Headpiece mesh disappearing

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Maveritchell
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Headpiece mesh disappearing

Post by Maveritchell »

I'm making a unit that has a headpiece (separate model, attached to the unit at the head bone), and I gave this unit the jet trooper's flight ability. Whenever I hover, the headpiece disappears. This is the only time it disappears. I know it's tied into the fact that the unit is hovering and not just jumping, because it's fixed if I remove the line:

"JetType = "hover""

from the .odf. Ideally, I want that line to stay in (so it can fly, and not just jump high), but I can't have the headpiece disappearing. Any ideas, anyone?
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RE: Headpiece mesh disappearing

Post by Teancum »

post your odf
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Post by Maveritchell »

As you wish:
le .odf wrote:[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "rep_inf_macewindu.msh"

[Properties]
ClothODF = "rep_inf_macewindu_skirt"

AISizeType = "HOVER"

GeometryName = "rep_inf_macewindu"
GeometryLowRes = "rep_inf_macewindu_low1"

AnimationName = "maul"
//SkeletonLowRes = "macelz"

AnimatedAddon = "headpiece"
GeometryAddon = "headadd"
AddonAttachJoint = "bone_head"

//JET JUMP
JetJump = "20.0" //7 //The initial jump-push

given when enabling the jet
JetPush = "15.0" //The constant push given

while the jet is enabled (20 is gravity)
JetAcceleration = "80.0" //Acceleration while

hovering.
JetFuelRechargeRate = "1.0" //Additional fuel per second

(fuel is 0 to 1)
JetType = "hover"
JetFuelCost = "0.0" //Cost per second when

hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //initial cost when jet

jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a

jet jump(fuel is 0 to 1)

CollisionScale = "0.0 0.0 0.0"
//JET JUMP END

WEAPONSECTION = 1
WeaponName = "cis_weap_doublesaber"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "cis_weap_att_sankodan"
WeaponAmmo = 0
WeaponChannel = 1

///SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_windu_spawn"
SndHeroDefeated = "hero_windu_exhausted"
SndHeroKiller = "hero_windu_exhausted"

VOSound = "rep_off_response_hero_command SC_Follow"
VOSound = "rep_off_response_hero_command

SC_StopFollow"
VOSound = "rep_off_response_hero_command

SC_VehicleWaitUp"
VOSound = "rep_off_response_hero_command SC_GetIn"
VOSound = "rep_off_response_hero_command SC_GetOut"

VOSound = "hero_windu_AcquiredTarget AcquiredTarget"
VOSound = "hero_windu_KillingSpree4 KillingSpree4"

VOUnitType = 188
SoldierMusic = "rep_hero_Windu_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
//ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "rep_inf_soldier"

HealthType = "person"
MaxHealth = 50000.0

NoEnterVehicles = 0

// when dead, kneel
FleeLikeAHero = 1

// Movement defaults
// These are values for an average class - some soldiers

will override these
MaxSpeed = 10.0 // base forward speed
MaxStrafeSpeed = 8.0 // base right/left

speed
MaxTurnSpeed = 8.0 // base turn speed
JumpHeight = 10 // base jump height in

meters
RecoverFromTumble = "1"

BlurEffect = "1.5" //motion blur effect for

force run

// 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 2.50 0.50 0.50"
ControlSpeed = "jet 1.50 1.25 1.25"
ControlSpeed = "jump 0.10 0.10 0.60"
ControlSpeed = "roll 0.02 0.02 0.35"
ControlSpeed = "tumble 0.00 0.00 0.10"

// Energy bar defaults
EnergyBar = 10000.0 // Max energy
EnergyRestore = 15.0 // energy regained per

second if moving
EnergyRestoreIdle = 25.0 // energy regained per

second if not
EnergyDrainSprint = 0.0 // energy spent per

second of sprinting
EnergyMinSprint = 0.0 // min energy to start

sprinting
EnergyCostJump = 0.0 // energy cost to jump
EnergyCostRoll = 0.0 // energy cost to roll
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Teancum
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Post by Teancum »

Yeah, I'm pretty sure you can't have a GeometryAddon and a jetpack FX at the same time, so when the jetpack turns on the GeometryAddon disappears.
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Post by Maveritchell »

Teancum wrote:Yeah, I'm pretty sure you can't have a GeometryAddon and a jetpack FX at the same time, so when the jetpack turns on the GeometryAddon disappears.
I thought the same thing, and tried removing anything that was calling for a jetpack-related .fx file. Was there probably something I missed, or is there something else going on?
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