[WIP] Phobos Project

Started by Phobos, February 22, 2010, 05:19:10 PM

Previous topic - Next topic
February 22, 2010, 05:19:10 PM Last Edit: April 16, 2010, 12:54:53 PM by Phobos Developer
WIP

ive gotten most of those vehicles working. i could you odfs of them. :tu:
There is no 'ctrl' button on Chuck Norris's computer. Chuck Norris is always in control.

March 07, 2010, 07:21:53 PM #2 Last Edit: March 07, 2010, 07:24:24 PM by Jango
here is the TIE defender [GameObjectClass]
ClassLabel          = "flyer"
GeometryName            = "tiedefenderalpha.msh"

[Properties]

FLYERSECTION        = "BODY"
VehicleType         = "fighter"
Label               = "TIE Defender"
MapTexture          = "tiedefender_icon"
HealthTexture       = "HUD_imp_tiefighter_icon"
VehiclePosition     = "common.vehiclepositions.pilot"
MapScale            = 1.5

GeometryName        = "tiedefenderbeta"
//GeometryName        = "howlrunnerfanmodelalpha"
FirstPerson         = "IMP\imptiftr;imp_1st_cockpit_tiefighter"
FirstPersonFOV      = "52"
CockpitTension      = "22"
CollisionScale      = 1.5
CollisionThreshold  = 5.0
MaxHealth           = 1800.0
//HitLocation           = "p_crithit 1.5"

PilotSkillRepairScale = 0.02

Acceleraton         = 60.0
MinSpeed            = 20.0
MidSpeed            = 50.0
MaxSpeed            = 100.0
//StrafeSpeed           = 6.5

//StrafeRollAngle           = 0.05
PitchRate           = 1.00 // 1.75
PitchFilter         = 2.90 // 2.75
TurnRate            = 1.25 // Max turn  //3.25 mouse!
TurnFilter          = 5.75 // Speed of turn //5.75 mouse!
BankAngle           = 0.4 // 0.9
BankFilter          = 2.0 // 2.5
LevelFilter         = 2.0 // 5.0

PCPitchRate         = 15.0
PCSpinRate          = 15.0
PCTurnRate          = 25.0

TakeoffTime         = 1.0
TakeoffSpeed        = 3.0
LandingTime         = 2.0
LandingSpeed        = 5.0
TakeoffHeight       = 2.5

EyePointOffset      = "0.0 6.0 0.0"
TrackCenter         = "0.0 8.0 0.0"
TrackOffset         = "0.0 0.0 14.0"
//              = "0.0 0.0 5.0"
TiltValue           = "5.0"

AimTension          = "20.0"//how much the reticule swims
MoveTension         = "6.5"//how much swim the craft has from the center of the screen

WeaponName          = "imp_weap_fly_tiedefender_cannon"
WeaponAmmo          = "0"

AimerNodeName           = "r_wing1_main3" //Right Wing
AimerPitchLimits        = "-90 90"
AimerYawLimits          = "-90 90"
//FireOutsideLimits       = 1
BarrelNodeName          = "hp_fire1" //Outside Top
NextBarrel          = "-"
BarrelNodeName          = "hp_fire4" //Outside Bottom
//NextBarrel          = "-"
//BarrelNodeName          = "hp_fire7" //Inside Top
//NextBarrel          = "-"
//BarrelNodeName          = "hp_fire10" //Inside Bottom

NextAimer           = "-"

AimerNodeName           = "r_wing1_main2" //Left Wing
AimerPitchLimits        = "-90 90"
AimerYawLimits          = "-90 90"
//FireOutsideLimits       = 1
BarrelNodeName          = "hp_fire2" //Outside Top
NextBarrel          = "-"
BarrelNodeName          = "hp_fire5" //Outside Bottom
//NextBarrel          = "-"
//BarrelNodeName          = "hp_fire8" //Inside Top
//NextBarrel          = "-"
//BarrelNodeName          = "hp_fire11" //Inside Bottom

