Turret issue

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ARCTroopaNate
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Turret issue

Post by ARCTroopaNate »

I edited the auto-turret so it drops a chaingun turret instead, the chaingun turret is floating as expected but I do not know how to change it so that whne it spawns, it spawns on the ground. If anyone could help, it would be a big help.
Noobasaurus
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Re: Turret issue

Post by Noobasaurus »

Please post the autoturret's odf.
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Dakota
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Re: Turret issue

Post by Dakota »

i had the same problem but fixed it, only thing is that chaingun turrets seem to have a firepoint offset.

heres my odf

the gravity part isn't needed, i just wanted it to fall faster. i think all you really need to do is set the class label to portable turret so that it is known as portable so that its falls instead of armedbuilding which doesn't move.

if this doesn't help then posting your odf might.
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "portableturret"
GeometryName = "com_bldg_chaingun_tripod.msh"

[Properties]

Gravity = "5.0"

BUILDINGSECTION = "BODY"
Pilottype = "vehicleself"

RespawnTime = "60.0"

MapScale = "1.2"

HealthTexture = "HUD_enclosedturret_icon"

GeometryName = "com_bldg_chaingun_tripod"
ExplosionName = "rep_bldg_inf_turret_exp"

MaxHealth = "2500.0"


BUILDINGSECTION = "TURRET1"
Pilottype = "vehicleself"

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 = "rep_weap_inf_turret"
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"

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 = ""
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"
the pilot type is set to vehicleself for mine, this allows it to fire by itself but you can also get into it, only problem is that if its dispensable then it won't fire by itself once you get out.

you could set it to self or vehicle
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