LAAT attacking?

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Fiodis
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Joined: Wed Nov 12, 2008 9:27 pm
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Re: LAAT attacking?

Post by Fiodis »

You can place turrets through vehicle spawns? Hmm, that makes sense if turrets are so similar to vehicles. I ought to practice what I preach....
Deviss
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Joined: Tue Aug 12, 2008 7:59 pm
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Re: LAAT attacking?

Post by Deviss »

wow man so laat as turret (well odf with passenger flyer will be hard XD) and then animate it in ZE, also change timer spawn because how turrent won't spawn so is a rare mix of turret-vehicle?
YaNkFaN
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Posts: 943
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Re: LAAT attacking?

Post by YaNkFaN »

you do not need to make it into a turret... you can use a normal vehicle with autopiloted turrets. Here is a gunship .odf (it's for the maf though) that i used in a level i am making i put these lines

PilotType = self
under each weapon line except the pilot.

This way when the vehicle spawns it will not try and pilot itself but the weapons and turret sections will act like auto turrets

here is the code if you are interested just do the same with a gunship
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "flyer"
VehicleType = "transport"
GeometryName = "cis_fly_maf.msh"

[Properties]
FLYERSECTION = "BODY"
ReserveOneForPlayer = "0"

NeverCrashWhenUnpiloted = "1"

Label = "MAF"
MapTexture = "aat_icon"
HealthTexture = "HUD_cis_maf_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5

GeometryName = "cis_fly_maf"
AnimationName = "cis_fly_maf"
//FirstPerson = "cis\cismafp;cis_1st_cockpit_MAF"

CockpitTension = 15

//ExplosionCritical = "cis_fly_droidfighter_exp"
ExplosionDestruct = "cis_fly_droidfighter_exp"
CollisionScale = "1.5"
CollisionThreshold = "5.0"
MaxHealth = 2160.0
HealthType = "vehicle"
//HitLocation = "p_crithit 2.0"


Acceleraton = 20.0
MinSpeed = -15.0
MidSpeed = 0.0
StrafeSpeed = 15.0
MaxSpeed = 45.0

PitchRate = 0.75
PitchFilter = 1.75
TurnRate = 1.0
TurnFilter = 5.75
BankAngle = 0.5
BankFilter = 2.5
LevelFilter = 2.0

PCPitchRate = "15.0"
PCSpinRate = "15.0"
PCTurnRate = "20.0"

TakeoffTime = 1.0
TakeoffSpeed = 5.0
LandingTime = 1.5
LandingSpeed = 8.0
TakeoffHeight = 10.0

EyePointOffset = "0.0 5.0 -6.0"
TrackCenter = "0.0 10.0 -40.0"
TrackOffset = "0.0 0.0 0.0"

TiltValue = "0.0"

AimTension = "20.0"//how much the reticule swims
MoveTension = "4.25"//how much swim the craft has from the center of the screen





WEAPONSECTION = 1
WeaponName = "cis_weap_fly_droidfighter_cannon"
WeaponAmmo = "0"

AimerNodeName = "hp_cannon1"
NextAimer = "-"
AimerNodeName = "hp_cannon2"

//For co-pilot position
WEAPONSECTION = 2
WeaponName = "cis_weap_fly_droidfighter_cannon"
WeaponAmmo = "5"
AimerNodeName = "R_Single_Cannon"
FirePointName = "hp_gun2"
NextAimer = "-"
AimerNodeName = "L_Single_Cannon"
FirePointName = "hp_gun1"

FLYERSECTION = "TURRET1"
PilotType = self

//FirstPerson = "cis\cissccam;cis_1st_cockpit_securitycam"
ForceMode = "2"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75

YawLimits = "-75.0 75.0"
PitchLimits = "10.0 40.0"
ThirdPersonFOV = "55"

EyePointOffset = "0.0 15.0 -6.0"
TrackCenter = "0.0 9.0 0.0"
TrackOffset = "0.0 0.0 6.0"