NextAimer           = "-"

AimerNodeName           = "r_wing1_main1" //Top Wing
AimerPitchLimits        = "-90 90"
AimerYawLimits          = "-90 90"
//FireOutsideLimits       = 1
BarrelNodeName          = "hp_fire3" //Outside Left
NextBarrel          = "-"
BarrelNodeName          = "hp_fire6" //Outside Right
//NextBarrel          = "-"
//BarrelNodeName          = "hp_fire9" //Inside Left
//NextBarrel          = "-"
//BarrelNodeName          = "hp_fire12" //Inside Right







WEAPONSECTION         = 2
WeaponName            ="imp_weap_fly_tiedefender_ptorpedo"
WeaponAmmo            = "5"

AimerNodeName         = "hp_fire13" //Body Left
AimerPitchLimits      = "-90 90"
AimerYawLimits        = "-90 90"

NextAimer         = "-"

BarrelNodeName          = "hp_fire14" //Body Right
AimerPitchLimits      = "-90 90"
AimerYawLimits        = "-90 90"




//AimerNodeName         = "hp_fire_2"
//AimerPitchLimits      = "-90 90"
//AimerYawLimits            = "-90 90"

// p_buildingsphere and p_buildingsphere1 are Collision Primitives which need to be called in odf (see docs)
// collision is the name of the Collision Mesh which only needs to be allowed in msh.option file by excluding the -nocollision statement

BuildingCollision       = "p_buildingsphere"
BuildingCollision       = "p_buildingsphere1"

TerrainCollision        = "p_buildingsphere"
TerrainCollision       = "p_buildingsphere1"

VehicleCollision        = "p_buildingsphere"
VehicleCollision        = "p_buildingsphere1"

CHUNKSECTION            = "CHUNK1"
ChunkGeometryName       = "tiedefenderchunk1"
ChunkNodeName           = ""
ChunkTerrainCollisions  = "0"
ChunkTerrainEffect      = "explosion"
ChunkPhysics            = "FULL"
ChunkOmega              = "2.0 2.0 1.5"
ChunkBounciness         = 0.45
ChunkStickiness         = 0.25
ChunkSpeed              = "10.0"
ChunkUpFactor           = "4.00"
ChunkTrailEffect        = "mediumsmoketrail"
ChunkSmokeEffect        = "smokeplume"
//ChunkSmokeNodeName      = "hp_smoke2"

CHUNKSECTION            = "CHUNK2"
ChunkGeometryName       = "tiedefenderchunk2"
ChunkNodeName           = ""
ChunkTerrainCollisions  = "0"
ChunkTerrainEffect      = "explosion"
ChunkPhysics            = "FULL"
ChunkOmega              = "2.0 2.5 2.0"
ChunkBounciness         = 0.45
ChunkStickiness         = 0.25
ChunkSpeed              = "12.0"
ChunkUpFactor           = "3.00"
ChunkTrailEffect        = "mediumsmoketrail"
ChunkSmokeEffect        = "smokeplume"
//ChunkSmokeNodeName  = "hp_smoke1"

CHUNKSECTION            = "CHUNK3"
ChunkGeometryName       = "tiedefenderchunk3"
ChunkNodeName           = ""
ChunkTerrainCollisions  = "0"
ChunkTerrainEffect      = "explosion"
ChunkPhysics            = "FULL"
ChunkOmega              = "2.0 2.5 2.0"
ChunkBounciness         = 0.45
ChunkStickiness         = 0.25
ChunkSpeed              = "12.0"
ChunkUpFactor           = "3.00"
ChunkTrailEffect        = "mediumsmoketrail"
ChunkSmokeEffect        = "smokeplume"
//ChunkSmokeNodeName  = "hp_smoke1"

DamageStartPercent      = 60.0
DamageStopPercent       = 0.0
DamageEffect            = "vehiclesmoke"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.75
DamageAttachPoint       = "hp_damage_2"

