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Health types and points to unlock

Posted: Mon Apr 07, 2008 11:43 pm
by woner11
1. Ok, so I am working on a map, and I am trying to build this thing called an aquatic trooper. Bascically a unit that can survive underwater. So I have added a damage region in the ZE which has a positive base number and a negative number for animal health. No other units are affected by the region. I changed the jettroopers health type to be animal, but the region has no affect and he still looses health. Here is his odf.
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default"

[Properties]
MaxHealth = 300.0
Healthtype = "animal"

PointsToUnlock = 10

UnitType = "trooper"

AISizeType = "HOVER"

ControlSpeed = "jet 1.50 1.25 1.25"

JetJump = "5.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "30.0" //Acceleration while hovering.
JetEffect = "com_sfx_waterwake_sm"
JetType = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.16" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)

CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "7.5"

//These probably need to be set
//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 3.5"
TiltValue = "7.5"

//These probably need to be set
//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"


WEAPONSECTION = 1
WeaponName = "rep_weap_inf_emp_launcher"
WeaponAmmo = 20

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_commando_pistol"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 10
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 0

CollisionScale = "0.0 0.0 0.0"

EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound = "rep_weap_jetpack_turnon"
TurnOffSound = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0


VOUnitType = 121
2. I have added a commando and a magnagaurd from the infantry side of the conversion pack assets. Both units are in and working fine. Th default has them both set to 18 points to unlock. I changed the value to 10, but nothing shows up. Also for the magnagaurd he has the add health funcion, but nothing happens. Do I need to clean this side and remunge? Here are the odfs.

Commando:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default"


[Properties]
UnitType = "Trooper"
MaxHealth = 420.0
PointsToUnlock = 10

WEAPONSECTION = 1
WeaponName = "rep_weap_inf_dc15s_side_arm"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_dcrifle"
WeaponAmmo = 5

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_anti_armor"
WeaponAmmo = 5

WEAPONSECTION = 4
WeaponName = "imp_weap_inf_crackgrenade"
WeaponAmmo = 5
WeaponChannel = 1

VOUnitType = 42

HurtSound = "clone_commando_chatter_wound"
Magnagaurd:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "cis_inf_magnaguard.msh"

[Properties]
AISizeType = "hover"
MaxHealth = 800.0
AddHealth = 100.0

PointsToUnlock = 10

GeometryName = "cis_inf_magnaguard"
GeometryLowRes = "cis_inf_magnaguard_low1"
AnimationName = "maul"

MaxSpeed = 7.3
MaxStrafeSpeed = 6.5
MaxTurnSpeed = 5.0
JumpHeight = 3.7
JumpForwardSpeedBoost = 1.8
ControlSpeed = "sprint 3.00 0.20 0.20"

ForceMode = 1
FleeLikeAHero = 0

RecoverFromTumble = "1"
CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WEAPONSECTION = 1
WeaponName = "kor_weap_doublesaber"
WeaponAmmo = 0
Please help! :yes:

Re: Health types and points to unlock

Posted: Mon Apr 07, 2008 11:49 pm
by ryukaji
clean+remunge and see if it works.

Re: Health types and points to unlock

Posted: Mon Apr 07, 2008 11:52 pm
by woner11
Are you absolutly sure, because I'm on a slow computer already and that entire proccess would normally take with the sides I have, 3 days.

Edit: Actually I could do a selective clean, that shouldn't take very long at all.

Re: Health types and points to unlock

Posted: Mon Apr 07, 2008 11:56 pm
by ryukaji
:eek: 3 days? wow
Well I think you might have to because things like this happen all the time with me.

EDIT: yeah, good idea

Re: Health types and points to unlock

Posted: Tue Apr 08, 2008 2:04 pm
by DarthD.U.C.K.
are you shure, the damageregion works with negative numbers? :|

Re: Health types and points to unlock

Posted: Tue Apr 08, 2008 2:37 pm
by MandeRek
You can also create water which is survivable by adding a precipitation file, making it look underwater, and add rainshadow regions where you DON"T want the water to be.. Still, if this works (what you're trying) then it's 10 times better

Re: Health types and points to unlock

Posted: Tue Apr 08, 2008 2:40 pm
by Teancum
woner11 wrote:. . .that entire proccess would normally take with the sides I have, 3 days.
In order to fix that, make a .msh.option file for each new unit model (and if they have one already, open it in notepad) and insert -nocollision to it. Typically what slows down custom munges is that people forget to add that to the .option file and so the munge builds a poly-by-poly collision model instead of a basic one, which takes forever. I can't remember who discovered that, but I added it to all the Conversion Pack assets and munge time for a custom side went from 5 hours to about 10 minutes. No joke.

