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Things refusing to work right

Posted: Sun Nov 13, 2011 1:30 pm
by Dakota
ok i've made a teleporter and when i use it it doesn't take me to the node but to half way from the region to the node. i've made a dark trooper and his animations won't resize, i have the odf lines the animations and the msh.option done but it won't change. i've tried to make the dark trooper's pack disappear by changing its size and it didn't work but i'm just going to reskin that to trasparency. i've manualy cleaned the things about 10-20 times in the past 2-3 days and still they don't change yet other things do, like my reskins, and weapon changes. i also have a weapon that won't charge up no matter what i do. i need some help.

dark trooper odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "imp_inf_default"
GeometryScale = 1.5

[Properties]
PointsToUnlock = 25

MaxHealth = 2500.0

MaxShield = 500
AddShield = 10

SkeletonName = "human"
SkeletonLowRes = "human"

AnimationName = "human"

SkeletonRootScale = "1.5"
SkeletonRootScaleLowRes = "1.5"
//CollisionRootScale = "1.5"

MaxSpeed = 5.0 // base forward speed
MaxStrafeSpeed = 4.0 // base right/left speed

JumpHeight = 0.5

EnergyBar = 100.0
EnergyRestore = 10.0
EnergyRestoreIdle = 10.0


WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rifle"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "imp_weap_inf_rocket_launcher"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "imp_weap_inf_wrist_rocket"
WeaponAmmo = 20
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_inf_wrist_rocket"
WeaponAmmo = 20
WeaponChannel = 1



VOUnitType = 43

// VOSound = "imp_command_follow SC_Follow"
// VOSound = "imp_command_stopFollow SC_StopFollow"
// VOSound = "imp_command_stopVehicle SC_VehicleWaitUp"
// VOSound = "imp_command_getIn SC_GetIn"
// VOSound = "imp_command_getOut SC_GetOut"
// VOSound = "imp_response_follow SC_FollowResponse"
// VOSound = "imp_response_stopFollow SC_StopFollowResponse"
// VOSound = "imp_response_stopVehicle SC_VehicleWaitUpResponse"
// VOSound = "imp_response_getIn SC_GetInResponse"
// VOSound = "imp_response_getOut SC_GetOutResponse"

VOSound = "imp2_inf_pc_com_hostile SpottedVO"
VOSound = "imp2_inf_pc_com_bacta NeedMedicVO"
VOSound = "imp2_inf_pc_com_mechanic NeedRepairVO"
VOSound = "imp2_inf_pc_com_ammo NeedAmmoVO"
VOSound = "imp2_inf_pc_com_transport NeedPickupVO"
VOSound = "imp2_inf_pc_com_backup NeedBackupVO"
VOSound = "imp2_inf_pc_com_clear_area AttackPositionVO"
VOSound = "imp2_inf_pc_com_defend DefendPositionVO"

VOSound = "imp2_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "imp2_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "imp2_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "imp2_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "imp2_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "imp2_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "imp2_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "imp2_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"

VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum1 AcquiredTarget +VOUnitNum1"
// VOSound = "imp2_inf_chatter_AcquiredTarget_left AcquiredTarget +left"
// VOSound = "imp2_inf_chatter_AcquiredTarget_right AcquiredTarget +right"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum2 AcquiredTarget +VOUnitNum2"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum3 AcquiredTarget +VOUnitNum3"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum5 AcquiredTarget +VOUnitNum5"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum6 AcquiredTarget +VOUnitNum6"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum6 NotShootingCriticalHit +VOUnitNum6"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum10 AcquiredTarget +VOUnitNum10"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum10 NotShootingCriticalHit +VOUnitNum10"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum12 AcquiredTarget +VOUnitNum12"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum11 AcquiredTarget +VOUnitNum11"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum11 NotShootingCriticalHit +VOUnitNum11"
VOSound = "imp2_inf_chatter_NearbyEnemySlaughter NearbyEnemySlaughter"
VOSound = "imp2_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
// VOSound = "imp2_inf_chatter_KillingSpree4 KillingSpree4"
// VOSound = "imp2_inf_chatter_KillingSpree8 KillingSpree8"
// VOSound = "imp2_inf_chatter_HeadshotKill HeadshotKill"
VOSound = "imp2_inf_chatter_Grenade Grenade"
// VOSound = "imp2_inf_chatter_MissileIncoming MissileIncoming"
// VOSound = "imp2_inf_chatter_AcquiredTarget_IsSniper_VOUnitNum4 AcquiredTarget +IsSniper +VOUnitNum4"
// VOSound = "imp2_inf_chatter_FriendlyFire FriendlyFire"
// VOSound = "imp2_inf_chatter_RebelsShootDeadBody RebelsShootDeadBody"
VOSound = "imp2_inf_chatter_GivePowerup GivePowerup"
VOSound = "imp2_inf_chatter_AcquiredTarget_IsTurret AcquiredTarget +IsTurret"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum121 AcquiredTarget +VOUnitNum121"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum123 AcquiredTarget +VOUnitNum123"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum124 AcquiredTarget +VOUnitNum124"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum124 NotShootingCriticalHit +VOUnitNum124"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum125 AcquiredTarget +VOUnitNum125"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum125 NotShootingCriticalHit +VOUnitNum125"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum126 AcquiredTarget +VOUnitNum126"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum126 NotShootingCriticalHit +VOUnitNum126"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum127 AcquiredTarget +VOUnitNum127"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum127 NotShootingCriticalHit +VOUnitNum127"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum126 NotShootingCriticalHit +VOUnitNum126"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum132 AcquiredTarget +VOUnitNum132"
// VOSound = "imp2_inf_chatter_NotShootingCriticalHit_VOUnitNum132 NotShootingCriticalHit +VOUnitNum132"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum182 AcquiredTarget +VOUnitNum182"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum183 AcquiredTarget +VOUnitNum183"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum184 AcquiredTarget +VOUnitNum184"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum185 AcquiredTarget +VOUnitNum185"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum186 AcquiredTarget +VOUnitNum186"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum187 AcquiredTarget +VOUnitNum187"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum188 AcquiredTarget +VOUnitNum188"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum189 AcquiredTarget +VOUnitNum189"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum190 AcquiredTarget +VOUnitNum190"
// VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum83 AcquiredTarget +VOUnitNum83"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum82 AcquiredTarget +VOUnitNum82"
// VOSound = "imp2_inf_chatter_AcquiredTarget AcquiredTarget"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum176 AcquiredTarget +VOUnitNum176"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum175 AcquiredTarget +VOUnitNum175"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum177 AcquiredTarget +VOUnitNum177"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum172 AcquiredTarget +VOUnitNum172"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum174 AcquiredTarget +VOUnitNum174"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum173 AcquiredTarget +VOUnitNum173"
VOSound = "imp2_inf_chatter_AcquiredTarget_VOUnitNum171 AcquiredTarget +VOUnitNum171"
weapon odf in common folder
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "launcher"

[Properties]
AnimationBank = "rifle"

//***********************************************

ChargeUpEffect = "chargeup"

//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"

AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "1"
AITargetBuilding = "1"

MinRange = "15"
OptimalRange = "75"
MaxRange = "500"

HideOnFire = "0"
DisplayRefire = "0"

LockOnRange = "500.0"
LockOnAngle = "6.0"
LockOffAngle = "10.0"
LockTime = "0.5"

ZoomMin = "2.0"
ZoomMax = "2.0"
ZoomRate = "0.0"

PitchSpread = "0.0"
YawSpread = "0.0"

SpreadPerShot = "1.1"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"

StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip = "3"
ReloadTime = "3.0"
ShotDelay = "0.5"
TriggerSingle = "1"
MaxPressedTime = "2.0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.25"
SalvoTime = "0.0"

//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************

ScopeTexture = "weapon_scope2"

MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 198 62"
FlashLength = "0.075"
FlashLightColor = "255 198 62 175"

FlashLightRadius = "5.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.1"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "0.75"

RecoilLengthHeavy = "1.5"
RecoilStrengthHeavy = "1"
RecoilDecayHeavy = "0.75"

ChargeSound = "com_weap_inf_rocket_launcher_tracking"

//*****************************************
weapon odf in side folder
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_rocket_launcher"
GeometryName = "rocketgun.msh"

[Properties]
GeometryName = "rocketgun"
HighResGeometry = "rep_1st_weap_inf_launcher"

//************************************************
//******************* SOUND *****************
//************************************************