WEAPONSECTION = 1

WeaponName = "cis_weap_fly_droidfighter_cannon"
WeaponAmmo = "0"

AimerNodeName = "aimer_r_laser"
AimerYawLimits = "-280.0 20.0"
//AimerPitchLimits = "10.0 120.0"
BarrelNodeName = "barrel_r_laser"
FirePointName = "hp_laser2"
NextAimer = "-"
AimerNodeName = "aimer_l_laser"
AimerYawLimits = "-20.0 280.0"
//AimerPitchLimits = "10.0 120.0"
BarrelNodeName = "barrel_l_laser"
FirePointName = "hp_laser1"


FLYERSECTION = "TURRET2"
PilotType = self
//FirstPerson = "cis\cissccam;cis_1st_cockpit_securitycam"
WeaponSection = 1
WeaponName = "cis_weap_fly_droidfighter_cannon"
WeaponAmmo = "0"


PitchLimits = "-10.0 20.0"
YawLimits = "-180.0 180.0"

PitchTurnFactor = "0.0"

TurretNodeName ="turret_rearcannon"
AimerNodeName = "aimer_rearcannon"
AimerPitchLimits = "-10.0 10.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "barrel_r_rearcannon"
BarrelRecoil = 0.15
FirePointName = "hp_reargun2"

NextBarrel = "-"

BarrelNodeName = "barrel_l_rearcannon"
BarrelRecoil = 0.15
FirePointName = "hp_reargun1"

//Camera Placement
//--------------
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 0.0 -1.5"
TrackOffset = "0.0 2.0 0.0"
TiltValue = "5.0"




/////////// COLLISION //////////////////

BuildingCollision = "p_sphere1"
BuildingCollision = "p_sphere2"

TerrainCollision = "p_sphere1"
TerrainCollision = "p_sphere2"

VehicleCollision = "p_sphere1"
VehicleCollision = "p_sphere2"

SoldierCollision = "p_wingL"
SoldierCollision = "p_cannonL"
SoldierCollision = "p_wingR"
SoldierCollision = "p_cannonR"
SoldierCollision = "p_gear"

OrdnanceCollision = "p_wingL"
OrdnanceCollision = "p_cannonL"
OrdnanceCollision = "p_wingR"
OrdnanceCollision = "p_cannonR"
OrdnanceCollision = "p_gear"

/// Chunks

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_fly_maf_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "15"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-2.0 1.0 2.5"
ChunkSpeed = "12.0"
ChunkUpFactor = "4.00"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_fly_maf_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.5 1.0 2.5"
ChunkSpeed = "10.0"
ChunkUpFactor = "5.00"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_fly_maf_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "-1.1 0.3 2.9"
ChunkSpeed = "5.0"
ChunkUpFactor = "5.0"


// SOUND

EngineSound = "cis_fly_maf_engine_parameterized"
TakeoffSound = ""
LandSound = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
Music = ""
Cockpit1stPersonSound = "cis_inf_com_space_chatter" // Sound which is triggered every frame when the player is in first person mode.
Cockpit3rdPersonSound = "cis_inf_com_space_chatter" // Sound which is triggered every frame when the player is in third person mode.
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
ImpMusic ="imp_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"[/code]
this is how the game does it btw it does not make the vehicle into a turret (well sorta it does but not really) it makes the vehicle's weapons into autoturrets

here is the .odf uta_fly_ride_gunship which is the gunship used in the game (the mygeeto one is there as well)
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "flyer"
GeometryName = "uta1_prop_gunship.msh"

[Properties]
FLYERSECTION = "BODY"

ReserveOneForPlayer = "0"

NeverCrashWhenUnpiloted = "1"

VehicleType = "transport"
MapTexture = ""
HealthTexture = "HUD_rep_gunship_icon"
MapScale = 0.0
PilotType = "none"
GeometryName = "uta1_prop_gunship"
FirstPerson = "REP\repgunsh;rep_1st_cockpit_gunship"
FirstPersonFOV = "60"
CockpitTension = "12"
ThirdPersonFOV = "55"