Re: Health types and points to unlock

Posted: Tue Apr 08, 2008 2:55 pm
by DarthD.U.C.K.
i think pinguin discovered it

Re: Health types and points to unlock

Posted: Tue Apr 08, 2008 3:45 pm
by MasterSaitek009
I've never posted it on GT, but I found it out for myself after waiting several hours for a munge.

Re: Health types and points to unlock

Posted: Tue Apr 08, 2008 4:31 pm
by woner11
I'm not sure if negative numbers work, I was just told by someone.
MandeRek wrote:You can also create water which is survivable by adding a precipitation file, making it look underwater, and add rainshadow regions where you DON"T want the water to be..
The only problem with that is I just want one particular unit to survive.

Re: Health types and points to unlock

Posted: Tue Apr 08, 2008 4:38 pm
by Maveritchell
woner11 wrote:The only problem with that is I just want one particular unit to survive.
So just make the damagescale 0, instead of trying to make it heal them.

Re: Health types and points to unlock

Posted: Tue Apr 08, 2008 4:43 pm
by Taivyx
Think you're confused, Mav, he's trying to make it survive in water.

Re: Health types and points to unlock

Posted: Tue Apr 08, 2008 4:48 pm
by MasterSaitek009
This is for when you get the regions working but oh well. Make sure that a unit cannot stand halfway in the water and be healed.
Otherwise it's free health day. :wink:

Re: Health types and points to unlock

Posted: Tue Apr 08, 2008 4:50 pm
by Maveritchell
Taivyx wrote:Think you're confused, Mav, he's trying to make it survive in water.
woner11 wrote:
MandeRek wrote:You can also create water which is survivable by adding a precipitation file, making it look underwater, and add rainshadow regions where you DON"T want the water to be..
The only problem with that is I just want one particular unit to survive.
I'm addressing the abovementioned. It's one of two viable options, the other being to adapt a healthrecharge prop to work based on a region assignment. E.g.:
Hidden/Spoiler:
[quote="com_item_healthrecharge.odf"][GameObjectClass]
ClassLabel = "powerupstation"
GeometryName = "com_item_healthrecharge.msh"

[Properties]
Lighting = "Dynamic"

MapTexture = "rechargedroid_icon"
MapScale = "0.75"
//UnbuiltHoloOdf = "com_holo_health"

GeometryName = "com_item_healthrecharge"
//UnbuiltGeometryName = "com_prop_buildzone"
DestroyedGeometryName = "com_item_healthrecharge_dst"
ExplosionName = "com_inf_rechargedroid_exp"
MaxHealth = 200
//HealthType = "person"

PowerupDelay = "1.0" //<delay time, default 0.5>
SoldierHealth = "25.0" //<health to add, default 0.0>
Powerupsound = "health_recharge defer"
AmbientSound = "droid_fx7_idle_chatter defer"
BuiltSound = ""

AutoBarrierEnable = "1"
AutoBarrierRemoveOnDeath = "0"
AutoBarrierSize = "0.8 0.8"

IdleRotateSpeed = "1.5"
IdleWaitTime = "1.75"
ActiveRotateNode = "pH_tester_arm10"
ActiveRotateNode = "pH_tester_arm6"
ActiveSpinNode = "Equipment_Operator_Arm_Socket"

[InstanceProperties]
EffectRegion = "insertregionnamehere"
Radius = 5.0[/quote]

Re: Health types and points to unlock

Posted: Tue Apr 08, 2008 4:54 pm
by woner11
Will that heal only one type of unit, or all my units that go in the water?

Re: Health types and points to unlock

Posted: Tue Apr 08, 2008 4:55 pm
by Aman/Pinguin
DarthD.U.C.K. wrote:i think pinguin discovered it
Correct

___________________

Your game would still flash red when you are under water, wouldn't it?

