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Messages - LedTest

#1
I think I fixed it, try now.
#2
Hi SK,

I've made the changes to the ODF's below and added the additional items.
But now I get random crashes when using the sides.  Any thoughts?

(oops, posted under wrong account :P )

Thanks!



Quote from: SleepKiller on January 03, 2012, 02:03:52 PM
*RACES OFF TO CHECK OUT ODF FILES WHICH HE HAS NOT TOUCHED IN A MONTH*

*FINDS PROBLEMS INSTANTLY*

[GameObjectClass]

ClassLabel      = "soldier"
GeometryName        = "cis_inf_battledroid_jet2.msh"


[Properties]
FootWaterSplashEffect   = "watersplash_sm"
WaterSplashEffect   = "watersplash_md"
WakeWaterSplashEffect   = "watersplash_wade"

ExplosionName   = "com_inf_droid_exp"
Label           = "Super Battle Droid"
UnitType        = "trooper"
IconTexture     = "cis_bdroid_icon"
MapTexture      = "troop_icon"
MapScale        = 1.4

GeometryName        = "cis_inf_battledroid_jet2"
GeometryLowRes      = "cis_inf_bdroid_low1"
SkeletonName        = "cis_inf_bdroid"
SkeletonLowRes      = "cis_inf_bdroid_lowres"
FirstPerson         = "CIS\cissbdrd;cis_1st_bdroid"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
AnimationName       = "all_inf_snowtrooper"


OverrideTexture = "cis_inf_battledroid_green"



// This Jetpack is much more agressive than the REPS but slows down after a while.
JetJump = "25.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetEffect = "cis_sfx_jet_droid" // Skys effect.
JetType = "hover"
JetFuelRechargeRate = "0.1" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.2" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)


CAMERASECTION       = "STAND"

EyePointOffset      = "0.0 1.8 0.0"
TrackCenter     = "0.0 1.8 0.0
TrackOffset         = "0.0 0.0 3.5"
TiltValue       = "5.0"

CAMERASECTION       = "STANDZOOM"

EyePointOffset      = "0.0 1.8 0.0"
TrackCenter     = "0.0 1.8 0.0
TrackOffset         = "0.4 0.05 2.8"
TiltValue       = "3.5"

CAMERASECTION       = "CROUCH"

EyePointOffset      = "0.0 1.3 0.0"
TrackCenter     = "0.0 1.3 0.0
TrackOffset         = "0.0 0.15 3.5"
TiltValue       = "5.0"

CAMERASECTION       = "CROUCHZOOM"

EyePointOffset      = "0.0 1.3 0.0"
TrackCenter     = "0.0 1.3 0.0
TrackOffset         = "0.4 0.2 2.8"
TiltValue       = "3.5"

CAMERASECTION       = "PRONE"

EyePointOffset      = "0.0 0.5 0.0"
TrackCenter         = "0.0 0.5 0.0"
TrackOffset         = "0.0 0.0 3.0"
TiltValue       = "5.0"

CAMERASECTION       = "PRONEZOOM"

EyePointOffset      = "0.0 0.5 0.0"
TrackCenter         = "0.0 0.5 0.0"
TrackOffset         = "0.4 0.2 2.8"
TiltValue       = "3.5"


HealthType      = "droid"
MaxHealth       = 275.0 // 250

Acceleraton         = 70.0
MaxSpeed        = 6.5
MaxStrafeSpeed      = 4.5
MaxTurnSpeed        = 4.0

WeaponName1         = "cis_weap_inf_spyrifle" // Semi-Chain Gun
WeaponAmmo1         = 5
WeaponName2         = "cis_weap_inf_riflemissile"
WeaponAmmo2         = 4
WeaponName3         = "cis_weap_inf_radgrenade"
WeaponAmmo3         = 5
WeaponChannel3      = 1


AISizeType      = "SOLDIER"



ChunkFrequency = 0.6

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "bdroid_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "bdroid_chunk2"
ChunkNodeName = "bone_l_upperarm"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "bdroid_chunk3"
ChunkNodeName = "bone_l_calf"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "bdroid_chunk4"
ChunkNodeName = "bone_r_thigh"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "bdroid_chunk5"
ChunkNodeName = "bone_a_spine"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