CollisionScale = "2.5"
CollisionThreshold = "5.0"

CollisionInflict = "0.1"

MaxHealth = 4000.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"


PilotSkillRepairScale = 0.01

Acceleraton = 20.0
MinSpeed = -15.0
MidSpeed = 0.0
MaxSpeed = 45.0
StrafeSpeed = 15.0

PitchRate = 0.8
PitchFilter = 1.75
TurnRate = 1.0
TurnFilter = 5.75

//TurnRate = 1.25 // Max turn //3.25 mouse!
//TurnFilter = 5.75 // Speed of turn //5.75 mouse!


//ThrustPitchAngle = 0.2
//StrafeRollAngle = 0.1
BankAngle = 0.55
BankFilter = 5.5
LevelFilter = 2.0

PCPitchRate = 0.0
PCSpinRate = 0.0
PCTurnRate = 25.0

TakeoffTime = 1.5
TakeoffSpeed = 5.0
LandingTime = 1.5
LandingSpeed = 8.0
TakeoffHeight = 10.0

EyePointOffset = "0.0 0.0 10.0"
TrackCenter = "0.0 10.0 -24.0"
TrackOffset = "0.0 0.0 0.0 "
TiltValue = "4.0"

AimTension = "30.0"
MoveTension = "4.5"

WEAPONSECTION = "1"

WeaponName = "rep_weap_fly_gunship_cannon"
WeaponAmmo = "0"

AimerNodeName = "front_gun_1"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

NextAimer = "-"

AimerNodeName = "front_gun_2"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

WEAPONSECTION = "2"

WeaponName = "rep_weap_fly_gunship_missile"
WeaponAmmo = "6"

AimerNodeName = "hp_cannon_1"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

NextAimer = "-"

AimerNodeName = "hp_cannon_2"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

VehiclePosition = "common.vehiclepositions.pilot"

//********************************
//********** CO PILOT *********
//********************************
FLYERSECTION = "TURRET1"
PilotType = "self"
FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


PitchLimits = "-20 50"
YawLimits = "-89 89"
EyePointOffset = "0.0 10.0 0.0"
TrackCenter = "0.0 7.0 -10.0"
TrackOffset = "0.0 1.0 14.0"
TiltValue = "5.0"

WEAPONSECTION = "1"
WeaponName = "rep_weap_fly_gunship_wing"
WeaponAmmo = "0"

AimerNodeName = "wing_turret_2"
AimerYawLimits = "-160.0 20.0"//"-160.0 -20.0"
AimerPitchLimits = "-80.0 80.0"
BarrelLength = "1.0"

//WEAPONSECTION = "2"
NextAimer = "-"

WeaponName = "rep_weap_fly_gunship_wing"
WeaponAmmo = "0"

AimerNodeName = "wing_turret_1"
AimerYawLimits = "-20.0 160.0"//"20.0 160.0"
AimerPitchLimits = "-80.0 80.0"
BarrelLength = "1.0"

VehiclePosition = "common.vehiclepositions.copilot"
//********************************
//******** R BALL TURRET *******
//********************************

FLYERSECTION = "TURRET2"
PilotType = "self"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "-115.0 0.0"
PitchLimits = "-30.0 70.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"


EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "ball_turret_2"
FirePointName = "hp_turret_right"


WeaponName = "rep_weap_fly_gunship_cannon_weak"
WeaponAmmo = "0"

BarrelLength = "0.0"

PilotPosition = "hp_gunner2"
PilotAnimation = "drive"
IsPilotExposed = "0"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

VehiclePosition = "common.vehiclepositions.rightturret"

//********************************
//******** L BALL TURRET *******
//********************************
FLYERSECTION = "TURRET3"
PilotType = "self"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75



FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "0.0 115.0"
PitchLimits = "-30.0 70.0"

//YawLimits = "0.0 170.0"
//PitchLimits = "10.0 70.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"

//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"

EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "ball_turret_1"
FireNodeName = "hp_turret_left"