Re: Health types and points to unlock

Posted: Tue Apr 08, 2008 4:56 pm
by Maveritchell
You can edit it to affect whatever you want. Any of the following powerups can be applied through a powerupstation .odf:

Code: Select all

                                        SoldierHealth
                                        SoldierAmmo
                                        SoldierEnergy
                                        PersonHealth
                                        PersonAmmo
                                        PersonEnergy
                                        AnimalHealth
                                        AnimalAmmo
                                        AnimalEnergy
                                        DroidHealth
                                        DroidAmmo
                                        DroidEnergy
                                        VehicleHealth
                                        VehicleAmmo
                                        VehicleEnergy
                                        BuildingHealth
                                        BuildingAmmo
                                        BuildingEnergy
                                        BuffOffenseTimer
                                        BuffOffenseMult
                                        BuffDefenseTimer
                                        BuffDefenseMult
                                        BuffHealthTimer
                                        BuffHealthRate
                                        DebuffDamageTimer
                                        DebuffDamageRate
But yes, if this were under real water, your screen would still flash red, and unless you removed the powerup effect from the unit's .odf, it would show you being healed all the time, too.

Re: Health types and points to unlock

Posted: Tue Apr 08, 2008 4:57 pm
by woner11
Aman/Pinguin wrote:Your game would still flash red when you are under water, wouldn't it?
Ya, but that's fine.

Mav, I'll test it out.

Edit: I forgot to report the clean did nothing.

Re: Health types and points to unlock

Posted: Fri Apr 11, 2008 6:19 pm
by Sky_216
Now, correct me if I'm wrong, but isn't there just one line you add? It's used for vehicles, dunno if it works for troops.

Oh yeah and someone probably already said how but you just put a line saying 'PointsToUnlock = 18'. I'm not sure about the caps though...

Re: Health types and points to unlock

Posted: Fri Apr 11, 2008 9:39 pm
by woner11
I did that, and here is my odf, but no results.
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "cis_inf_magnaguard.msh"

[Properties]
AISizeType = "hover"
MaxHealth = 800.0
AddHealth = 100.0

PointsToUnlock = 10

GeometryName = "cis_inf_magnaguard"
GeometryLowRes = "cis_inf_magnaguard_low1"
AnimationName = "maul"

MaxSpeed = 7.3
MaxStrafeSpeed = 6.5
MaxTurnSpeed = 5.0
JumpHeight = 3.7
JumpForwardSpeedBoost = 1.8
ControlSpeed = "sprint 3.00 0.20 0.20"

ForceMode = 1
FleeLikeAHero = 0

RecoverFromTumble = "1"
CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WEAPONSECTION = 1
WeaponName = "kor_weap_doublesaber"
WeaponAmmo = 0
As for the health stuff underwater, I am playing the map as we speak to see if it works.

Edit: I just played the map again and the health stuff didn't work. Here is the health droid's odf:

Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "powerupstation"
GeometryName = "com_item_healthrecharge.msh"

[Properties]
Lighting = "Dynamic"

MapTexture = "rechargedroid_icon"
MapScale = "0.75"
//UnbuiltHoloOdf = "com_holo_health"

GeometryName = "com_item_healthrecharge"
//UnbuiltGeometryName = "com_prop_buildzone"
DestroyedGeometryName = "com_item_healthrecharge_dst"
ExplosionName = "com_inf_rechargedroid_exp"
MaxHealth = 200
//HealthType = "person"

PowerupDelay = "1.0" //<delay time, default 0.5>
AnimalHealth = "20.0" //<health to add, default 0.0>
Powerupsound = "health_recharge defer"
AmbientSound = "droid_fx7_idle_chatter defer"
BuiltSound = ""

AutoBarrierEnable = "1"
AutoBarrierRemoveOnDeath = "0"
AutoBarrierSize = "0.8 0.8"

IdleRotateSpeed = "1.5"
IdleWaitTime = "1.75"
ActiveRotateNode = "pH_tester_arm10"
ActiveRotateNode = "pH_tester_arm6"
ActiveSpinNode = "Equipment_Operator_Arm_Socket"

[InstanceProperties]
EffectRegion = "underwater"
Radius = 5.0
And here is the character's odf:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default"

[Properties]
MaxHealth = 300.0
Healthtype = "animal"

PointsToUnlock = 10

UnitType = "trooper"

AISizeType = "HOVER"

ControlSpeed = "jet 1.50 1.25 1.25"

JetJump = "5.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "30.0" //Acceleration while hovering.
JetEffect = "com_sfx_waterwake_sm"
JetType = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.16" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)

CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "7.5"

//These probably need to be set
//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 3.5"
TiltValue = "7.5"

//These probably need to be set
//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"


WEAPONSECTION = 1
WeaponName = "rep_weap_inf_emp_launcher"
WeaponAmmo = 20

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_commando_pistol"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 10
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 0

CollisionScale = "0.0 0.0 0.0"

EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound = "rep_weap_jetpack_turnon"
TurnOffSound = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0


VOUnitType = 121