AH-6 Littlebird

Started by Nikoli, November 09, 2011, 04:55:56 PM

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 :o OMG I'M RELEASING THIS??!?!?!?!?!    :XD:

So yeah, the texture's probably crap, and I'm not sure how good the odf is though.


Anyway, enjoy 8)

November 09, 2011, 04:58:33 PM #1 Last Edit: November 09, 2011, 05:00:22 PM by SleepKiller
*DOWNLOADS WITHOUT THINKING*

Edit: 10/10 Staggering work I must say. Very nice job.


I'm not a fan of the real life type stuff, but that's simply awsome, Nikoli.

Thank you very much for releasing this.

This is an excellent asset Nikoli thanks for sharing.

I found the helicopter ODF I located randomly back in May. It seems to be both similar and different than yours but I will post them both here for comparison.

Nikoli's rep_fly_gunship.odf
[GameObjectClass]
ClassLabel          = "flyer"
GeometryName            = "AH_6.msh"

[Properties]
FLYERSECTION            = "BODY"

ReserveOneForPlayer     = "1"

VehicleType         = "transport"
MapTexture          = "gunship_icon"
HealthTexture           = "HUD_rep_gunship_icon"
MapScale            = 2.0

GeometryName            = "AH_6"
FirstPerson         = "REP\repgunsh;rep_1st_cockpit_gunship"
FirstPersonFOV          = "60"
CockpitTension              = "12"
ThirdPersonFOV          = "55"

CollisionScale          = "2.5"
CollisionThreshold      = "5.0"

CollisionInflict = "0.1"

MaxHealth           = 2340.0
HealthType          = "vehicle"
//HitLocation           = "p_crithit 0"


PilotSkillRepairScale = 0.05

Acceleraton         = 15.0
MinSpeed            = -15.0
MidSpeed            = 0.0
MaxSpeed            = 45.0
StrafeSpeed         = 15.0

PitchRate           = 0.8
PitchFilter         = 1.75
TurnRate            = 1.0
TurnFilter          = 5.75

//TurnRate            = 1.25 // Max turn  //3.25 mouse!
//TurnFilter          = 5.75 // Speed of turn //5.75 mouse!


ThrustPitchAngle      = 0.2
StrafeRollAngle           = 0.1
BankAngle           = 0.55
BankFilter          = 5.5
LevelFilter         = 2.0

PCPitchRate         = 15.0
PCSpinRate          = 15.0
PCTurnRate          = 25.0

TakeoffTime         = 1.5
TakeoffSpeed            = 5.0
LandingTime         = 1.5
LandingSpeed            = 8.0
TakeoffHeight           = 10.0

EyePointOffset          = "0.0 0.0 10.0"
TrackCenter         = "0.0 4.0 -24.0"
TrackOffset         = "0.0 0.0 0.0 "
TiltValue           = "4.0"

AimTension          = "30.0"
MoveTension         = "4.5"

WEAPONSECTION           = "1"

WeaponName          = "rep_weap_fly_gunship_cannon"
WeaponAmmo          = "0"

AimerNodeName           = "front_gun_1"
AimerYawLimits          = "-20.0 20.0"
AimerPitchLimits        = "-20.0 20.0"
BarrelLength            = "1.0"
FireOutsideLimits       = "1"

NextAimer           = "-"

AimerNodeName           = "front_gun_2"
AimerYawLimits          = "-20.0 20.0"
AimerPitchLimits        = "-20.0 20.0"
BarrelLength            = "1.0"
FireOutsideLimits       = "1"

WEAPONSECTION           = "2"

WeaponName          = "rep_weap_fly_gunship_missile"
WeaponAmmo          = "0"

AimerNodeName           = "hp_cannon_1"
AimerYawLimits          = "-0.0 0.0"
AimerPitchLimits        = "-0.0 0.0"
BarrelLength            = "1.0"

NextAimer           = "-"

AimerNodeName           = "hp_cannon_2"
AimerYawLimits          = "-0.0 0.0"
AimerPitchLimits        = "-0.0 0.0"
BarrelLength            = "1.0"

PilotPosition           = "hp_pilot1"
PilotAnimation          = "drive"
IsPilotExposed          = "1"

VehiclePosition         = "common.vehiclepositions.pilot"

//********************************
//**********   CO PILOT  *********
//********************************
FLYERSECTION            = "TURRET1"

