Deployable ammo droid, lockable grenades ?

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Re: Deployable ammo droid, lockable grenades ?

Post by skelltor »

nope i use some deployable speeder bikes in bfsm and have no problems with lag
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Re: Deployable ammo droid, lockable grenades ?

Post by SAMofBIA »

hmm i never thought of that..a deployable vehicle would be really cool!
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Re: Deployable ammo droid, lockable grenades ?

Post by skelltor »

yup it doesent make sense to make like at-ats like that though *here is your at-at general veers bloop but like speeders i like and also its insanely eaisy :D i am trying to see if they coulde be used to add new vehicles to stock maps for side mods.
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Re: Deployable ammo droid, lockable grenades ?

Post by SAMofBIA »

hmmm what if you made the auto turret dispenser have a secondary ordinance and have a charge up so when you first put out a vehicle, its a speeder, but if you charge up, it would be like a LAAT or somat (charging would take considerable time though, and you could name the trooper like vehicle specialist or something!)
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Re: Deployable ammo droid, lockable grenades ?

Post by DarthD.U.C.K. »

dont you think that would be *slightly* exaggerated?
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Re: Deployable ammo droid, lockable grenades ?

Post by swado95 »

Wait that gives me an idea! Couldn't u make a vehicle model that doesn't move so that you could have like a rally so people could spawn next to u?
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Re: Deployable ammo droid, lockable grenades ?

Post by SAMofBIA »

ummm, what would be the point of a vehicle that doesnt move? i mean i get the objective there, but why not just make something like that, that uses the controlzone.msh and tga? wouldnt it be more efficient?
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Re: Deployable ammo droid, lockable grenades ?

Post by swado95 »

Well would u be able to lay it down though?
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Re: Deployable ammo droid, lockable grenades ?

Post by SAMofBIA »

yah probobly, you would have to give it a slightly different ODF than the vehicles, and have a mine dispenser dispense it, but if you got the programming right in the odf's it woul do what you asked.
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Re: Deployable ammo droid, lockable grenades ?

Post by DarthD.U.C.K. »

so you want a dispensable commandpost?

that requires some lua-coding but skyhammer successfully did that
(you need to dispense a commandvehicle i think)
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Re: Deployable ammo droid, lockable grenades ?

Post by SAMofBIA »

Offtopic: but i made a deployable acklay yesterday that you can control! im not sure if this has been done before(most likely) but i thought it was worth mentioning!
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Re: Deployable ammo droid, lockable grenades ?

Post by skelltor »

really? huh i have tried to make deployable units for ages i wonder if they woulde also work like the acklay
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Re: Deployable ammo droid, lockable grenades ?

Post by SAMofBIA »

no actually they dont, i think it is because the acklay has vehicle features, but i tried mixing the remote droid with a unit and it well...went bad. but i believe that you could make a deployable droideka because it has walker features! if you want i could send you the odf for the acklay.

EDIT: I also made a remote control Droidtrifighter that well, isnt so remote. when you release it you automatically are in it but it shows the health oyu had when you threw it and not the vehicle health. plus when it dies you are thrown out of it and fall through the map (not fun). this also happens when you try to exit.
Last edited by SAMofBIA on Thu Jul 08, 2010 10:50 pm, edited 1 time in total.
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Re: Deployable ammo droid, lockable grenades ?

Post by skelltor »

ok sure i might learn something new :D
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Re: Deployable ammo droid, lockable grenades ?

Post by SAMofBIA »

do you want them VIA email or what? they really arent anything special, really something that anyone could do.
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Re: Deployable ammo droid, lockable grenades ?

Post by skelltor »

i dont care email, pm, whatever :D
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Re: Deployable ammo droid, lockable grenades ?

Post by SAMofBIA »

here is the odf in text form then
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_inf_default"
GeometryName = "geo_walk_acklay"

[Properties]

GeometryName = "geo_inf_acklay"
GeometryLowRes = "geo_inf_acklay_low1"

forcemode = 1

SkeletonName = "acklay"
SkeletonLowRes = "acklaylz"

IsAcklay = 1
UseDirectionalDeaths = 0
UseDirectionalJumps = 0

ImpactEffectWater = "com_sfx_watersplash_ord"

FLYERSECTION = "BODY"
VehicleType = "light"

PilotType = "remote"

MapTexture = "troop_icon"
HealthTexture = "HUD_com_probedroid_health_icon"
MapScale = 1.0

MapViewMin = 50
MapViewMax = 500
MapSpeedMin = 0
MapSpeedMax = 100

NoEnterVehicles = 1
IgnoreHintNodes = 1

JetShowHud = 0

CollisionScale = "0.0 0.0 0.0"

WEAPONSECTION = 1
WeaponName1 = "geo_weap_lightsaber_acklay"
WeaponAmmo1 = 1

MaxHealth = "3000.0"
Healthtype = "animal"

ScanningRange = 30.0
TransmitRange = 300.0

// Movement defaults
// These are values for an average class - some soldiers will override these
MaxSpeed = 6.5 // base forward speed
MaxStrafeSpeed = 4.0 // base right/left speed
MaxTurnSpeed = 3.0 // base turn speed
//JumpHeight = 0 // base jump height in meters
// Speed multipliers for various actions
JumpForwardSpeedFactor = 1.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 1.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 1.5 // in forward arc, boost speed by this factor when rolling
// Apparently contant for all or most classes:
Acceleration = 70.0 // accelerate to full run in about 7/70 = 0.1 seconds
SprintAccelerateTime = 0.35 // accelerate from run to sprint in this time

// ControlSpeed = "<stance> <thrustfactor> <strafefactor> <turnfactor>"
// For grounded states (stand, crouch, prone, sprint) and jet state,
// in which the thrust/strafe stick controls the player's velocity,
// these values are multipliers on the max speed and acceleration.
// For flying states (jump, roll, tumble), in which the thrust/strafe stick
// applies an acceleration, these values only multiply the acceleration.
ControlSpeed = "stand 1.00 1.00 1.00"
ControlSpeed = "crouch 0.70 0.60 1.00"
ControlSpeed = "prone 0.30 0.20 0.50"
ControlSpeed = "sprint 3.00 0.50 0.35"
ControlSpeed = "jet 0.30 0.30 1.00"
ControlSpeed = "jump 0.03 0.03 0.35"
ControlSpeed = "roll 0.02 0.02 0.35"
ControlSpeed = "tumble 0.00 0.00 0.10"

VOUnitType = 176


CAMERASECTION = "STAND"
EyePointOffset = "0.0 2.0 0.0"
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 3.0 0.0"
TrackOffset = "0.0 0.0 7.0"
TiltValue = "10"


AISizeType = "Medium"

HurtSound = "acklayhurt"
DeathSound = "acklaydie"
FootstepSound0 = "acklaystepleft"
FootstepSound1 = "acklaystepright"
FootstepSound4 = "acklaystepleft"
FootstepSound5 = "acklaystepright"
LowHealthSound = "acklaychatter"
LowHealthThreshold = "1.1"
your going to have to make the remote droid's ord the acklay
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Re: Deployable ammo droid, lockable grenades ?

Post by SW_elite »

So if I'm correct I could easily make a deployable droid to fight along with me...?

*starts work immediately*
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Re: Deployable ammo droid, lockable grenades ?

Post by swado95 »

Is it possible to have squads then? Like at the beginning of the game say 5 Ai guys follow u around THE WHOLE TIME not the dum follow me command were they look at u then run away.
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Re: Deployable ammo droid, lockable grenades ?

Post by DarthD.U.C.K. »

that would be done through ai-goals, but its not that simple to do i think
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