Re: LAAT attacking?
Posted: Wed Dec 09, 2009 8:31 pm
You can place turrets through vehicle spawns? Hmm, that makes sense if turrets are so similar to vehicles. I ought to practice what I preach....
cool many thanks anyway for laat i need it have BRAIN pilotself lol because so i can up and down without change the laat fly or not, so is a vehicle prop animated turret pilotself the same the vehicle but how make the vehicle only landing off when have 1 passenger under it? or is more easy use laat from mygeeto si i only up and i can fire since laatYaNkFaN wrote:you do not need to make it into a turret... you can use a normal vehicle with autopiloted turrets. Here is a gunship .odf (it's for the maf though) that i used in a level i am making i put these lines
PilotType = self
under each weapon line except the pilot.
This way when the vehicle spawns it will not try and pilot itself but the weapons and turret sections will act like auto turrets
here is the code if you are interested just do the same with a gunshipthis is how the game does it btw it does not make the vehicle into a turret (well sorta it does but not really) it makes the vehicle's weapons into autoturretsHidden/Spoiler:[code][GameObjectClass]
ClassLabel = "flyer"
VehicleType = "transport"
GeometryName = "cis_fly_maf.msh"
[Properties]
FLYERSECTION = "BODY"
ReserveOneForPlayer = "0"
NeverCrashWhenUnpiloted = "1"
Label = "MAF"
MapTexture = "aat_icon"
HealthTexture = "HUD_cis_maf_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5
GeometryName = "cis_fly_maf"
AnimationName = "cis_fly_maf"
//FirstPerson = "cis\cismafp;cis_1st_cockpit_MAF"
CockpitTension = 15
//ExplosionCritical = "cis_fly_droidfighter_exp"
ExplosionDestruct = "cis_fly_droidfighter_exp"
CollisionScale = "1.5"
CollisionThreshold = "5.0"
MaxHealth = 2160.0
HealthType = "vehicle"
//HitLocation = "p_crithit 2.0"
Acceleraton = 20.0
MinSpeed = -15.0
MidSpeed = 0.0
StrafeSpeed = 15.0
MaxSpeed = 45.0
PitchRate = 0.75
PitchFilter = 1.75
TurnRate = 1.0
TurnFilter = 5.75
BankAngle = 0.5
BankFilter = 2.5
LevelFilter = 2.0
PCPitchRate = "15.0"
PCSpinRate = "15.0"
PCTurnRate = "20.0"
TakeoffTime = 1.0
TakeoffSpeed = 5.0
LandingTime = 1.5
LandingSpeed = 8.0
TakeoffHeight = 10.0
EyePointOffset = "0.0 5.0 -6.0"
TrackCenter = "0.0 10.0 -40.0"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "0.0"
AimTension = "20.0"//how much the reticule swims
MoveTension = "4.25"//how much swim the craft has from the center of the screen
WEAPONSECTION = 1
WeaponName = "cis_weap_fly_droidfighter_cannon"
WeaponAmmo = "0"
AimerNodeName = "hp_cannon1"
NextAimer = "-"
AimerNodeName = "hp_cannon2"
//For co-pilot position
WEAPONSECTION = 2
WeaponName = "cis_weap_fly_droidfighter_cannon"
WeaponAmmo = "5"
AimerNodeName = "R_Single_Cannon"
FirePointName = "hp_gun2"
NextAimer = "-"
AimerNodeName = "L_Single_Cannon"
FirePointName = "hp_gun1"
FLYERSECTION = "TURRET1"
PilotType = self
//FirstPerson = "cis\cissccam;cis_1st_cockpit_securitycam"
ForceMode = "2"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75
YawLimits = "-75.0 75.0"
PitchLimits = "10.0 40.0"
ThirdPersonFOV = "55"
EyePointOffset = "0.0 15.0 -6.0"
TrackCenter = "0.0 9.0 0.0"
TrackOffset = "0.0 0.0 6.0"
WEAPONSECTION = 1
WeaponName = "cis_weap_fly_droidfighter_cannon"
WeaponAmmo = "0"
AimerNodeName = "aimer_r_laser"
AimerYawLimits = "-280.0 20.0"
//AimerPitchLimits = "10.0 120.0"
BarrelNodeName = "barrel_r_laser"
FirePointName = "hp_laser2"
NextAimer = "-"
AimerNodeName = "aimer_l_laser"
AimerYawLimits = "-20.0 280.0"
//AimerPitchLimits = "10.0 120.0"
BarrelNodeName = "barrel_l_laser"
FirePointName = "hp_laser1"
FLYERSECTION = "TURRET2"
PilotType = self
//FirstPerson = "cis\cissccam;cis_1st_cockpit_securitycam"
WeaponSection = 1
WeaponName = "cis_weap_fly_droidfighter_cannon"
WeaponAmmo = "0"
PitchLimits = "-10.0 20.0"
YawLimits = "-180.0 180.0"
PitchTurnFactor = "0.0"
TurretNodeName ="turret_rearcannon"
AimerNodeName = "aimer_rearcannon"
AimerPitchLimits = "-10.0 10.0"
AimerYawLimits = "0.0 0.0"
BarrelNodeName = "barrel_r_rearcannon"
BarrelRecoil = 0.15
FirePointName = "hp_reargun2"
NextBarrel = "-"
BarrelNodeName = "barrel_l_rearcannon"
BarrelRecoil = 0.15
FirePointName = "hp_reargun1"
//Camera Placement
//--------------
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 0.0 -1.5"
TrackOffset = "0.0 2.0 0.0"
TiltValue = "5.0"