WeaponName = "rep_weap_fly_gunship_cannon_weak"
WeaponAmmo = "0"

BarrelLength = "0.0"

PilotPosition = "hp_gunner1"
PilotAnimation = "drive"
IsPilotExposed = "0"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

VehiclePosition = "common.vehiclepositions.leftturret"

////////////////////////////////
//FLYERSECTION = "TURRET4"
////////////////////////////////



//***********************************************
//*********** COMMAND POST VALUES *************
//***********************************************

//SpawnPointCount = "6"
//SpawnPointLocation = "8.0 0.0 0.0 5"
//SpawnPointLocation = "8.0 0.0 4.0 5"
//SpawnPointLocation = "8.0 0.0 -4.0 5"
//SpawnPointLocation = "-8.0 0.0 0.0 355"
//SpawnPointLocation = "-8.0 0.0 4.0 355"
//SpawnPointLocation = "-8.0 0.0 -4.0 355"
//ValueBleed = 10
//Value_ATK_Alliance = 10
//Value_ATK_CIS = 10
//Value_ATK_Empire = 10
//Value_ATK_Republic = 10
//Value_ATK_Locals = 0
//Value_DEF_Alliance = 0
//Value_DEF_CIS = 0
//Value_DEF_Empire = 0
//Value_DEF_Republic = 0
//Value_DEF_Locals = 0
//LegRayHitLength = "16"


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "gunship_chunk1"
ChunkNodeName = "Wing_gun_housing_2"
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "gunship_chunk2"
ChunkNodeName = "main_backdoor_R"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "REP_LA_AT_Gunship_hulk"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "12.0"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke2"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke3"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke4"

//////////////////////////
////DAMAGE///////////
///////////////

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "hp_damage_4"

DamageStartPercent = 50.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 50.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage_4"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageAttachPoint = "hp_damage_1"



//ExplosionCritical = "rep_fly_gunship_exp"
ExplosionDestruct = "rep_fly_gunship_exp"



///////////////////////////////////////////////////////////////
//// COLLISION

BuildingCollision = "p_front_sphere"
BuildingCollision = "p_left_sphere"
BuildingCollision = "p_right_sphere"

TerrainCollision = "p_front_sphere"
TerrainCollision = "p_left_sphere"
TerrainCollision = "p_right_sphere"

VehicleCollision = "p_front_sphere"
VehicleCollision = "p_left_sphere"
VehicleCollision = "p_right_sphere"
VehicleCollision = "p_center_sphere"
VehicleCollision = "p_rear_sphere"

SoldierCollision = "p_ball_turret_1"
SoldierCollision = "p_ball_turret_2"
SoldierCollision = "CollisionMesh"

OrdnanceCollision = "p_ball_turret_1"
OrdnanceCollision = "p_ball_turret_2"
OrdnanceCollision = "CollisionMesh"

EngineSound = "rep_fly_gunship_engine_parameterized"
TakeoffSound = "rep_fly_gunship_takeoff"
LandSound = "rep_fly_gunship_land"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
MusicSpeed = ".30"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"
[/code]
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: LAAT attacking?

Post by Deviss »

YaNkFaN wrote:you do not need to make it into a turret... you can use a normal vehicle with autopiloted turrets. Here is a gunship .odf (it's for the maf though) that i used in a level i am making i put these lines

PilotType = self
under each weapon line except the pilot.

This way when the vehicle spawns it will not try and pilot itself but the weapons and turret sections will act like auto turrets

here is the code if you are interested just do the same with a gunship
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "flyer"
VehicleType = "transport"
GeometryName = "cis_fly_maf.msh"

[Properties]
FLYERSECTION = "BODY"
ReserveOneForPlayer = "0"

NeverCrashWhenUnpiloted = "1"

Label = "MAF"
MapTexture = "aat_icon"
HealthTexture = "HUD_cis_maf_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5

GeometryName = "cis_fly_maf"
AnimationName = "cis_fly_maf"
//FirstPerson = "cis\cismafp;cis_1st_cockpit_MAF"