FirstPerson             = "rep\repsccam;rep_1st_cockpit_securitycam"
PitchRate           = 0.8
PitchFilter         = 2.75
TurnRate            = 1.3
TurnFilter          = 2.75

EyePointOffset      = "0.0 0.3 0.25"
TrackOffset         = "0.0 0.0 0.0"
TrackCenter     = "0.0 1.2 -1.0"
ThirdPersonFOV      = "55"

PilotPosition           = "hp_pilot2"
PilotAnimation          = "drive"
IsPilotExposed          = "1"

VehiclePosition         = "common.vehiclepositions.copilot"


///////////////////////////////////////////////////////////////


//////////////////////////
////DAMAGE///////////
///////////////

DamageStartPercent  = 60.0
DamageStopPercent   = 20.0
DamageEffect        = "vehiclespark"
DamageAttachPoint   = "hp_damage_3"

DamageStartPercent  = 60.0
DamageStopPercent   = 20.0
DamageEffect        = "vehiclesmoke"
DamageAttachPoint   = "hp_damage_2"

DamageStartPercent  = 60.0
DamageStopPercent   = 20.0
DamageEffect        = "vehiclespark"
DamageAttachPoint   = "hp_damage_4"

DamageStartPercent  = 50.0
DamageStopPercent   = 0.0
DamageEffect        = "vehiclesmoke"
DamageAttachPoint   = "hp_damage_1"

DamageStartPercent  = 30.0
DamageStopPercent   = 0.0
DamageEffect        = "vehiclesmoke"
DamageAttachPoint   = "hp_damage_3"

DamageStartPercent  = 50.0
DamageStopPercent   = 0.0
DamageEffect        = "vehiclesmoke"
DamageAttachPoint   = "hp_damage_4"

DamageStartPercent  = 10.0
DamageStopPercent   = 0.0
DamageEffect        = "vehicleflame"
DamageAttachPoint   = "hp_damage_1"



//ExplosionCritical = "rep_fly_gunship_exp"
ExplosionDestruct   = "rep_fly_gunship_exp"



///////////////////////////////////////////////////////////////
//// COLLISION

BuildingCollision       = "p_front_sphere"
BuildingCollision       = "p_left_sphere"
BuildingCollision       = "p_right_sphere"

TerrainCollision        = "p_front_sphere"
TerrainCollision        = "p_left_sphere"
TerrainCollision        = "p_right_sphere"

VehicleCollision        = "p_front_sphere"
VehicleCollision        = "p_left_sphere"
VehicleCollision        = "p_right_sphere"
VehicleCollision        = "p_center_sphere"
VehicleCollision        = "p_rear_sphere"

EngineSound         = "rep_fly_gunship_engine_parameterized"
TakeoffSound        = "rep_fly_gunship_takeoff"
LandSound           = "rep_fly_gunship_land"
HurtSound           = ""
DeathSound      = "imp_weap_ord_exp_lg"
VehicleCollisionSound   ="com_veh_collision_lg"
TurnOnSound         = ""
TurnOffSound        = ""
CISMusic            ="cis_vehicle"
RepMusic            ="rep_vehicle"
MusicSpeed          = ".30"
MusicDelay          = "3.0"
FoleyFXGroup    = "metal_foley"


Helicopter ODF from unknown person
QuoteHello, I got this new helicopter model ingame for one of my maps. I made it AI controlled, but now everytime it takes off, it flies 2 feet and then crashes into one of the buildings. The ones that don't crash just stay suspended in mid air frozen after they take off and spin around in a circle. What I want to know is, how do I set up my flyer odf so that it flys around on the path I set up for it and actually fires at the units like it is supposed to. Here is how I have my odf now if you want to look at it: (Thanks in advanced!)
[GameObjectClass]
ClassLabel          = "flyer"
GeometryName            = "helicopter2.msh"

[Properties]
FLYERSECTION            = "BODY"

ReserveOneForPlayer     = "0"

VehicleType         = "transport"
MapTexture          = ""
HealthTexture           = ""
MapScale            = 0.0
PilotType = self
GeometryName            = "helicopter2"
//FirstPerson         = ""
//FirstPersonFOV          = "60"
CockpitTension              = "12"
ThirdPersonFOV          = "55"

CollisionScale          = "2.5"
CollisionThreshold      = "5.0"

CollisionInflict = "0.1"

MaxHealth           = "100000"
RespawnTime     = "0.0"
HealthType          = "vehicle"
//HitLocation           = "p_crithit 0"


PilotSkillRepairScale = 0.01

Acceleraton         = 20.0
MinSpeed            = -15.0
MidSpeed            = 0.0
MaxSpeed            = 45.0
StrafeSpeed         = 15.0

PitchRate           = 0.8
PitchFilter         = 1.75
TurnRate            = 1.0
TurnFilter          = 5.75

//TurnRate              = 1.25 // Max turn  //3.25 mouse!
//TurnFilter            = 5.75 // Speed of turn //5.75 mouse!


