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Arc 170's Wings won't open.

Posted: Sat Apr 11, 2009 2:56 pm
by hypshadowthehedgehog
In my new mod for BF1, i will be featuring an arc-170 from BF2. I acquired it by downloading BF2's mod tools ( :bowdown: to ggtuck for giving me that advice) and i pulled it out of the assets folder. I merged it into the odf of the jedi starfighter although i did change up a few things
Here is my odf:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "rep_fly_arc170fighter.msh"

[Properties]
FLYERSECTION = "BODY"
VehicleType = "fighter"

MapTexture = "arc170_icon"
HealthTexture = "HUD_rep_jedistarfighter_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5

GeometryName = "rep_fly_arc170fighter"
AnimationName = "rep_fly_jedifighter"
FirstPerson = "REP\repjedfi;rep_1st_cockpit_jedistarfighter"
FirstPersonFOV = "65"
CollisionScale = 1.5
CollisionThreshold = 5.0

MaxHealth = 3300.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"

PilotSkillRepairScale = 0.04

Acceleraton = 90.0
MinSpeed = 0.0
MidSpeed = 40.0
MaxSpeed = 162.0
//StrafeSpeed = 6.5

//StrafeRollAngle = 0.1

PitchRate = 1.00 // 1.75
PitchFilter = 2.90 // 2.75
TurnRate = 1.25 // Max turn //3.25 mouse!
TurnFilter = 5.75 // Speed of turn //5.75 mouse!
BankAngle = 0.9 // 0.9
BankFilter = 2.0 // 2.5
LevelFilter = 2.0 // 5.0

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

CockpitTension = 25

TakeoffTime = 0.5
TakeoffSpeed = 5.0
LandingTime = 2.0
LandingSpeed = 5.0
TakeoffHeight = 2.5
LandedHeight = 1.1

EyePointCenter = "0.0 1.0 -2.0"
TrackCenter = "0.0 1.0 -2.75"
TrackOffset = "0.0 2.5 8.0"
// = "0.0 0.0 5.0"
TiltValue = "5.0"

AimTension = "8.0"// 20 how much the reticule swims
MoveTension = "5.0"// 4.25 how much swim the craft has from the center of the screen

TerrainCollision = "p_spherefront1"
TerrainCollision = "p_spherefront2"
TerrainCollision = "p_spherefront3"

BuildingCollision = "p_spherefront1"
BuildingCollision = "p_spherefront2"
BuildingCollision = "p_spherefront3"

VehicleCollision = "p_spherefront1"
VehicleCollision = "p_spherefront2"
VehicleCollision = "p_spherefront3"

WEAPONSECTION = 1
WeaponName = "rep_weap_fly_jedifighter_cannon"
WeaponAmmo = 0

AimerNodeName = "hp_fire_l1"
NextAimer = "-"
AimerNodeName = "hp_fire_r1"


WEAPONSECTION = 2
WeaponName = "imp_weap_fly_tiebomber_ptorpedo"
WeaponAmmo = 10

AimerNodeName = "hp_gun_1"
NextAimer = "-"
AimerNodeName = "hp_gun_3"


PilotPosition = "hp_active"
PilotAnimation = "drive"
IsPilotExposed = "0"



CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_fly_arc170fighter_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "1"
ChunkTerrainEffect = "explosion"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "rep_fly_arc170fighter_chunk5"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "6.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "rep_fly_arc170fighter_chunk7"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "12.0"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke1"


ThrustEffect = "exhaust_jedistarfighter"
ThrustAttachPoint = "DummyRoot"
ThrustAttachOffset = "1.5419 -0.2269 -4.4174"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "2.2"
ThrustEffectScaleStart = "0.0"

ThrustEffect = "exhaust_jedistarfighter"
ThrustAttachPoint = "DummyRoot"
ThrustAttachOffset = "-1.5419 -0.2269 -4.4174"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "2.2"
ThrustEffectScaleStart = "0.0"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "vehiclespark"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"

//DamageStartPercent = 19.0
//DamageStopPercent = 0.0
//DamageEffect = "vehicleflame"
//DamageEffectScale = 1.0
//DamageInheritVelocity = 0.75
//DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_2"

//ExplosionCritical = "rep_fly_jedifighter_exp"
ExplosionDestruct = "rep_fly_jedifighter_exp"