CockpitTension = 15

//ExplosionCritical = "cis_fly_droidfighter_exp"
ExplosionDestruct = "cis_fly_droidfighter_exp"
CollisionScale = "1.5"
CollisionThreshold = "5.0"
MaxHealth = 2160.0
HealthType = "vehicle"
//HitLocation = "p_crithit 2.0"


Acceleraton = 20.0
MinSpeed = -15.0
MidSpeed = 0.0
StrafeSpeed = 15.0
MaxSpeed = 45.0

PitchRate = 0.75
PitchFilter = 1.75
TurnRate = 1.0
TurnFilter = 5.75
BankAngle = 0.5
BankFilter = 2.5
LevelFilter = 2.0

PCPitchRate = "15.0"
PCSpinRate = "15.0"
PCTurnRate = "20.0"

TakeoffTime = 1.0
TakeoffSpeed = 5.0
LandingTime = 1.5
LandingSpeed = 8.0
TakeoffHeight = 10.0

EyePointOffset = "0.0 5.0 -6.0"
TrackCenter = "0.0 10.0 -40.0"
TrackOffset = "0.0 0.0 0.0"

TiltValue = "0.0"

AimTension = "20.0"//how much the reticule swims
MoveTension = "4.25"//how much swim the craft has from the center of the screen





WEAPONSECTION = 1
WeaponName = "cis_weap_fly_droidfighter_cannon"
WeaponAmmo = "0"

AimerNodeName = "hp_cannon1"
NextAimer = "-"
AimerNodeName = "hp_cannon2"

//For co-pilot position
WEAPONSECTION = 2
WeaponName = "cis_weap_fly_droidfighter_cannon"
WeaponAmmo = "5"
AimerNodeName = "R_Single_Cannon"
FirePointName = "hp_gun2"
NextAimer = "-"
AimerNodeName = "L_Single_Cannon"
FirePointName = "hp_gun1"

FLYERSECTION = "TURRET1"
PilotType = self

//FirstPerson = "cis\cissccam;cis_1st_cockpit_securitycam"
ForceMode = "2"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75

YawLimits = "-75.0 75.0"
PitchLimits = "10.0 40.0"
ThirdPersonFOV = "55"

EyePointOffset = "0.0 15.0 -6.0"
TrackCenter = "0.0 9.0 0.0"
TrackOffset = "0.0 0.0 6.0"

WEAPONSECTION = 1

WeaponName = "cis_weap_fly_droidfighter_cannon"
WeaponAmmo = "0"

AimerNodeName = "aimer_r_laser"
AimerYawLimits = "-280.0 20.0"
//AimerPitchLimits = "10.0 120.0"
BarrelNodeName = "barrel_r_laser"
FirePointName = "hp_laser2"
NextAimer = "-"
AimerNodeName = "aimer_l_laser"
AimerYawLimits = "-20.0 280.0"
//AimerPitchLimits = "10.0 120.0"
BarrelNodeName = "barrel_l_laser"
FirePointName = "hp_laser1"


FLYERSECTION = "TURRET2"
PilotType = self
//FirstPerson = "cis\cissccam;cis_1st_cockpit_securitycam"
WeaponSection = 1
WeaponName = "cis_weap_fly_droidfighter_cannon"
WeaponAmmo = "0"


PitchLimits = "-10.0 20.0"
YawLimits = "-180.0 180.0"

PitchTurnFactor = "0.0"

TurretNodeName ="turret_rearcannon"
AimerNodeName = "aimer_rearcannon"
AimerPitchLimits = "-10.0 10.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "barrel_r_rearcannon"
BarrelRecoil = 0.15
FirePointName = "hp_reargun2"

NextBarrel = "-"

BarrelNodeName = "barrel_l_rearcannon"
BarrelRecoil = 0.15
FirePointName = "hp_reargun1"

//Camera Placement
//--------------
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 0.0 -1.5"
TrackOffset = "0.0 2.0 0.0"
TiltValue = "5.0"