//ThrustPitchAngle      = 0.2
//StrafeRollAngle           = 0.1
BankAngle           = 0.55
BankFilter          = 5.5
LevelFilter         = 2.0

PCPitchRate         = 15.0
PCSpinRate          = 15.0
PCTurnRate          = 25.0

TakeoffTime         = 4.5
TakeoffSpeed            = 5.0
LandingTime         = 4.5
LandingSpeed            = 8.0
TakeoffHeight           = 10.0

EyePointOffset          = "0.0 0.0 10.0"
TrackCenter         = "0.0 10.0 -24.0"
TrackOffset         = "0.0 0.0 0.0 "
TiltValue           = "4.0"

AimTension          = "30.0"
MoveTension         = "4.5"

WEAPONSECTION           = "1"

WeaponName          = "all_weap_fly_turret_cannon"
WeaponAmmo          = "0"

AimerNodeName           = "hp_fire"
AimerYawLimits          = "-20.0 20.0"
AimerPitchLimits        = "-20.0 20.0"
BarrelLength            = "1.0"
FireOutsideLimits       = "1"

NextAimer           = "-"

AimerNodeName           = "hp_fire"
AimerYawLimits          = "-20.0 20.0"
AimerPitchLimits        = "-20.0 20.0"
BarrelLength            = "1.0"
FireOutsideLimits       = "1"

WEAPONSECTION           = "2"

WeaponName          = "all_weap_fly_awing_missile"
WeaponAmmo          = "18"

AimerNodeName           = "hp_fire"
AimerYawLimits          = "-0.0 0.0"
AimerPitchLimits        = "-0.0 0.0"
BarrelLength            = "1.0"

NextAimer           = "-"

AimerNodeName           = "hp_fire"
AimerYawLimits          = "-0.0 0.0"
AimerPitchLimits        = "-0.0 0.0"
BarrelLength            = "1.0"

VehiclePosition         = "common.vehiclepositions.pilot"

//********************************
//**********   CO PILOT  *********
//********************************
FLYERSECTION            = "TURRET1"
PilotType = self
FirstPerson             = "rep\repsccam;rep_1st_cockpit_securitycam"
PitchRate           = 0.8
PitchFilter         = 2.75
TurnRate            = 1.3
TurnFilter          = 2.75


PitchLimits         = "-20 50"
YawLimits           = "-89 89"
EyePointOffset          = "0.0 10.0 0.0"
TrackCenter         = "0.0 7.0 -10.0"
TrackOffset         = "0.0 1.0 14.0"
TiltValue           = "5.0"

WEAPONSECTION           = "1"
WeaponName          = "all_weap_fly_turret_cannon"
WeaponAmmo          = "0"

AimerNodeName           = "hp_fire"
AimerYawLimits          = "-160.0 20.0"//"-160.0 -20.0"
AimerPitchLimits        = "-80.0 80.0"
BarrelLength            = "1.0"

//WEAPONSECTION         = "2"
NextAimer           = "-"

WeaponName          = "all_weap_fly_turret_cannon"
WeaponAmmo          = "0"

AimerNodeName           = "hp_fire"
AimerYawLimits          = "-20.0 160.0"//"20.0 160.0"
AimerPitchLimits        = "-80.0 80.0"
BarrelLength            = "1.0"

VehiclePosition         = "common.vehiclepositions.copilot"
//********************************
//********  R BALL TURRET  *******
//********************************

FLYERSECTION            = "TURRET2"
PilotType = self
PitchRate           = 0.8
PitchFilter         = 2.75
TurnRate            = 1.3
TurnFilter          = 2.75


FirstPerson         = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits           = "-115.0 0.0"
PitchLimits         = "-30.0 70.0"

PCPitchTurnFactor       = "20.0"
PCYawTurnFactor         = "20.0"


EyePointOffset          = "0.0 0.3 0.25"
TrackOffset             = "0.0 0.0 0.0"
TrackCenter         = "0.0 1.2 -1.0"
ThirdPersonFOV          = "55"
TiltValue           = "0.0"
TurretNodeName          = "hp_fire"
FirePointName           = "hp_fire"