/////////// COLLISION //////////////////
BuildingCollision = "p_sphere1"
BuildingCollision = "p_sphere2"
TerrainCollision = "p_sphere1"
TerrainCollision = "p_sphere2"
VehicleCollision = "p_sphere1"
VehicleCollision = "p_sphere2"
SoldierCollision = "p_wingL"
SoldierCollision = "p_cannonL"
SoldierCollision = "p_wingR"
SoldierCollision = "p_cannonR"
SoldierCollision = "p_gear"
OrdnanceCollision = "p_wingL"
OrdnanceCollision = "p_cannonL"
OrdnanceCollision = "p_wingR"
OrdnanceCollision = "p_cannonR"
OrdnanceCollision = "p_gear"
/// Chunks
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_fly_maf_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "15"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-2.0 1.0 2.5"
ChunkSpeed = "12.0"
ChunkUpFactor = "4.00"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_fly_maf_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.5 1.0 2.5"
ChunkSpeed = "10.0"
ChunkUpFactor = "5.00"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_fly_maf_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "-1.1 0.3 2.9"
ChunkSpeed = "5.0"
ChunkUpFactor = "5.0"
// SOUND
EngineSound = "cis_fly_maf_engine_parameterized"
TakeoffSound = ""
LandSound = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
Music = ""
Cockpit1stPersonSound = "cis_inf_com_space_chatter" // Sound which is triggered every frame when the player is in first person mode.
Cockpit3rdPersonSound = "cis_inf_com_space_chatter" // Sound which is triggered every frame when the player is in third person mode.
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
ImpMusic ="imp_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"[/code]
here is the .odf uta_fly_ride_gunship which is the gunship used in the game (the mygeeto one is there as well)Hidden/Spoiler:[code][GameObjectClass]
ClassLabel = "flyer"
GeometryName = "uta1_prop_gunship.msh"
[Properties]
FLYERSECTION = "BODY"
ReserveOneForPlayer = "0"
NeverCrashWhenUnpiloted = "1"
VehicleType = "transport"
MapTexture = ""
HealthTexture = "HUD_rep_gunship_icon"
MapScale = 0.0
PilotType = "none"
GeometryName = "uta1_prop_gunship"
FirstPerson = "REP\repgunsh;rep_1st_cockpit_gunship"
FirstPersonFOV = "60"
CockpitTension = "12"
ThirdPersonFOV = "55"
CollisionScale = "2.5"
CollisionThreshold = "5.0"
CollisionInflict = "0.1"
MaxHealth = 4000.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"
PilotSkillRepairScale = 0.01
Acceleraton = 20.0
MinSpeed = -15.0
MidSpeed = 0.0
MaxSpeed = 45.0
StrafeSpeed = 15.0
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 = 0.1
BankAngle = 0.55
BankFilter = 5.5
LevelFilter = 2.0
PCPitchRate = 0.0
PCSpinRate = 0.0
PCTurnRate = 25.0
TakeoffTime = 1.5
TakeoffSpeed = 5.0
LandingTime = 1.5
LandingSpeed = 8.0
TakeoffHeight = 10.0
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"
WEAPONSECTION = "1"
WeaponName = "rep_weap_fly_gunship_cannon"
WeaponAmmo = "0"
AimerNodeName = "front_gun_1"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"
NextAimer = "-"
AimerNodeName = "front_gun_2"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"
WEAPONSECTION = "2"
WeaponName = "rep_weap_fly_gunship_missile"
WeaponAmmo = "6"
AimerNodeName = "hp_cannon_1"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"
NextAimer = "-"
AimerNodeName = "hp_cannon_2"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"
VehiclePosition = "common.vehiclepositions.pilot"
//********************************
//********** CO PILOT *********
//********************************
FLYERSECTION = "TURRET1"
PilotType = "self"
FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75
PitchLimits = "-20 50"
YawLimits = "-89 89"
EyePointOffset = "0.0 10.0 0.0"
TrackCenter = "0.0 7.0 -10.0"
TrackOffset = "0.0 1.0 14.0"
TiltValue = "5.0"
WEAPONSECTION = "1"
WeaponName = "rep_weap_fly_gunship_wing"
WeaponAmmo = "0"
AimerNodeName = "wing_turret_2"
AimerYawLimits = "-160.0 20.0"//"-160.0 -20.0"
AimerPitchLimits = "-80.0 80.0"
BarrelLength = "1.0"
//WEAPONSECTION = "2"
NextAimer = "-"
WeaponName = "rep_weap_fly_gunship_wing"
WeaponAmmo = "0"
AimerNodeName = "wing_turret_1"
AimerYawLimits = "-20.0 160.0"//"20.0 160.0"
AimerPitchLimits = "-80.0 80.0"
BarrelLength = "1.0"
VehiclePosition = "common.vehiclepositions.copilot"
//********************************
//******** R BALL TURRET *******
//********************************
FLYERSECTION = "TURRET2"
PilotType = "self"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75
FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "-115.0 0.0"
PitchLimits = "-30.0 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 = "ball_turret_2"
FirePointName = "hp_turret_right"
WeaponName = "rep_weap_fly_gunship_cannon_weak"
WeaponAmmo = "0"
BarrelLength = "0.0"
PilotPosition = "hp_gunner2"
PilotAnimation = "drive"
IsPilotExposed = "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 = "TURRET3"
PilotType = "self"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75
FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "0.0 115.0"
PitchLimits = "-30.0 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 = "ball_turret_1"
FireNodeName = "hp_turret_left"
WeaponName = "rep_weap_fly_gunship_cannon_weak"
WeaponAmmo = "0"
BarrelLength = "0.0"
PilotPosition = "hp_gunner1"
PilotAnimation = "drive"
IsPilotExposed = "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"
////////////////////////////////
//FLYERSECTION = "TURRET4"
////////////////////////////////
//***********************************************
//*********** COMMAND POST VALUES *************
//***********************************************
//SpawnPointCount = "6"
//SpawnPointLocation = "8.0 0.0 0.0 5"
//SpawnPointLocation = "8.0 0.0 4.0 5"
//SpawnPointLocation = "8.0 0.0 -4.0 5"
//SpawnPointLocation = "-8.0 0.0 0.0 355"
//SpawnPointLocation = "-8.0 0.0 4.0 355"
//SpawnPointLocation = "-8.0 0.0 -4.0 355"
//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
//LegRayHitLength = "16"
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "gunship_chunk1"
ChunkNodeName = "Wing_gun_housing_2"
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "gunship_chunk2"
ChunkNodeName = "main_backdoor_R"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "REP_LA_AT_Gunship_hulk"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "12.0"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke2"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke3"
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke4"
//////////////////////////
////DAMAGE///////////
///////////////
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "hp_damage_3"
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "hp_damage_4"
DamageStartPercent = 50.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage_3"
DamageStartPercent = 50.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage_4"
DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageAttachPoint = "hp_damage_1"
//ExplosionCritical = "rep_fly_gunship_exp"
ExplosionDestruct = "rep_fly_gunship_exp"
///////////////////////////////////////////////////////////////
//// COLLISION
BuildingCollision = "p_front_sphere"
BuildingCollision = "p_left_sphere"
BuildingCollision = "p_right_sphere"
TerrainCollision = "p_front_sphere"
TerrainCollision = "p_left_sphere"
TerrainCollision = "p_right_sphere"
VehicleCollision = "p_front_sphere"
VehicleCollision = "p_left_sphere"
VehicleCollision = "p_right_sphere"
VehicleCollision = "p_center_sphere"
VehicleCollision = "p_rear_sphere"
SoldierCollision = "p_ball_turret_1"
SoldierCollision = "p_ball_turret_2"
SoldierCollision = "CollisionMesh"
OrdnanceCollision = "p_ball_turret_1"
OrdnanceCollision = "p_ball_turret_2"
OrdnanceCollision = "CollisionMesh"
EngineSound = "rep_fly_gunship_engine_parameterized"
TakeoffSound = "rep_fly_gunship_takeoff"
LandSound = "rep_fly_gunship_land"
HurtSound = ""
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"
[/code]
well so i must use the mygeeto one, with turret from utapau's laat and using ZE and lua setup the animation/spawn vehicle codes well i believe i will need bother a YankFan for help XDFiodis wrote:You can go ahead and use the one from Mygeeto. I can't remember if that's the one that put you in the ball turret or the railing, hanging on, but if it's the railing you could always just edit it.
update? if i got this work of course i will post the assets and yeah i wanted this for conquest modAnakin wrote:cool idea can you upload an update??![]()
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and maybe the LAAT/i is in the conquest mode there too
yeah change mission, ZE and vehicleAnakin wrote:thx
if i understand right you want to change mission.. so that the player can come down on stricks when the LAAT/i is in the aire right??
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