DamageStartPercent      = 30.0
DamageStopPercent       = 0.0
DamageEffect            = "vehiclespark"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.75
DamageAttachPoint       = "hp_damage_1"

DamageStartPercent      = 15.0
DamageStopPercent       = 0.0
DamageEffect            = "vehicleflame"
DamageEffectScale       = 1.0
DamageInheritVelocity   = 0.75
DamageAttachPoint       = "hp_damage_1"

ExplosionCritical       = "tiedefenderbf1_exp"
ExplosionDestruct       = "tiedefenderbf1_exp"

EngineSound             = "imp_fly_TIE_engine_parameterized"
TakeoffSound            = ""
LandSound               = ""
HurtSound               = ""
DeathSound              = "imp_weap_ord_exp_lg"
VehicleCollisionSound   = "com_veh_collision_lg"
TurnOnSound             = ""
TurnOffSound            = ""
ImpMusic                = "imp_vehicle"
AllMusic                = "all_vehicle"
MusicSpeed              = ".15"
MusicDelay              = "3.0"
AfterburnerOnSound      = ""
AfterburnerOffSound     = ""
AfterburnerSpeed        = ""
FoleyFXGroup            = "metal_foley"


here's the light attack speeder [GameObjectClass]
ClassLabel          = "hover"
GeometryName        = "all_hover_speeder_light.msh"

[Properties]

GeometryName            = "all_hover_speeder_light"
ExplosionName           = "com_hover_light_attack_speeder_exp"

MapTexture              = "combatspeeder_icon"
MapScale                = 1.5

FLYERSECTION            = "BODY"
FirstPerson             = "light_attack_speeder;all_1st_cockpit_light_attack_speeder"
FirstPersonFOV          = 58

VehicleType             = "light"


WaterEffect             = "waterwake_lg"
WakeEffect              = "hailfire_wake"

MaxHealth               = 1000.0
HealthType              = "vehicle"
HealthTexture           = "HUD_combat_speeder_icon"


SetAltitude             = 0.85
GravityScale            = 4.0
LiftSpring              = 5.0 //low is slow - the force the restores level
LiftDamp                = 6.0  //low is slow - the force that reduces the momentum of the rotation

Acceleration            = 40.0
Deceleration            = 40.0
Traction                = 35.0
ForwardSpeed            = 50.0
ReverseSpeed            = 30.0
StrafeSpeed             = 15.0


SpinRate            = 2.0
TurnRate            = 5.0
TurnFilter          = 5.0
PitchRate           = 0.005
StrafeRollAngle     = 0.005
ThrustPitchAngle    = 0.005
BankAngle           = 0.005
BankFilter          = 5 //low is slow - How quickly the bank returns to level


PCPitchRate     = "15.0"
PCSpinRate      = "25.0"
PCTurnRate      = "30.0"

EyePointOffset  = "0.0 1.0 -2.2"
TrackCenter     = "0.0 2.0 -5"
TrackOffset     = "0.0 0.5 5"
TiltValue       = "5.0"

PitchLimits     = "-5.0 2.0"
YawLimits       = "-15.0 15.0"

AutoAimSize     = 1.0


VehiclePosition     = "common.vehiclepositions.pilot"
PilotPosition       = "hp_pilot"
PilotAnimation      = "drive"

WEAPONSECTION           = 1
WeaponName              = "com_weap_hover_light_attack_speeder_cannon"
WeaponAmmo              = "0"

//AimerNodeName           = ""
BarrelNodeName          = "Barrel-Left"
BarrelRecoil            = "0.20"
FirePointName           = "hp_fire_1"

NextBarrel              = "-"


BarrelNodeName          = "Barrel_Right"
BarrelRecoil            = "0.20"
FirePointName           = "hp_fire_2"


//********** Collision and Related Bounce Settings **********


CollisionScale          = "0.0 -0.0001 -0.1"
CollisionThreshold      = "2.0 10.0 1.0"

// Found this, not sure if it's true since bf2 does not seem to follow the convention and uses single numbers
CollisionScale          = "5 3 0" // Default 10 3 0
CollisionThreshold      = "1 0 0"  //  Default 1 0 0
//  ??- The first component is the constant part, independent of impact direction.
//  ??- The second component is the gradient along the Y axis, adding to the base value from the bottom (= along the Y axis) and subtracting from the base value from the top (= against the Y axis).
//  ??- The third compoent is the gradient along the Z axis, adding to the base value from the rear (= along the Z axis) and subtracting from the base value from the front (= against the Z axis).  (The numeric value will usually be negative for this reason.)