WeaponName          = "all_weap_fly_awing_missile"
WeaponAmmo          = "0"

BarrelLength            = "0.0"

PilotPosition           = "hp_pilot"
//PilotAnimation          = "drive"
IsPilotExposed          = "0"

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

VehiclePosition         = "common.vehiclepositions.rightturret"

//********************************
//********  L BALL TURRET  *******
//********************************
FLYERSECTION        = "TURRET3"
PilotType = self
PitchRate           = 0.8
PitchFilter         = 2.75
TurnRate            = 1.3
TurnFilter          = 2.75


//FirstPerson         = "REP\repguntr;rep_1st_cockpit_gunshipgnr"
YawLimits           = "0.0 115.0"
PitchLimits         = "-30.0 70.0"

//YawLimits         = "0.0 170.0"
//PitchLimits       = "10.0 70.0"

PCPitchTurnFactor   = "20.0"
PCYawTurnFactor     = "20.0"

//PitchTurnFactor   = "1.0"
//YawTurnFactor         = "1.0"

EyePointOffset      = "0.0 0.3 0.25"
TrackOffset         = "0.0 0.0 0.0"
TrackCenter     = "0.0 1.2 -1.0"
ThirdPersonFOV      = "55"
TiltValue       = "0.0"
TurretNodeName      = "hp_fire"
FireNodeName        = "hp_fire"

WeaponName          = "all_weap_fly_awing_missile"
WeaponAmmo          = "0"

BarrelLength        = "0.0"

PilotPosition       = "hp_pilot"
PilotAnimation      = "drive"
IsPilotExposed      = "0"

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

VehiclePosition     = "common.vehiclepositions.leftturret"

////////////////////////////////
//FLYERSECTION        = "TURRET4"
////////////////////////////////


//PassengerSlots          = "4"


//PassengerEyePoint       = "hp_passenger1"

//ForceMode           = 1
//ThirdPersonFOV          = 60
//PitchRate           = 0.8
//PitchFilter         = 2.75
//TurnRate            = 1.3
//TurnFilter          = 2.75

//YawLimits           = "25.0 115.0"
//PitchLimits         = "-10.0 20.0"
//
//PCPitchTurnFactor   = "20.0"
//PCYawTurnFactor     = "20.0"
//
//PitchTurnFactor     = "1.0"
//YawTurnFactor       = "1.0"
//
//EyePointOffset      = "0.0 10.0 -2.5"
//MountPos        = "1.5 -0.75 1.75"
//TrackCenter     = "0.0 0.0 -3.0"
//TrackOffset     = "0.0 0.0 0.0"

//ControlsUnit = "1"
//PilotPosition       = "hp_passenger3"
//PilotAnimation      = "standing"

//VehiclePosition     = "common.vehiclepositions.passenger"

///////////////////////////////////////////////////////////////

//***********************************************
//***********  COMMAND POST VALUES  *************
//***********************************************

//SpawnPointCount       = "6"
//SpawnPointLocation        = "8.0 0.0 0.0 5"
//SpawnPointLocation        = "8.0 0.0 4.0 5"
//SpawnPointLocation        = "8.0 0.0 -4.0 5"
//SpawnPointLocation        = "-8.0 0.0 0.0 355"
//SpawnPointLocation        = "-8.0 0.0 4.0 355"
//SpawnPointLocation        = "-8.0 0.0 -4.0 355"
//ValueBleed            = 10
//Value_ATK_Alliance        = 10
//Value_ATK_CIS             = 10
//Value_ATK_Empire      = 10
//Value_ATK_Republic        = 10
//Value_ATK_Locals      = 0
//Value_DEF_Alliance        = 0
//Value_DEF_CIS             = 0
//Value_DEF_Empire      = 0
//Value_DEF_Republic        = 0
//Value_DEF_Locals      = 0
//LegRayHitLength       = "16"


//CHUNKSECTION        = "CHUNK1"
//ChunkGeometryName   = "gunship_chunk1"
//ChunkNodeName       = "Wing_gun_housing_2"
//ChunkTerrainCollisions  = "5"
ChunkTerrainEffect  = "dirtspray"
ChunkPhysics        = "FULL"
ChunkOmega      = "2.0 2.0 1.5"
ChunkBounciness         = 0.45
ChunkStickiness         = 0.25
ChunkSpeed      = "10.0"
ChunkUpFactor       = "0.00"
ChunkTrailEffect        = "com_sfx_chunktrail_sm"

