rep_gunship_icon"
MapScale = 2.0
Geometryscale = 1.2
GeometryName = "rep_fly_commandship"
AnimationName = "rep_fly_command"
GeometryLowRes = "rep_fly_commandship"
FirstPerson = "REP\repatted;rep_1st_cockpit_ATTE"
//ExplosionCritical = "rep_fly_command_exp"
ExplosionDestruct = "rep_fly_command_exp"
FirstPersonFOV = "65"
CockpitTension = "12"
ThirdPersonFOV = "55"
SetAltitude = 0.5
GravityScale = 4.0
LiftSpring = 4.0 //Suspension tightness. High is a firm rugged ride, low is floaty and smooth
LiftDamp = 3.0 //Shock Absorber. High corrects quickly, low causes it to bounce and over correct alot.
Acceleration = 7.0
Deceleration = 5.5
Traction = 20.0
ForwardSpeed = 9.0
ReverseSpeed = 7.0
StrafeSpeed = 6.0
EnergyBar = 50
EnergyAutoRestore = 7.5
EnergyBoostDrain = 20
BoostSpeed = 20
BoostAcceleration = 100.0
BoostFOV = 60
PathFollowerClass = "rep"
PathFollowerBranchPaths = "5"
PathFollowerBranchMaxAngle = "45
PathFollowerMinBranchDist = "250.0"
PathFollowerBranchRange = "1000"
PathFollowerFlyerVsFlyer = "0"
SpawnPointCount = "6"
SpawnPointLocation = "-6.0 -3.0 8.0 0"
SpawnPointLocation = "6.0 -3.0 8.0 0"
SpawnPointLocation = "-7.0 -3.0 0.0 0"
SpawnPointLocation = "7.0 -3.0 0.0 0"
SpawnPointLocation = "-6.0 -3.0 -8.0 0"
SpawnPointLocation = "6.0 -3.0 -8.0 0"
AllyCount = 65536
Radius = 0.0
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 0
Value_DEF_Alliance = 0
Value_DEF_CIS = 0
Value_DEF_Empire = 0
Value_DEF_Republic = 0
Value_DEF_Locals = 0
HUDIndexDisplay = 0
CollisionScale = "1.5"
CollisionThreshold = "5.0"
CollisionInflict = "0.1"
MaxHealth = 5000.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"
PilotSkillRepairScale = 0.01
Acceleraton = 20.0
MinSpeed = 0.0
MidSpeed = 0.0
MaxSpeed = 40.0
StrafeSpeed = 0.0
BoostAcceleration = 40.0
BoostSpeed = 80.0
BlurEffect = 0.7
BlurStart = 60.0
EnergyBar = 100
EnergyAutoRestore = 10
EnergyBoostDrain = 20
EnergyTrickDrainSingleTap = 0
EnergyTrickDrainDoubleTap = 0
PitchRate = 0.8
PitchFilter = 1.75
TurnRate = 1.0
TurnFilter = 5.75
//TurnRate = 1.25 // Max turn //3.25 mouse!
//TurnFilter = 5.75 // Speed of turn //5.75 mouse!
//ThrustPitchAngle = 0.2
StrafeRollAngle = 0.0
BankAngle = 0.55
BankFilter = 5.5
LevelFilter = 2.0
PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0
TakeoffTime = 1.5
TakeoffSpeed = 5.0
LandingTime = 1.5
LandingSpeed = 8.0
TakeoffHeight = 3.0
Landedheight = 0.0
EyePointOffset = "0.0 0.0 10.0"
TrackCenter = "0.0 10.0 -24.0"
TrackOffset = "0.0 0.0 0.0 "
TiltValue = "4.0"
AimTension = "30.0"
MoveTension = "4.5"
SoldierCollision = "collision" //collision meshes on vehicles ONLY apply to soldier and ordnance, for vehicles and buildings primitives are required
OrdnanceCollision = "collision" //collision meshes on vehicles ONLY apply to soldier and ordnance, for vehicles and buildings primitives are required
BuildingCollisionPrim = "BldgSphere1 sphere NULL 0.0 5.0 -7.0 5.0 0.0 0.0"
BuildingCollisionPrim = "BldgSphere2 sphere NULL 0.0 4.0 9.0 4.0 0.0 0.0"
BuildingCollisionPrim = "BldgSphere3 sphere NULL 0.0 5.0 1.0 5.0 0.0 0.0"
TerrainCollisionPrim = "BldgSphere1 sphere NULL 0.0 5.0 -7.0 5.0 0.0 0.0"
TerrainCollisionPrim = "BldgSphere2 sphere NULL 0.0 4.0 9.0 4.0 0.0 0.0"
TerrainCollisionPrim = "BldgSphere3 sphere NULL 0.0 5.0 1.0 5.0 0.0 0.0"
WEAPONSECTION = "1"
WeaponName = "rep_weap_fly_gunship_cannon_weak"
WeaponAmmo = "0"
AimerNodeName = "hp_gun_5"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.5"
NextAimer = "-"
AimerNodeName = "hp_gun_6"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.5"
WEAPONSECTION = "2"
WeaponName = "rep_weap_fly_command_missile"
WeaponAmmo = "10"
VehiclePosition = "common.vehiclepositions.pilot"
//********************************
//******** R BALL TURRET *******
//********************************
FLYERSECTION = "TURRET1"
PitchRate = 1.5
PitchFilter = 2.75
TurnRate = 1.5
TurnFilter = 2.75
FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "-180.0 0.0"
PitchLimits = "-60.0 70.0"
PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"
EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "bone_podr"
FirePointName = "hp_gun_2"
WeaponName = "rep_weap_fly_command_ball"
WeaponAmmo = "0"
BarrelLength = "0.0"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""
VehiclePosition = "common.vehiclepositions.rightturret"
//********************************
//******** L BALL TURRET *******
//********************************
FLYERSECTION = "TURRET2"
PitchRate = 1.5
PitchFilter = 2.75
TurnRate = 1.5
TurnFilter = 2.75
FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "0.0 180.0"
PitchLimits = "-60.0 70.0"
//YawLimits = "0.0 170.0"
//PitchLimits = "10.0 70.0"
PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"
//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"
EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "bone_podl"
FireNodeName = "hp_gun_1"
WeaponName = "rep_weap_fly_command_ball"
WeaponAmmo = "0"
BarrelLength = "0.0"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""
VehiclePosition = "common.vehiclepositions.leftturret"
ThrustEffect = "com_sfx_exhaust_xwing"
ThrustAttachPoint = "hp_engine_1"
//ThrustAttachOffset = "1.5419 -0.2269 -4.4174"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "2.2"
ThrustEffectScaleStart = "0.0"
ThrustEffect = "com_sfx_exhaust_xwing"
ThrustAttachPoint = "hp_engine_2"
//ThrustAttachOffset = "-1.5419 -0.2269 -4.4174"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "2.2"
ThrustEffectScaleStart = "0.0"
ThrustEffect = "com_sfx_exhaust_xwing"
ThrustAttachPoint = "hp_engine_3"
//ThrustAttachOffset = "-1.5419 -0.2269 -4.4174"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "2.2"
ThrustEffectScaleStart = "0.0"
ThrustEffect = "com_sfx_exhaust_xwing"
ThrustAttachPoint = "hp_engine_4"
//ThrustAttachOffset = "-1.5419 -0.2269 -4.4174"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "2.2"
ThrustEffectScaleStart = "0.0"
DamageStartPercent = 85.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = 75.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = 75.0
DamageStopPercent = 45.0
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_3"
DamageStartPercent = 55.0
DamageStopPercent = 25.0
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = 45.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = 25.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_3"
VOUnitType = 131
EngineSound = "wrong_gunship_loaded"
TakeoffSound = "rep_fly_gunship_takeoff"
LandSound = "rep_fly_gunship_land"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
MusicSpeed = ".30"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"
Cockpit1stPersonSound = "rep_inf_com_space_chatter"
Cockpit3rdPersonSound = "rep_inf_com_space_chatter"
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
BoostSound = "rep_fly_gunship_shift_up_low_property 0.11 1"
BoostSound = "rep_fly_gunship_shift_up_property 0.47 1"
BoostSound = "rep_fly_gunship_shift_up_high_property 0.62 1"
BoostSound = "rep_fly_gunship_shift_down_low_property 0.11 0"
//BoostSound = "rep_fly_gunship_shift_down_high_property 0.17 0"
BoostSound = "rep_fly_gunship_shift_down_property 0.34 0"
It might work.
Master Fionwë
Rebel Colonel
Posts: 598 Joined: Wed May 30, 2007 3:33 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: At RCTC
Contact:
Post
by Master Fionwë » Wed Aug 22, 2007 10:00 pm
Well, I'm testing it now, thanks.
Penguin
Jedi Admin
Posts: 2541 Joined: Sun Mar 05, 2006 12:00 am
Location: Australia
Post
by Penguin » Wed Aug 22, 2007 10:10 pm
add this.
Code: Select all
DamageStartPercent = 100.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_exhaust_xwing"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_engine_1"
DamageStartPercent = 100.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_exhaust_xwing"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_engine_2"
DamageStartPercent = 100.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_exhaust_xwing"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_engine_3"
DamageStartPercent = 100.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_exhaust_xwing"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_engine_4"
If you want one of the engines to 'cut out' when damaged enough, change the DamageStopPercent = 0.0 line to something between 1-99. its a percentage of
remaining health
Master Fionwë
Rebel Colonel
Posts: 598 Joined: Wed May 30, 2007 3:33 pm
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Post
by Master Fionwë » Thu Aug 23, 2007 12:34 am
Okay, thanks. I'll try it out.
EDIT: Nope, the first suggestion didn't work. It just hovers over the ground spinning crazily trying to fly. Maybe I need to do all teh movements manually for a hover...
Maveritchell
Jedi Admin
Posts: 7366 Joined: Mon Aug 21, 2006 11:03 pm
Post
by Maveritchell » Thu Aug 23, 2007 1:04 am
Having tried it before, it's pretty hard to turn a flyer into a hover, simply because if you add enough "spring" to get it to hover high enough, you turn it into a superball. But definitely make note of what Penguin posted; it's the only way to attach effects to a hover.
Master Fionwë
Rebel Colonel
Posts: 598 Joined: Wed May 30, 2007 3:33 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: At RCTC
Contact:
Post
by Master Fionwë » Thu Aug 23, 2007 1:42 am
Okay, I've gotten the hover part to work correctly now, so next I just need to get teh effects working. I'm trying that out now. Thank you guys for your help so far with this, I'll also be able to use it for the race.