// If the impact velocity exceeds the collision threshold:
// Damage = collision scale * (impact velocity - collision threshold) ^ 2


// **** ODF Generated Invisible Collision Primitives *******
AddSpringBody           = "0.0 0.8 2.0 1.55"
BodySpringLength        = 0.3
BodyOmegaXSpringFactor  = -2

AddSpringBody           = "-0.5 0.8 -3.0 1.55" // adds a sphere at x y z d
BodySpringLength        = 0.3 // bounce length time (lower is tighter suspension if spheres were wheels)
AddSpringBody           = "0.5 0.8 -3.0 1.55"
BodySpringLength        = 0.3

VelocitySpring          = 5
VelocityDamp            = 3.5
OmegaXSpring            = 3.0
OmegaXDamp              = 2.5
OmegaZSpring            = 5.0
OmegaZDamp              = 1.8


//BuildingCollision       = "p_ball1"
//BuildingCollision       = "p_ball2"
//BuildingCollision       = "p_ball3"
//BuildingCollision       = "p_ball4"
//BuildingCollision       = "p_cube1"
//BuildingCollision       = "p_cube2"
BuildingCollision       = "p_cube3"
BuildingCollision       = "p_cube4"
BuildingCollision       = "p_cube5"
//BuildingCollision       = "p_cube6"
BuildingCollision       = "p_cube7"
BuildingCollision       = "p_cube8"
BuildingCollision       = "p_cube9"
//BuildingCollision       = "p_cube10"

//TerrainCollision        = "p_ball1"
//TerrainCollision        = "p_ball2"
//TerrainCollision        = "p_ball3"
//TerrainCollision        = "p_ball4"
//TerrainCollision       = "p_cube1"
//TerrainCollision       = "p_cube2"
//TerrainCollision       = "p_cube3"
//TerrainCollision       = "p_cube4"
//TerrainCollision       = "p_cube5"
//TerrainCollision       = "p_cube6"
//TerrainCollision       = "p_cube7"
//TerrainCollision       = "p_cube8"
//TerrainCollision       = "p_cube9"
//TerrainCollision       = "p_cube10"


// Not Vehicle collision Needed works no matter what
//VehicleCollision        = "p_ball1"
//VehicleCollision        = "p_ball2"
//VehicleCollision        = "p_ball3"
//VehicleCollision        = "p_ball4"
//VehicleCollision        = "p_cube1"
//VehicleCollision        = "p_cube2"
VehicleCollision        = "p_cube3"
VehicleCollision        = "p_cube4"
VehicleCollision        = "p_cube5"
//VehicleCollision        = "p_cube6"
VehicleCollision        = "p_cube7"
VehicleCollision        = "p_cube8"
VehicleCollision        = "p_cube9"
//VehicleCollision        = "p_cube10"


//SoldierCollision        = "p_cube1"
//SoldierCollision        = "p_cube2"
SoldierCollision        = "p_cube3"
SoldierCollision        = "p_cube4"
SoldierCollision        = "p_cube5"
//SoldierCollision        = "p_cube6"
SoldierCollision        = "p_cube7"
SoldierCollision        = "p_cube8"
SoldierCollision        = "p_cube9"
//SoldierCollision        = "p_cube10"