//CHUNKSECTION        = "CHUNK2"
//ChunkGeometryName   = "gunship_chunk2"
//ChunkNodeName       = "main_backdoor_R"
//ChunkTerrainCollisions  = "4"
ChunkTerrainEffect  = "dirtspray"
ChunkPhysics        = "FULL"
ChunkOmega      = "2.0 2.5 2.0"
ChunkBounciness         = 0.45
ChunkStickiness         = 0.25
ChunkSpeed      = "8.0"
ChunkUpFactor       = "0.00"
ChunkTrailEffect        = "com_sfx_chunktrail_sm"

//CHUNKSECTION        = "CHUNK3"
//ChunkGeometryName   = "REP_LA_AT_Gunship_hulk"
//ChunkNodeName       = ""
ChunkTerrainCollisions  = "0"
ChunkTerrainEffect  = "com_sfx_explosion_lg"
ChunkTrailEffect        = "com_sfx_chunktrail_sm"
ChunkPhysics        = "FULL"
ChunkOmega      = "1.0 1.0 1.0"
ChunkSpeed      = "12.0"

//ChunkSmokeEffect    = "com_sfx_smokeplume"
//ChunkSmokeNodeName  = "hp_tail"

//ChunkSmokeEffect    = "com_sfx_smokeplume"
//ChunkSmokeNodeName  = "hp_smoke2"

//ChunkSmokeEffect    = "com_sfx_smokeplume"
//ChunkSmokeNodeName  = "hp_smoke3"

//ChunkSmokeEffect    = "com_sfx_smokeplume"
//ChunkSmokeNodeName  = "hp_smoke4"

//////////////////////////
////DAMAGE///////////
///////////////

DamageStartPercent  = 60.0
DamageStopPercent   = 20.0
DamageEffect        = "com_sfx_vehiclespark"
DamageAttachPoint   = "hp_pilot"

DamageStartPercent  = 60.0
DamageStopPercent   = 20.0
DamageEffect        = "com_sfx_vehiclesmoke"
DamageAttachPoint   = "hp_pilot"

DamageStartPercent  = 60.0
DamageStopPercent   = 20.0
DamageEffect        = "com_sfx_vehiclespark"
DamageAttachPoint   = "hp_effect"

DamageStartPercent  = 50.0
DamageStopPercent   = 0.0
DamageEffect        = "com_sfx_vehiclesmoke"
DamageAttachPoint   = "hp_effect"

DamageStartPercent  = 30.0
DamageStopPercent   = 0.0
DamageEffect        = "com_sfx_vehiclesmoke"
DamageAttachPoint   = "hp_tail"

DamageStartPercent  = 50.0
DamageStopPercent   = 0.0
DamageEffect        = "com_sfx_vehiclesmoke"
DamageAttachPoint   = "hp_effect"

DamageStartPercent  = 10.0
DamageStopPercent   = 0.0
DamageEffect        = "com_sfx_vehicleflame"
DamageAttachPoint   = "hp_tail"



//ExplosionCritical = "rep_fly_gunship_exp"
ExplosionDestruct   = "rep_fly_gunship_exp"



///////////////////////////////////////////////////////////////
//// COLLISION

//BuildingCollision       = "p_front_sphere"
//BuildingCollision       = "p_left_sphere"
//BuildingCollision       = "p_right_sphere"

//TerrainCollision        = "p_front_sphere"
//TerrainCollision        = "p_left_sphere"
//TerrainCollision        = "p_right_sphere"

//VehicleCollision        = "p_front_sphere"
//VehicleCollision        = "p_left_sphere"
//VehicleCollision        = "p_right_sphere"
//VehicleCollision        = "p_center_sphere"
//VehicleCollision        = "p_rear_sphere"

//SoldierCollision        = "p_ball_turret_1"
//SoldierCollision        = "p_ball_turret_2"
//SoldierCollision        = "CollisionMesh"

//OrdnanceCollision       = "p_ball_turret_1"
//OrdnanceCollision       = "p_ball_turret_2"
//OrdnanceCollision       = "CollisionMesh"