FireSound = "rep_weap_inf_rocket_launcher_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_reload_lg"
ChargeSound = "rep_weap_inf_rocket_launcher_tracking"
ChargeSoundPitch = "0.0"
ChangeModeSound = "com_weap_inf_equip_lg"
WeaponChangeSound = "com_weap_inf_equip_lg"
JumpSound = "com_weap_inf_bazooka_mvt_jump"
LandSound = "com_weap_inf_bazooka_mvt_land"
RollSound = "com_weap_inf_bazooka_mvt_roll"
//ProneSound = "com_weap_inf_bazooka_mvt_lie"
SquatSound = "com_weap_inf_bazooka_mvt_squat"
//StandSound = "com_weap_inf_bazooka_mvt_getup"

OrdnanceName = "rep_weap_inf_rocket_launcher_ord"

NextCharge = 0.5
ShotsPerSalvo = 1
SalvoCount = "1"
OrdnanceName = "rep_weap_inf_rocket_launcher_ord2"

NextCharge = 0.95
ShotsPerSalvo = 1
SalvoCount = "1"
OrdnanceName = "rep_weap_inf_rocket_launcher_ord3"
if there is anything else that you would need to see please tell me. these are only the odfs but don't forget about the teleport node, thats one of my most important things i need fixed.

Re: things refusing to work right

Posted: Sun Nov 13, 2011 1:33 pm
by DarthD.U.C.K.
you are giving the darktrooper the animationset "human" that is the default animationset for all units thats loaded with the ingame.lvl. if something in the ingame.lvl has the same name something in the side or world, the later will be owerwritten.

also you should use a lowres skeleton (obviously) for the lowres skeleton, the lowresskeleton has less bones than the normal one. using the normal skeleton as lowresskeleton could lead to problems.

Re: things refusing to work right

Posted: Sun Nov 13, 2011 1:49 pm
by Dakota
DarthD.U.C.K. wrote:you are giving the darktrooper the animationset "human" that is the default animationset for all units thats loaded with the ingame.lvl. if something in the ingame.lvl has the same name something in the side or world, the later will be owerwritten.

also you should use a lowres skeleton (obviously) for the lowres skeleton, the lowresskeleton has less bones than the normal one. using the normal skeleton as lowresskeleton could lead to problems.
at first i had the animation named "dt" for dark trooper but that didn't work either.

Re: things refusing to work right

Posted: Sun Nov 13, 2011 2:23 pm
by DarthD.U.C.K.
well, with human it will definitelly not work...
so you munged an animset called "dt" and put the scale line in its munge.bat? if that has no effect and doesnr crash, put an animation in the set that replaces some stock anim like idle_emote. if this animation isnt blade ingame, the animset is notimplemented properly. if it plays, something is wrong with the scalin parameters.

Re: things refusing to work right

Posted: Sun Nov 13, 2011 5:31 pm
by Dakota
DarthD.U.C.K. wrote:well, with human it will definitelly not work...
so you munged an animset called "dt" and put the scale line in its munge.bat? if that has no effect and doesnr crash, put an animation in the set that replaces some stock anim like idle_emote. if this animation isnt blade ingame, the animset is notimplemented properly. if it plays, something is wrong with the scalin parameters.
i had the scale lines set to 1.5 and had every animation .msh from the human folders and put it into the dt folder. i remember getting this to work with a super battle driod i made once but now i can't get it working. do i have to replace the part infront of each animation with dt instead of leaving it as human, i can't seem to remember.

also i must know, would having a wall between the teleporter region and the teleporter node cause problems? because my teleporter needs to get me into a building that i made from a hiden cave in the mountains.


also i wonder why my rocket launcher weapon won't charge up right, i've worked on other charge weapons before and had many levels of charge on them, this one only has two and yet it won't work right. could the type of weapon being a launcher instead of a cannon be a problem, because i kinda needed the lock on to work for the rockets or else nothing will get the ships that are in the sky to fall down.

lastly i have some wrist rockets that no matter what i do to change the trail effect they just don't change, i wanted them to have the lasertrail effect (the ones for the rockets that the tri fighter has) but they just stay the same as the regular rockets do.

EDIT: i found out that my ai can charge the rocket launcher but not people...

EDIT2: changed the the gun from a launcher to a cannon and now its chargable but the lock on is now auto lock :/