//OrdnanceCollision        = "p_cube1"
//OrdnanceCollision        = "p_cube2"
OrdnanceCollision        = "p_cube3"
OrdnanceCollision        = "p_cube4"
OrdnanceCollision        = "p_cube5"
//OrdnanceCollision        = "p_cube6"
OrdnanceCollision        = "p_cube7"
OrdnanceCollision        = "p_cube8"
OrdnanceCollision        = "p_cube9"
//OrdnanceCollision        = "p_cube10"



// ----------COLLISION, CHUNKS, DAMAGE---------------
CHUNKSECTION            = "CHUNK1"
ChunkGeometryName       = "all_hover_rebel_attack_speeder_chunk1"
ChunkNodeName           = ""
ChunkTerrainCollisions  = "4"
ChunkTerrainEffect      = "dirtspray"
ChunkPhysics            = "FULL"
ChunkOmega              = "1.0 4.0 1.5"
ChunkBounciness         = 0.5
ChunkStickiness         = 0.25
ChunkSpeed              = "10.0"
ChunkUpFactor           = "13.00"
ChunkTrailEffect        = "mediumsmoketrail"

CHUNKSECTION            = "CHUNK2"
ChunkGeometryName       = "all_hover_rebel_attack_speeder_chunk2"
ChunkNodeName           = ""
ChunkTerrainCollisions  = "2"
ChunkTerrainEffect      = "dirtspray"
ChunkPhysics            = "FULL"
ChunkOmega              = "2.0 0.5 2.0"
ChunkBounciness         = 0.4
ChunkStickiness         = 0.25
ChunkSpeed              = "8.0"
ChunkUpFactor           = "2.00"
ChunkTrailEffect        = "mediumsmoketrail"
ChunkSmokeEffect        = "smokeplume"
ChunkSmokeNodeName      = "hp_smoke_2"

CHUNKSECTION            = "CHUNK3"
ChunkGeometryName       = "all_hover_rebel_attack_speeder_chunk3"
ChunkNodeName           = ""
ChunkTerrainCollisions  = "5"
ChunkTerrainEffect      = "dirtspray"
ChunkTrailEffect        = "mediumsmoketrail"
ChunkPhysics            = "FULL"
ChunkOmega              = "3.0 2.0 2.0"
ChunkSpeed              = "14.0"
ChunkBounciness         = 0.5
ChunkStickiness         = 0.25

CHUNKSECTION            = "CHUNK4"
ChunkGeometryName       = "all_hover_rebel_attack_speeder_chunk4"
ChunkNodeName           = ""
ChunkTerrainCollisions  = "3"
ChunkTerrainEffect      = "dirtspray"
ChunkTrailEffect        = "mediumsmoketrail"
ChunkPhysics            = "FULL"
ChunkOmega              = "3.0 1.0 2.0"
ChunkSpeed              = "9.0"
ChunkBounciness         = 0.3
ChunkStickiness         = 0.45
ChunkSmokeEffect        = "smokeplume"
ChunkSmokeNodeName      = "hp_smoke_4"

DamageStartPercent      = 50.0
DamageStopPercent       = 30.0
DamageEffect            = "vehiclesmoke"
DamageEffectScale       = 1.5
DamageInheritVelocity   = 0.5
DamageAttachPoint       = "hp_damage_3"

DamageStartPercent      = 30.0
DamageStopPercent       = 2.0
DamageEffect            = "vehicleflame"
DamageEffectScale       = 1.5
DamageInheritVelocity   = 0.5
DamageAttachPoint       = "hp_damage_4"

DamageStartPercent      = 60.0
DamageStopPercent       = 25.0
DamageEffect            = "vehiclespark"
DamageEffectScale       = 1.5
DamageInheritVelocity   = 0.5
DamageAttachPoint       = "hp_damage_5"

DamageStartPercent      = 25.0
DamageStopPercent       = 15.0
DamageEffect            = "vehiclesmoke"
DamageEffectScale       = 1.5
DamageInheritVelocity   = 0.5
DamageAttachPoint       = "hp_damage_1"

DamageStartPercent      = 15.0
DamageStopPercent       = 2.0
DamageEffect            = "vehicleflame"
DamageInheritVelocity   = 0.5
DamageAttachPoint       = "hp_damage_2"

