Creating an unbuilt armed building that functions as turret

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MetalcoreRancor
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Creating an unbuilt armed building that functions as turret

Post by MetalcoreRancor »

Alright, so the premise as stated in title is pretty straight forward, and I have done a good job on getting everything done.. problem is, and why I am posting here, is the fact that this does NOT act as a turret until you destroy it and repair it a second time.. taking a lot of time and practicallity out of this.

Now I may just be overlooking something, so here is my coding for the armed building... nothing is wrong with the dispenser, and as expected, dropping one of these makes a permanent addition to the map, to be repaired to create a turret.
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "com_bldg_chaingun_tripod.msh"

[Properties]
Pilottype = "self"
BUILDINGSECTION = "BODY"
PilotType = "self"
RespawnTime = "999999.9"
MapScale = "1.2"

HealthTexture = "HUD_enclosedturret_icon"

GeometryName = "com_bldg_chaingun_tripod"
ExplosionName = "tur_bldg_chaingun_exp"

MaxHealth = "400.0"

UnbuiltHoloOdf = "com_holo_turret"
UnbuiltGeometryName = "com_prop_buildzone"

BUILDINGSECTION = "TURRET1"
PilotType = "self"
ForceMode = 1

TurretNodeName = "aimer_gun"

PitchLimits = "-30 20"
YawLimits = "-180 180"

PitchTurnFactor = "0.0"

EyePointOffset = "0.0 1.5 1"
TrackCenter = "0.0 0.65 -2.0"
TrackOffset = "0.0 0.5 1.5"
TiltValue = "5"

ThirdPersonFOV = "65"
WeaponName = "tur_weap_chaingun"
WeaponAmmo = "0"

MaxTurnSpeed = "5.0"
MaxPitchSpeed = "5.0"
//PitchRate = "2.0"
//TurnRate = "5.0"
PCMaxPitchSpeed = "5.0"
PCMaxTurnSpeed = "5.0"

PilotPosition = "hp_active"
Pilot9Pose = "minigun_9pose"
//FirstPerson = "com\comgntrt;com_1st_weap_gunturret"


TURRETSECTION = "TURRET1"
PilotType = "self"
AimerNodeName = "aimer_gun"
MaxTurnSpeed = "2.85"
MaxPitchSpeed = "0.75"
AimerPitchLimits = "-45.0 45.0"
AimerYawLimits = "-5.0 5.0"

FirePointName = "hp_fire"

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


DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_smokeplume"
DamageAttachPoint = "hp_smoke_1"

\\ ----- COLLISION -----

vehiclecollision = "p_base"

Soldiercollision = "p_armor1"
Soldiercollision = "p_armor2"
Soldiercollision = "p_wall1"
Soldiercollision = "p_wall2"
Soldiercollision = "p_wall3"
Soldiercollision = "p_wall4"
Soldiercollision = "p_wall5"
Soldiercollision = "p_wall6"
Soldiercollision = "p_wall7"
Soldiercollision = "p_wall8"
Soldiercollision = "p_wall9"
Soldiercollision = "p_cylindergun"
Soldiercollision = "CollisionMesh"
Soldiercollision = "p_spawn"

Ordnancecollision = "p_armor1"
Ordnancecollision = "p_armor2"
Ordnancecollision = "p_wall1"
Ordnancecollision = "p_wall2"
Ordnancecollision = "p_wall3"
Ordnancecollision = "p_wall4"
Ordnancecollision = "p_wall5"
Ordnancecollision = "p_wall6"
Ordnancecollision = "p_wall7"
Ordnancecollision = "p_wall8"
Ordnancecollision = "p_wall9"
Ordnancecollision = "CollisionMesh"
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