HurtSound               = "cis_inf_com_chatter_wound"
DeathSound              = "droid_death"
AcquiredTargetSound     = "cis_inf_com_chatter_acquired"
HidingSound             = "cis_inf_com_chatter_hide"
ApproachingTargetSound  = "cis_inf_com_chatter_approach"
FleeSound               = "cis_inf_com_chatter_flee"
PreparingForDamageSound = "cis_inf_com_chatter_predamage"
HeardEnemySound         = "cis_inf_com_chatter_heard"
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound             = "rep_weap_jetpack_turnon"
TurnOffSound            = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0
//LowHealthThreshold      = ".25"
FoleyFXClass            = "cis_inf_sbdroid"

// squad command VO
SCFieldMoveOutSound     = "cis_inf_com_chatter_tac_moveout"
SCFieldHoldSound        = "cis_inf_com_chatter_tac_hold"
SCFieldFollowSound      = "cis_inf_com_chatter_tac_follow"
SCDriverGetInSound      = "cis_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound     = "cis_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound = "cis_inf_com_chatter_tac_spreadout"
SCPassengerStopSound    = "cis_inf_com_chatter_tac_stop"
SCPassengerGetInSound   = "cis_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound  = "cis_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound   = "cis_inf_com_chatter_tac_allclear"
SCGunnerSteadySound     = "cis_inf_com_chatter_tac_stop"
SCGunnerGetInSound      = "cis_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound     = "cis_inf_com_chatter_tac_moveout"
SCResponseYessirSound   = "cis_inf_com_chatter_tac_yes"
SCResponseNosirSound    = "cis_inf_com_chatter_tac_no"

// AI Squad Command VO
AISCFieldMoveOutSound       = "ai_cis_inf_com_chatter_tac_moveout"
AISCFieldHoldSound          = "ai_cis_inf_com_chatter_tac_hold"
AISCFieldFollowSound        = "ai_cis_inf_com_chatter_tac_follow"
AISCDriverGetInSound        = "ai_cis_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound       = "ai_cis_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound   = "ai_cis_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound      = "ai_cis_inf_com_chatter_tac_stop"
AISCPassengerGetInSound     = "ai_cis_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound    = "ai_cis_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound     = "ai_cis_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound       = "ai_cis_inf_com_chatter_tac_stop"
AISCGunnerGetInSound        = "ai_cis_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound       = "ai_cis_inf_com_chatter_tac_moveout"
AISCResponseYessirSound     = "ai_cis_inf_com_chatter_tac_yes"
AISCResponseNosirSound      = "ai_cis_inf_com_chatter_tac_no"


DropItemClass           = "com_item_powerup_ammo"
DropItemProbability     = 0.40
NextDropItem            = "-"DropItemClass           = "com_item_powerup_health100"
DropItemProbability     = 0.20
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_dual"
DropItemProbability     = 0.40


Just copy this one over your old one it fixes that.

*STARTS LOOKING FOR MORE BUGS*

Check the attachments for one named dump_these in_yor_ALL_folder do as the title says and put them in your ODF folder.

*STARTS LOOKING FOR EVEN MORE BUGS*

Copy this over your imp_weap_inf_torpedo_launcher_ord.odf

[OrdnanceClass]
ClassLabel = "missile"

[Properties]
ImpactEffectWater = "watersplash_md"

LightColor              = "64 224 64 150"
LightRadius             = "4.0"

ExplosionName = "imp_weap_inf_torpedo_launcher_exp"

GeometryName            = "com_weap_missile"
TrailEffect = "imp_sfx_roctkettrail"

OrdnanceSound = "com_weap_inf_ord_hum_rocket"

LifeSpan = "8.0"
TurnRate = "2.0"
Velocity = "55.0"
Gravity = "0.0"
Rebound = "0.0"

Damage = "900"

VehicleScale = "1.23"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.25"
AnimalScale = "1.0"


And theirs another attachment put the files in it into your IMP/Effects folder.

*KEEPS LOOKING FOR BUGS*

Okay one final fix put the files of this archive into you CIS/Effects folder