EngineSound             = "com_light_attack_speeder_engine_parameterized"
TurnOnSound             = ""
TurningOffSound         = ""
TurnOffSound            = ""
TurnOffTime             = ""
HurtSound               = ""
DeathSound              = "com_weap_obj_small_exp"
VehicleCollisionSound   = "com_veh_collision_sm"
//Music                   = ""
//ImpMusic                = "imp_vehicle"
//AllMusic                = "all_vehicle"
MusicSpeed              = ".25"
MusicDelay              = "3.0"
GroundedSound           = ""
GroundedHeight          = ""
BoostSound              = ""
FoleyFXGroup            = "metal_foley"

//--------------GUNNER POSITION--------------------//
FLYERSECTION            = "TURRET1"
VehiclePosition         = "common.vehiclepositions.gunner"
FirstPerson             = "all\allsccam;all_1st_cockpit_securitycam"

CockpitTension          = 40

PilotPosition           = "hp_gunner"
PilotAnimation          = "drive"

PitchLimits             = "-15.0 15.0"
YawLimits               = "-180 180"
PCPitchRate             = 15.0
PCTurnRate              = 20.0

TurnRate                = 1.5
TurnFilter              = 5.0
PitchRate               = 0.5
PitchFilter             = 1.0
PitchDamp               = 1.0

WeaponName              = "com_weap_hover_light_attack_speeder_cannon"
WeaponAmmo              = "0"

TurretNodeName          = "gun_body"
AimerPitchLimits        = "-15.0 15.0"
AimerYawLimits          = "-180.0 180.0"
BarrelNodeName          = "barrel_turret"
BarrelRecoil            = "0.25"
FirePointName           = "hp_fire_3"

EyePointOffset          = "0.0 1.0 -2.2"
TrackCenter             = "0.0 0.5 -1"
TrackOffset             = "0.0 0.5 5"
TiltValue               = "2.0"

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



There is no 'ctrl' button on Chuck Norris's computer. Chuck Norris is always in control.

sure  :tu:
There is no 'ctrl' button on Chuck Norris's computer. Chuck Norris is always in control.

sorry, but i havent. Thats what ive been attempting to do for the past few days though, so hopefully today i will figure it out since i have Easter break this whole week :cheer:
There is no 'ctrl' button on Chuck Norris's computer. Chuck Norris is always in control.

Quoteand turning water into lava and putting it on the map.
cool! i guess you will use a bunch of death regions for lava?
There is no 'ctrl' button on Chuck Norris's computer. Chuck Norris is always in control.

Lava? Last time I checked Phobos doesn't have lava on it, it's pretty desolate

But anyway, I know how to set up custom sound, or knew, but since I'm done with modding I deleted my source files for it, I believe I was supposed to send them to "Phobos Developer" at one point, but I seem to have forgotten, my bad.

Quote from: Breakdown on April 05, 2010, 04:12:00 PM
Lava? Last time I checked Phobos doesn't have lava on it, it's pretty desolate

But anyway, I know how to set up custom sound, or knew, but since I'm done with modding I deleted my source files for it, I believe I was supposed to send them to "Phobos Developer" at one point, but I seem to have forgotten, my bad.
When was the last time you played Phobos? Never. I can see how having a good memory is beneficial to any modder now.

uh he was talking about the actual phobos, not your map


(•̪●)=ε/̵͇̿̿/'̿'̿ ̿ ̿̿ ̿ ̿"" (-_-*)

I'm talking about phobos the actual moon that orbits Mars, that's what you're basing this map off I assume?

Phobos is also a sith I think  8) I can't wait to play the map! Oh btw. Do you think you could make a zombie mod on the side instead of in the map? Some people use these kind of maps for tournaments.
=AaTc= Forever

SALLY....

-Retired Modder

a phobos map and then a zombie mod for people to play with any map.
=AaTc= Forever

SALLY....

-Retired Modder