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Static Units

Posted: Sun Jul 03, 2011 12:00 pm
by Snork
How do you create a unit from a static model? I remember there was a map where you could play as medical droids and ammo droids. Cage Match or something. Anybody know?

Re: Static Units

Posted: Sun Jul 03, 2011 12:06 pm
by THEWULFMAN
You switch out the geometry, its that simple.

Re: Static Units

Posted: Sun Jul 03, 2011 12:29 pm
by Snork
My error log would beg to differ :P

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\DisplaySoldier.cpp(349)
DisplaySoldier 'sk6_tank' failed to find animmap human_

Re: Static Units

Posted: Sun Jul 03, 2011 12:38 pm
by THEWULFMAN
Snork wrote:My error log would beg to differ :P

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\DisplaySoldier.cpp(349)
DisplaySoldier 'sk6_tank' failed to find animmap human_

It seems you have done something above and beyond a simple geometry change, can you post your unit odf?

Re: Static Units

Posted: Sun Jul 03, 2011 12:47 pm
by Snork
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "com_inf_default"
GeometryName = "sk6_tank.msh"

[Properties]

GeometryName = "sk6_tank"
GeometryLowRes = "sk6_tank"

CollisionScale = "0.0 0.0 0.0"


WEAPONSECTION = 1
WeaponName1 = "sk6_tank_gun"
WeaponAmmo1 = 0

MapTexture = "troop_icon"
MapScale = 1.4
MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100

HealthType = "vehicle"
MaxHealth = 400.0

// Movement defaults
// These are values for an average class - some soldiers will override these
MaxSpeed = 0.5 // base forward speed
MaxStrafeSpeed = 0.25 // base right/left speed
MaxTurnSpeed = 0.25 // base turn speed
JumpHeight = 0.0 // base jump height in meters
// Speed multipliers for various actions
JumpForwardSpeedFactor = 0.0 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 0.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 0.0 // in forward arc, boost speed by this factor when rolling
// Apparently contant for all or most classes:
Acceleration = 3.0 // accelerate to full run in about 7/70 = 0.1 seconds
SprintAccelerateTime = 1.0 // accelerate from run to sprint in this time

// ControlSpeed = "<stance> <thrustfactor> <strafefactor> <turnfactor>"
// For grounded states (stand, crouch, prone, sprint) and jet state,
// in which the thrust/strafe stick controls the player's velocity,
// these values are multipliers on the max speed and acceleration.
// For flying states (jump, roll, tumble), in which the thrust/strafe stick
// applies an acceleration, these values only multiply the acceleration.
ControlSpeed = "stand 1.00 1.00 1.00"
ControlSpeed = "crouch 0.70 0.60 1.00"
ControlSpeed = "prone 0.30 0.20 0.50"
ControlSpeed = "sprint 1.50 0.50 0.35"
ControlSpeed = "jet 0.30 0.30 1.00"
ControlSpeed = "jump 0.03 0.03 0.35"
ControlSpeed = "roll 0.02 0.02 0.35"
ControlSpeed = "tumble 0.00 0.00 0.10"

// Energy bar defaults
EnergyBar = 10.0 // Max energy
EnergyRestore = 10.0 // energy regained per second if moving
EnergyRestoreIdle = 15.0 // energy regained per second if not
EnergyDrainSprint = 20.0 // energy spent per second of sprinting
EnergyMinSprint = 2500.0 // min energy to start sprinting
EnergyCostJump = 2500.0 // energy cost to jump
EnergyCostRoll = 2500.0 // energy cost to roll

AimValue = "1.0"
AimFactorPostureSpecial = 50
AimFactorPostureStand = 100
AimFactorPostureCrouch = 140
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70

AISizeType = "SOLDIER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.25
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.08
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.08
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10

FootWaterSplashEffect = "com_sfx_watersplash_sm"
WaterSplashEffect = "com_sfx_watersplash_md"
WakeWaterSplashEffect = "com_sfx_watersplash_wade"

FirstPersonFOV = "70"
ThirdPersonFOV = "65"

CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.2"
TiltValue = "10.0"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"

CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"
CameraBlendTime = "1.0"

CAMERASECTION = "PRONEZOOM"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 4.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"
[/code]

Re: Static Units

Posted: Sun Jul 03, 2011 3:37 pm
by CressAlbane
???? Is that a unit or a vehicle?
That's where the problem is stemming from.

Re: Static Units

Posted: Sun Jul 03, 2011 3:45 pm
by Snork
Nevermind, don't need to do this anymore