EngineSound         = "rep_fly_gunship_engine_parameterized"
TakeoffSound        = "speederbike_engine_parameterized"
LandSound           = "speederbike_engine_parameterized"
HurtSound           = "imp_weap_ord_exp_lg"
DeathSound          = "imp_weap_ord_exp_lg"
VehicleCollisionSound   ="com_veh_collision_lg"
TurnOnSound         = ""
TurnOffSound        = ""
FoleyFXGroup        = "metal_foley"

I would try to take the // off before the collision data

For some reason, maybe a bug in the exe, auto-piloting with (pilottype = "self") does not work properly in BF1, from what i've tested with different vehicles

-flyers just stay stationary, and don't take off for me.
-walkers crash with pilottype = self for me
-turrets work but only fire in one direction un less entered, but even then, you have no control over firing the gun, you can only point it in directions (use commands > auto-fire = "1" to make it fire on its own, and (controllable = 0) if you want it to be un-pilotable.
-i've never tried a hover vehicle before

and pilottype = remote, only works for odfs with "droid" set as the GameObjectClass
Pilottype = vehicleself > i think is only existent in BF2
pilottype = none > untested.
Current Projects:
Battlefront One and a Half Era Mod, v2.0. Making great progress (SWBF)

I wish we had more information about classlabels as they seem to be the primary control factor for many game variables. For instance, my experiments with switching out a recon droid mesh with a bespin walkway platform (the goal was to be able to have snipers deploy a platform they could stand on while shooting), no matter what mesh was used, the shape of the object was ignored and the unit collision was treated as a sphere. You can't stand still and this is due to the classlabel enforcing an invisible sphere collision in place of the object's true shape. Another classlabel restriction I came into I can't discuss here - if only there was a way around these.

Quote from: Phobos Developer on November 16, 2011, 03:45:47 PM
Another classlabel restriction I came into I can't discuss here - if only there was a way around these.

ok i'm sorry to say you've prodded my curiousity too far :P pm it if it cannot be discussed in-forum. but what is the reason it cannot be discussed?
Current Projects:
Battlefront One and a Half Era Mod, v2.0. Making great progress (SWBF)

Quote from: Phobos Developer on November 16, 2011, 03:45:47 PM
I wish we had more information about classlabels as they seem to be the primary control factor for many game variables. For instance, my experiments with switching out a recon droid mesh with a bespin walkway platform (the goal was to be able to have snipers deploy a platform they could stand on while shooting), no matter what mesh was used, the shape of the object was ignored and the unit collision was treated as a sphere. You can't stand still and this is due to the classlabel enforcing an invisible sphere collision in place of the object's true shape. Another classlabel restriction I came into I can't discuss here - if only there was a way around these.
thats entirely true. we both got working recon boxes in game, which you could stand on and had box collision.

November 16, 2011, 06:50:18 PM #10 Last Edit: November 16, 2011, 07:01:08 PM by Phobos Developer
Quote from: jdee-barc on November 16, 2011, 04:21:45 PM
ok i'm sorry to say you've prodded my curiousity too far :P pm it if it cannot be discussed in-forum. but what is the reason it cannot be discussed?
Because some people are still unable to understand the clear distinctions between mods and hacks. If you are interested in discussing  the second classlabel experiment I conducted we can talk over xfire about it.

An interest I have is finding out what file(s) control which properties do and do not apply to each individual classlabel, and possibly altering it. This discussion has nothing to do with helicopters so maybe it belongs in another thread.

Quote from: Phobos Developer on November 16, 2011, 06:50:18 PM
Because some people are still unable to understand the clear distinctions between mods and hacks. If you are interested in discussing  the second classlabel experiment I conducted we can talk over xfire about it.

An interest I have is finding out what file(s) control which properties do and do not apply to each individual classlabel, and possibly altering it. This discussion has nothing to do with helicopters so maybe it belongs in another thread.
Let us look at the files in SWBF folder. Two DLLS one for playing movies another is something microsoft does...  Hmm, that must mean the EXE does.

Quote from: SleepKiller on November 16, 2011, 07:20:02 PM
Let us look at the files in SWBF folder. Two DLLS one for playing movies another is something microsoft does...  Hmm, that must mean the EXE does.
So more explicity, the EXE sets the boundaries on what ODF properties function within the ODF classlabel hierarchy?

Yes I'm 99.99999% sure it does. And I'm 100% sure it is not done via LUA.

logically, it should be in the exe. if you open the exe in a hexeditor, you can search for entityclasses. hover, flyer, walker, etc. the lua commands are hardcoded as well.
Current Projects:
Battlefront One and a Half Era Mod, v2.0. Making great progress (SWBF)