EngineSound = "rep_fly_jedifighter_engine_parameterized"
TakeoffSound = "r2_take_off"
LandSound = "r2_land"
HurtSound = "r2_damage"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "r2_turn_on"
TurnOffSound = ""
TurnOffTime = ""
TurningOffSound = "r2_turn_off"
Music = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
MusicSpeed = "0.3"
MusicDelay = "3.0"
AfterburnerOnSound = ""
AfterburnerOffSound = ""
AfterburnerSpeed = ""
FoleyFXGroup = "metal_foley"
And heres the Dome odf (whatever that means)
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "rep_fly_arc170fighter_dome.msh"

[Properties]
FLYERSECTION = "BODY"
VehicleType = "fighter"

Label = "Jedi Fighter"
MapTexture = "speeder_icon"
StatusTexture = "HUD_rep_jedistarfighter_icon"
MapScale = 1.5

GeometryName = "rep_fly_arc170fighter_dome"
CollisionScale = 0.25

MaxHealth = 1250.0

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "vehiclespark"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 30.0
DamageStopPercent = 20.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 19.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 30.0
DamageStopPercent = 20.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 19.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_2"

ExplosionCritical = "rep_fly_jedifighter_exp"
ExplosionDestruct = "rep_fly_jedifighter_exp"

Acceleraton = 15.0
MinSpeed = 30.0
MaxSpeed = 50.0

PitchRate = 1.75 //1.85
PitchFilter = 2.75
TurnRate = 1.75
TurnFilter = 2.75
BankAngle = 0.9
BankFilter = 2.5
LevelFilter = 5.0

TakeoffTime = 1.0
TakeoffSpeed = 3.0
LandingTime = 2.0
LandingSpeed = 5.0

TrackCenter = "0.0 15 10.0"
TrackOffset = "0.0 -10.0 18.0"
// = "0.0 0.0 5.0"
TiltValue = "0.0"

AimTension = "30.0"
MoveTension = "4.5"

TerrainCollision = "p_generic"
BuildingCollision = "p_generic"
VehicleCollision = "p_generic"


PilotPosition = "hp_active"
PilotAnimation = "drive"
The problem is that i need the wings to open on takeoff, and i cannot seem to get that to happen. I have no idea how to make that occur. I would be very grateful if someone could answer this problem i have.

Re: Arc 170's Wings won't open.

Posted: Sat Apr 11, 2009 4:21 pm
by Teancum
AnimationName = "rep_fly_jedifighter"

You're trying to load the Jedi Fighter's animations for the ARC-170.

Re: Arc 170's Wings won't open.

Posted: Sat Apr 11, 2009 5:37 pm
by hypshadowthehedgehog
oh, so i change it to
AnimationName = "rep_fly_arc170fighter"
in the first odf?

Re: Arc 170's Wings won't open.

Posted: Sat Apr 11, 2009 5:46 pm
by EA711
No change it in both, I think.

Re: Arc 170's Wings won't open.

Posted: Sat Apr 11, 2009 10:10 pm
by hypshadowthehedgehog
I changed it in the first and i couldn't figure out what to change in the second.
It still didn't work. Do i need to add a line to the second about the animationname

Re: Arc 170's Wings won't open.

Posted: Sat Apr 11, 2009 11:46 pm
by Teancum
Did you put the animations in the /[side name]/munged folder?

Re: Arc 170's Wings won't open.

Posted: Sun Apr 12, 2009 4:06 am
by sampip
For the arc-170, you will need the it's animation files in the rep\munged folder. I think that it is:
Hidden/Spoiler:
rep_fly_arc170fighter.anims
rep_fly_arc170fighter.zafbin (that has gotta be one of the strangest file names ever...)
rep_fly_arc170fighter.zaabin
And if you need them, the jedi starfighter:
Hidden/Spoiler:
rep_fly_jedifighter.anims
rep_fly_jedifighter.zafbin
rep_fly_jedifighter.zaabin
Side question: I can also find the files:
Hidden/Spoiler:
rep_fly_anakinstarfighter.anims
rep_fly_anakinstarfighter.zafbin
rep_fly_anakinstarfighter.zaabin
These are the same as the jedi figher ones, are they?

Re: Arc 170's Wings won't open.