/////////// COLLISION //////////////////

BuildingCollision = "p_sphere1"
BuildingCollision = "p_sphere2"

TerrainCollision = "p_sphere1"
TerrainCollision = "p_sphere2"

VehicleCollision = "p_sphere1"
VehicleCollision = "p_sphere2"

SoldierCollision = "p_wingL"
SoldierCollision = "p_cannonL"
SoldierCollision = "p_wingR"
SoldierCollision = "p_cannonR"
SoldierCollision = "p_gear"

OrdnanceCollision = "p_wingL"
OrdnanceCollision = "p_cannonL"
OrdnanceCollision = "p_wingR"
OrdnanceCollision = "p_cannonR"
OrdnanceCollision = "p_gear"

/// Chunks

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_fly_maf_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "15"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-2.0 1.0 2.5"
ChunkSpeed = "12.0"
ChunkUpFactor = "4.00"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_fly_maf_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.5 1.0 2.5"
ChunkSpeed = "10.0"
ChunkUpFactor = "5.00"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_fly_maf_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "-1.1 0.3 2.9"
ChunkSpeed = "5.0"
ChunkUpFactor = "5.0"


// SOUND

EngineSound = "cis_fly_maf_engine_parameterized"
TakeoffSound = ""
LandSound = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
Music = ""
Cockpit1stPersonSound = "cis_inf_com_space_chatter" // Sound which is triggered every frame when the player is in first person mode.
Cockpit3rdPersonSound = "cis_inf_com_space_chatter" // Sound which is triggered every frame when the player is in third person mode.
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
ImpMusic ="imp_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"[/code]
this is how the game does it btw it does not make the vehicle into a turret (well sorta it does but not really) it makes the vehicle's weapons into autoturrets

here is the .odf uta_fly_ride_gunship which is the gunship used in the game (the mygeeto one is there as well)
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "flyer"
GeometryName = "uta1_prop_gunship.msh"

[Properties]
FLYERSECTION = "BODY"

ReserveOneForPlayer = "0"

NeverCrashWhenUnpiloted = "1"

VehicleType = "transport"
MapTexture = ""
HealthTexture = "HUD_rep_gunship_icon"
MapScale = 0.0
PilotType = "none"
GeometryName = "uta1_prop_gunship"
FirstPerson = "REP\repgunsh;rep_1st_cockpit_gunship"
FirstPersonFOV = "60"
CockpitTension = "12"
ThirdPersonFOV = "55"

CollisionScale = "2.5"
CollisionThreshold = "5.0"

CollisionInflict = "0.1"

MaxHealth = 4000.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"


PilotSkillRepairScale = 0.01

Acceleraton = 20.0
MinSpeed = -15.0
MidSpeed = 0.0
MaxSpeed = 45.0
StrafeSpeed = 15.0

PitchRate = 0.8
PitchFilter = 1.75
TurnRate = 1.0
TurnFilter = 5.75

//TurnRate = 1.25 // Max turn //3.25 mouse!
//TurnFilter = 5.75 // Speed of turn //5.75 mouse!


//ThrustPitchAngle = 0.2
//StrafeRollAngle = 0.1
BankAngle = 0.55
BankFilter = 5.5
LevelFilter = 2.0

PCPitchRate = 0.0
PCSpinRate = 0.0
PCTurnRate = 25.0

TakeoffTime = 1.5
TakeoffSpeed = 5.0
LandingTime = 1.5
LandingSpeed = 8.0
TakeoffHeight = 10.0

EyePointOffset = "0.0 0.0 10.0"
TrackCenter = "0.0 10.0 -24.0"
TrackOffset = "0.0 0.0 0.0 "
TiltValue = "4.0"

AimTension = "30.0"
MoveTension = "4.5"

WEAPONSECTION = "1"

WeaponName = "rep_weap_fly_gunship_cannon"
WeaponAmmo = "0"

AimerNodeName = "front_gun_1"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

NextAimer = "-"

