Unit Issues [Solved]
Posted: Sat Nov 14, 2009 7:24 pm
by Super_Clone
I created a new unit into my map, but it is not showing up. Upon looking in my error log, I saw that it was being loaded, but still a no-go. Heres the unit odf:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "mag.msh"
[Properties]
AnimationName = "greviousguard"
PointsToUnlock = 20
FleeLikeAHero = 0
NoEnterVehicles = 0
HealthType = "droid"
MaxHealth = 1500.0
EnergyDrainSprint = 0.3 // energy spent per second of sprinting
EnergyCostJump = 0.0 // energy cost to jump
EnergyCostRoll = 0.0 // energy cost to roll
WEAPONSECTION = 2
WeaponName = "ElectroStaff"
WeaponAmmo = 0
WEAPONSECTION = 1
WeaponName = "cis_weap_E-5_Blaster_Carbine"
WeaponAmmo = 0
JumpHeight = 5.0
MaxSpeed = 10.0
MaxStrafeSpeed = 9.5
MaxTurnSpeed = 9.0
RecoverFromTumble = "1"
VOUnitType = 093
ChunkFrequency = 0.1
ExplosionName = "cis_inf_droid_exp"
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_inf_magnaguard_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_inf_magnaguard_chunk2"
ChunkNodeName = "bone_l_upperarm"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_inf_magnaguard_chunk3"
ChunkNodeName = "bone_l_calf"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0
CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "cis_inf_magnaguard_chunk4"
ChunkNodeName = "bone_r_thigh"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0
// the foot height where footstep sounds are played
MinFootHeight = 0.1
VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"
VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "cis_inf_soldier"
VOSound = "cis_command_follow SC_Follow"
VOSound = "cis_command_stopFollow SC_StopFollow"
VOSound = "cis_command_stopVehicle SC_VehicleWaitUp"
VOSound = "cis_command_getIn SC_GetIn"
VOSound = "cis_command_getOut SC_GetOut"
VOSound = "cis_response_follow SC_FollowResponse"
VOSound = "cis_response_stopFollow SC_StopFollowResponse"
VOSound = "cis_response_stopVehicle SC_VehicleWaitUpResponse"
VOSound = "cis_response_getIn SC_GetInResponse"
VOSound = "cis_response_getOut SC_GetOutResponse"
GeometryName = "mag"
GeometryLowRes = "mag"
ClothODF = "mag_cape"
SkeletonName = "grievousguard"
SkeletonLowRes = "grievousguard"
SkeletonRootScale = "1.24"
// no head offset for this guy, unlike all other droids
CollisionHeadOffset = "0.0 0.0 0.0"
//FirstPerson = "CIS\cisoff;cis_1st_magnaguard"
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 4"
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 3.5"
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 = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 5.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"
ClassParent = "com_jedi_default"
GeometryName = "mag.msh"
[Properties]
AnimationName = "greviousguard"
PointsToUnlock = 20
FleeLikeAHero = 0
NoEnterVehicles = 0
HealthType = "droid"
MaxHealth = 1500.0
EnergyDrainSprint = 0.3 // energy spent per second of sprinting
EnergyCostJump = 0.0 // energy cost to jump
EnergyCostRoll = 0.0 // energy cost to roll
WEAPONSECTION = 2
WeaponName = "ElectroStaff"
WeaponAmmo = 0
WEAPONSECTION = 1
WeaponName = "cis_weap_E-5_Blaster_Carbine"
WeaponAmmo = 0
JumpHeight = 5.0
MaxSpeed = 10.0
MaxStrafeSpeed = 9.5
MaxTurnSpeed = 9.0
RecoverFromTumble = "1"
VOUnitType = 093
ChunkFrequency = 0.1
ExplosionName = "cis_inf_droid_exp"
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_inf_magnaguard_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_inf_magnaguard_chunk2"
ChunkNodeName = "bone_l_upperarm"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_inf_magnaguard_chunk3"
ChunkNodeName = "bone_l_calf"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0
CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "cis_inf_magnaguard_chunk4"
ChunkNodeName = "bone_r_thigh"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 6.0
// the foot height where footstep sounds are played
MinFootHeight = 0.1
VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"
VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "cis_inf_soldier"
VOSound = "cis_command_follow SC_Follow"
VOSound = "cis_command_stopFollow SC_StopFollow"
VOSound = "cis_command_stopVehicle SC_VehicleWaitUp"
VOSound = "cis_command_getIn SC_GetIn"
VOSound = "cis_command_getOut SC_GetOut"
VOSound = "cis_response_follow SC_FollowResponse"
VOSound = "cis_response_stopFollow SC_StopFollowResponse"
VOSound = "cis_response_stopVehicle SC_VehicleWaitUpResponse"
VOSound = "cis_response_getIn SC_GetInResponse"
VOSound = "cis_response_getOut SC_GetOutResponse"
GeometryName = "mag"
GeometryLowRes = "mag"
ClothODF = "mag_cape"
SkeletonName = "grievousguard"
SkeletonLowRes = "grievousguard"
SkeletonRootScale = "1.24"
// no head offset for this guy, unlike all other droids
CollisionHeadOffset = "0.0 0.0 0.0"
//FirstPerson = "CIS\cisoff;cis_1st_magnaguard"
CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 4"
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 3.5"
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 = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 5.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"