Hi,
wondering if anyone can animate this for me
many thanks
kade
wondering if anyone can animate this for me
many thanks
kade
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Show posts MenuQuote from: Giftheck on August 03, 2021, 06:08:49 AMIt's just programmed that way - players can jump out of any vehicle at any time. It can't be done in SWBF2 with fighters AFAIK, since the way ships work was reworked to allow for how they work in space maps.
ucft <--
ERROR[levelpack req\rep_inf_ep3_rifleman.req]:Expecting bracket, but none was found.
File : munged\pc\ep3_heavy_501.model.req(1)...
Quote from: Verranicus on July 27, 2021, 10:18:42 PMAlso there are far more major mods for BF2, so overall this is a strange and off-base observation I find.
Quote from: wsa30h on July 27, 2021, 11:29:58 AMthe statement that more people are modding bf1 couldnt be further from the truth, i only know about 5 modders that are still active including me. there is also a tutorial for converting maps from bf2 to bf1, though am not sure how to do it for other games.
[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "res_inf_rey_tros.msh"
[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"
UnitType = "assault"
MapTexture = "troop_icon"
MapScale = 1.4
GeometryName = "res_inf_rey_tros"
GeometryLowRes = "res_inf_rey_tros"
AnimationName = "all_inf_snowtrooper"
//JetDuration = "0.0" //The duration of the jet push, until its turned off
//JetJump = "10.0" //The initial jump-push given when enabling the jet
//JetPush = "25.0" //The constant push given while the jet is enabled (20 is gravity)
//gtw: the numbers above were causing him to jet jump up into
//orbit. not sure why. copied dark trooper's numbers below.
//JetDuration = "4.5" //The duration of the jet push, until its turned off
//JetJump = "21.0" //The initial jump-push given when enabling the jet
//JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
WingModel = "gen_wings"
HealthType = "person"
MaxHealth = 1000000.0
AddHealth = 1000000.0
CapturePosts = 0
Acceleraton = 70.0
MaxSpeed = 6.5
MaxStrafeSpeed = 4.5
MaxTurnSpeed = 4.0
WeaponName1 = "rep_weap_lightsaber"
WeaponAmmo1 = 0
//WeaponName2 = "rep_weap_inf_forcepush"
//WeaponAmmo2 = 0
//WeaponChannel2 = 1
AimFactorPostureSpecial = 50
AimFactorPostureStand = 100
AimFactorPostureCrouch = 140
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70
CAMERASECTION = "STAND"
EyePointOffset = "0.0 2.0 0.0"
TrackOffset = "0.0 -0.25 3.5"
TiltValue = "10"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.6 0.0"
TrackOffset = "0.0 -0.25 3.5"
TiltValue = "10"
CAMERASECTION = "PRONE"
EyePointOffset = "0.0 1.0 0.0"
TrackOffset = "0.0 -0.25 3.0"
TiltValue = "10"
AimValue = "1.0"
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"
NoEnterVehicles = 1
AISizeType = "SOLDIER"
DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.20
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.0
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