AimerNodeName = "front_gun_2"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

WEAPONSECTION = "2"

WeaponName = "rep_weap_fly_gunship_missile"
WeaponAmmo = "6"

AimerNodeName = "hp_cannon_1"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

NextAimer = "-"

AimerNodeName = "hp_cannon_2"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

VehiclePosition = "common.vehiclepositions.pilot"

//********************************
//********** CO PILOT *********
//********************************
FLYERSECTION = "TURRET1"
PilotType = "self"
FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


PitchLimits = "-20 50"
YawLimits = "-89 89"
EyePointOffset = "0.0 10.0 0.0"
TrackCenter = "0.0 7.0 -10.0"
TrackOffset = "0.0 1.0 14.0"
TiltValue = "5.0"

WEAPONSECTION = "1"
WeaponName = "rep_weap_fly_gunship_wing"
WeaponAmmo = "0"

AimerNodeName = "wing_turret_2"
AimerYawLimits = "-160.0 20.0"//"-160.0 -20.0"
AimerPitchLimits = "-80.0 80.0"
BarrelLength = "1.0"

//WEAPONSECTION = "2"
NextAimer = "-"

WeaponName = "rep_weap_fly_gunship_wing"
WeaponAmmo = "0"

AimerNodeName = "wing_turret_1"
AimerYawLimits = "-20.0 160.0"//"20.0 160.0"
AimerPitchLimits = "-80.0 80.0"
BarrelLength = "1.0"

VehiclePosition = "common.vehiclepositions.copilot"
//********************************
//******** R BALL TURRET *******
//********************************

FLYERSECTION = "TURRET2"
PilotType = "self"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75


FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "-115.0 0.0"
PitchLimits = "-30.0 70.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"


EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "ball_turret_2"
FirePointName = "hp_turret_right"


WeaponName = "rep_weap_fly_gunship_cannon_weak"
WeaponAmmo = "0"

BarrelLength = "0.0"

PilotPosition = "hp_gunner2"
PilotAnimation = "drive"
IsPilotExposed = "0"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

VehiclePosition = "common.vehiclepositions.rightturret"

//********************************
//******** L BALL TURRET *******
//********************************
FLYERSECTION = "TURRET3"
PilotType = "self"
PitchRate = 0.8
PitchFilter = 2.75
TurnRate = 1.3
TurnFilter = 2.75



FirstPerson = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits = "0.0 115.0"
PitchLimits = "-30.0 70.0"

//YawLimits = "0.0 170.0"
//PitchLimits = "10.0 70.0"

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"

//PitchTurnFactor = "1.0"
//YawTurnFactor = "1.0"

EyePointOffset = "0.0 0.3 0.25"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 1.2 -1.0"
ThirdPersonFOV = "55"
TiltValue = "0.0"
TurretNodeName = "ball_turret_1"
FireNodeName = "hp_turret_left"

WeaponName = "rep_weap_fly_gunship_cannon_weak"
WeaponAmmo = "0"

BarrelLength = "0.0"

PilotPosition = "hp_gunner1"
PilotAnimation = "drive"
IsPilotExposed = "0"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

VehiclePosition = "common.vehiclepositions.leftturret"

////////////////////////////////
//FLYERSECTION = "TURRET4"
////////////////////////////////



//***********************************************
//*********** COMMAND POST VALUES *************
//***********************************************

//SpawnPointCount = "6"
//SpawnPointLocation = "8.0 0.0 0.0 5"
//SpawnPointLocation = "8.0 0.0 4.0 5"
//SpawnPointLocation = "8.0 0.0 -4.0 5"
//SpawnPointLocation = "-8.0 0.0 0.0 355"
//SpawnPointLocation = "-8.0 0.0 4.0 355"
//SpawnPointLocation = "-8.0 0.0 -4.0 355"
//ValueBleed = 10
//Value_ATK_Alliance = 10
//Value_ATK_CIS = 10
//Value_ATK_Empire = 10
//Value_ATK_Republic = 10
//Value_ATK_Locals = 0
//Value_DEF_Alliance = 0
//Value_DEF_CIS = 0
//Value_DEF_Empire = 0
//Value_DEF_Republic = 0
//Value_DEF_Locals = 0
//LegRayHitLength = "16"