Posted: Sun Apr 12, 2009 10:43 am
by Teancum
sampip wrote:For the arc-170, you will need the it's animation files in the rep\munged folder. I think that it is:
Hidden/Spoiler:
rep_fly_arc170fighter.anims
rep_fly_arc170fighter.zafbin (that has gotta be one of the strangest file names ever...)
rep_fly_arc170fighter.zaabin
Yep, this is what you need
sampip wrote:And if you need them, the jedi starfighter:
Hidden/Spoiler:
rep_fly_jedifighter.anims
rep_fly_jedifighter.zafbin
rep_fly_jedifighter.zaabin
These are not needed
sampip wrote:Side question: I can also find the files:
Hidden/Spoiler:
rep_fly_anakinstarfighter.anims
rep_fly_anakinstarfighter.zafbin
rep_fly_anakinstarfighter.zaabin
These are the same as the jedi figher ones, are they?
Nope, these are the anims for the Episode 3 fighter. The other one is for the Episode 2 fighter. Neither of these are needed in this case.

Re: Arc 170's Wings won't open.

Posted: Mon Apr 13, 2009 9:49 am
by hypshadowthehedgehog
thanks all, it was kind of stupid of me not realizing that i needed the animation files. Thanks for all the help

Re: Arc 170's Wings won't open.

Posted: Tue Apr 14, 2009 8:47 pm
by jango
so u can use swbf2 animations 4 swbf1? sweet! so i could get lightsaber throw 2 work and lightsaber animations and wampa.

Re: Arc 170's Wings won't open.

Posted: Tue Apr 14, 2009 9:26 pm
by Teancum
Raw animations work, yes. But you can't do jedi combos and whatnot. You're still stuck with one melee animation.

Re: Arc 170's Wings won't open.

Posted: Tue Apr 14, 2009 10:37 pm
by hypshadowthehedgehog
can you define raw animations, it would be cool to rig up other BF2 stuff.

Re: Arc 170's Wings won't open.

Posted: Wed Apr 15, 2009 8:39 am
by Teancum
Well, Jedi, the Wampa and a few other things use SWBF2's combo system, which means they can have multiple attack animations and whatnot. In SWBF1 you're still stuck with just one swing and one force power animation. Basically you can only make animations that exist in-game, whereas in SWBF2 you could make all-new ones.

For example:
You could have the wampa's idle. In you animation set you would just call it the same thing. And you could have one attack animation, because there's a melee attack already in SWBF1. But you can't have something like a left claw swipe and then a right claw swipe, because there aren't two melee animations in SWBF1.

Re: Arc 170's Wings won't open.

Posted: Wed Apr 15, 2009 11:27 am
by MasterFang1
How would I replace say.... the laying down animation with the sprint animation from bf2?

Re: Arc 170's Wings won't open.

Posted: Wed Apr 15, 2009 1:06 pm
by jango
is it possible 2 change the damage of melee in swbf1? ive tried adding MaxDamage line but that didnt change anything.

Re: Arc 170's Wings won't open.

Posted: Wed Apr 15, 2009 3:57 pm
by giftheck
MasterFang1 wrote:How would I replace say.... the laying down animation with the sprint animation from bf2?
Not possible, controlling sprint is hard-coded, I think.

Re: Arc 170's Wings won't open.

Posted: Wed Apr 15, 2009 5:19 pm
by Teancum
Sprint isn't an animation anyways. It's the regular run animation sped up.

Re: Arc 170's Wings won't open.

Posted: Thu Apr 16, 2009 4:21 pm
by giftheck
jango wrote:is it possible 2 change the damage of melee in swbf1? ive tried adding MaxDamage line but that didnt change anything.
Not sure. I've seen it done before in NapSeeker's Final Battle At Utapau mod where he changed the base damage for the Electrostaff, but I don't know how he did it. I thought "MaxDamage" was used when a bolt hits a certain place ie the head of a unit.

Re: Arc 170's Wings won't open.

Posted: Mon Apr 20, 2009 3:09 am
by yukisuna
jango wrote:is it possible 2 change the damage of melee in swbf1? ive tried adding MaxDamage line but that didnt change anything.



try typing in: DamageFinalDamage

i've read through many weapon files, and there is mostly one in each.

ggtuck wrote:
Not sure. I've seen it done before in NapSeeker's Final Battle At Utapau mod where he changed the base damage for the Electrostaff, but I don't know how he did it. I thought "MaxDamage" was used when a bolt hits a certain place ie the head of a unit.

me:
yes, MaxDamage is the 'critical hit' Damage. but not only for bolts, it works even when driving on someone with (excample): speederbike.
so, it is DamageFinalDamage and not MaxDamage you should type in. :D

Re: Arc 170's Wings won't open.

Posted: Mon Apr 20, 2009 4:50 pm
by Ty294
I tried it, it didn't work.