Problems with getting new probe droid [Solved]

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TWINKEYRUNAWAY
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Problems with getting new probe droid [Solved]

Post by TWINKEYRUNAWAY »

I am currently working on some new units and I really wanted incorporate some commando inspired equipment. I thought it would be a cool idea to get some new probe droid models to work as recon droids. So I tried re-skinning the BF2 auto turret model(video uses stock texture) and replaced the geometry on the remote probe droid's ord odf. Unfortunately there is a problem with collision with that model, it can move but it cant go through doors and has problems moving over some objects. If any of you gentlemen want to take a look at what I have so far (thanks to tirpider and Republic commando) here is a video and a link to the model set up.

Video:
http://www.youtube.com/watch?v=YXLACXx0 ... e=youtu.be

File:
http://www.mediafire.com/download/9ha96 ... _recon.zip

and here is what I have on the imp remote droid ord file to get that reasonable camera view

Code: Select all

[GameObjectClass]
ClassParent      = "com_weap_inf_remotedroid_ord"
GeometryName    = "Rep_inf_StormComm_recon.msh"

[Properties]
ExplosionName       = "imp_weap_inf_remotedroid_exp1"
GeometryName        = "Rep_inf_StormComm_recon"

WEAPONSECTION   = 1
WeaponName      = "imp_weap_inf_remotedroid_blaster"

WEAPONSECTION   = 2
WeaponName      = "imp_weap_inf_remotedroid_destruct"

BuildingCollision		= "Collision"
VehicleCollision		= "Collision"
OrdnanceCollision		= "Collision"
SoldierCollision		= "Collision"

SetAltitude     =1.5
Acceleraton     = 15.0
MaxSpeed        = 6.5
MaxStrafeSpeed  = 8.0
MaxTurnSpeed    = 3.6

CameraHeight    = 2.3
CameraDistance  = 4.5

TrackOffset     = "0.0 0.0 4.5"
NormalDirection = "0.0"
AimValue        = "1.0"
.


Me and a few others are still working on it and it would be most appreciated if we got more insight from someone more experienced with this perhaps.
Last edited by TWINKEYRUNAWAY on Thu Aug 22, 2013 4:14 pm, edited 1 time in total.
Dreadnot9
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Re: Problems with getting new probe droid

Post by Dreadnot9 »

You could open up the model in a 3d modelling program and look at its collision mesh, other than that, I don't have much help for you, sorry.
kinetosimpetus
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Re: Problems with getting new probe droid

Post by kinetosimpetus »

IIRC, there's a tiny mesh below the droid that holds it up off the ground when it's used as an autoturret, it might need to be removed to use it as a recon droid, because of collision... stuffs. idk. Whether or not that's the case, yeah, XSI
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TWINKEYRUNAWAY
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Re: Problems with getting new probe droid

Post by TWINKEYRUNAWAY »

XSI, though ive tried it before is not my field of specialty. Sereja and tirpider gave an interesting suggestion that seems to remedy the model to go through doors. Let me get that code.

Adding this to the building collision enables it to go through doors now

Code: Select all

p_-so_sphere
The down side is that it also enables it to clip through walls and other objects.(and can sometimes cause it to clip under the map)

Updated model and odf's by Republic commando:
http://www.mediafire.com/download/eswiw ... edroid.zip


Edit: Well it seems that this will work perfect in Battlefront 1 thanks to those collisions, but it will not work very well in BF2. so it technically is solved, but for a different variation of this engine. I want to thank sereja, tirpider, republic commando and of course nedarb 7 for all the help. Couldn't remedy it to work for battlefront 2, so a new model was created for it by the talented nedarb7.
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