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "gunship_chunk1"
ChunkNodeName = "Wing_gun_housing_2"
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "gunship_chunk2"
ChunkNodeName = "main_backdoor_R"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "REP_LA_AT_Gunship_hulk"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "12.0"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke2"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke3"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke4"

//////////////////////////
////DAMAGE///////////
///////////////

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "hp_damage_4"

DamageStartPercent = 50.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 50.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage_4"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageAttachPoint = "hp_damage_1"



//ExplosionCritical = "rep_fly_gunship_exp"
ExplosionDestruct = "rep_fly_gunship_exp"



///////////////////////////////////////////////////////////////
//// COLLISION

BuildingCollision = "p_front_sphere"
BuildingCollision = "p_left_sphere"
BuildingCollision = "p_right_sphere"

TerrainCollision = "p_front_sphere"
TerrainCollision = "p_left_sphere"
TerrainCollision = "p_right_sphere"

VehicleCollision = "p_front_sphere"
VehicleCollision = "p_left_sphere"
VehicleCollision = "p_right_sphere"
VehicleCollision = "p_center_sphere"
VehicleCollision = "p_rear_sphere"

SoldierCollision = "p_ball_turret_1"
SoldierCollision = "p_ball_turret_2"
SoldierCollision = "CollisionMesh"

OrdnanceCollision = "p_ball_turret_1"
OrdnanceCollision = "p_ball_turret_2"
OrdnanceCollision = "CollisionMesh"

EngineSound = "rep_fly_gunship_engine_parameterized"
TakeoffSound = "rep_fly_gunship_takeoff"
LandSound = "rep_fly_gunship_land"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
MusicSpeed = ".30"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"
[/code]
cool many thanks anyway for laat i need it have BRAIN pilotself lol because so i can up and down without change the laat fly or not, so is a vehicle prop animated turret pilotself the same the vehicle but how make the vehicle only landing off when have 1 passenger under it? or is more easy use laat from mygeeto si i only up and i can fire since laat :D and when laat is destroyed i am alive already :D

NOTE: many thanks to everybody for help and his fast answer :D
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Fiodis
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Re: LAAT attacking?

Post by Fiodis »

You can go ahead and use the one from Mygeeto. I can't remember if that's the one that put you in the ball turret or the railing, hanging on, but if it's the railing you could always just edit it.
Deviss
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Re: LAAT attacking?

Post by Deviss »

Fiodis wrote:You can go ahead and use the one from Mygeeto. I can't remember if that's the one that put you in the ball turret or the railing, hanging on, but if it's the railing you could always just edit it.
well so i must use the mygeeto one, with turret from utapau's laat and using ZE and lua setup the animation/spawn vehicle codes well i believe i will need bother a YankFan for help XD
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Anakin
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Re: LAAT attacking?

Post by Anakin »

cool idea can you upload an update?? :mrgreen: :mrgreen: :mrgreen:
and maybe the LAAT/i is in the conquest mode there too
Deviss
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Re: LAAT attacking?

Post by Deviss »

Anakin wrote:cool idea can you upload an update?? :mrgreen: :mrgreen: :mrgreen:
and maybe the LAAT/i is in the conquest mode there too
update? if i got this work of course i will post the assets and yeah i wanted this for conquest mod :D for example for hoth geonosis and other large maps :mrgreen:
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Anakin
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Re: LAAT attacking?

Post by Anakin »

thx

if i understand right you want to change mission.. so that the player can come down on stricks when the LAAT/i is in the aire right??
Deviss
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Re: LAAT attacking?

Post by Deviss »

Anakin wrote:thx

if i understand right you want to change mission.. so that the player can come down on stricks when the LAAT/i is in the aire right??
yeah change mission, ZE and vehicle
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