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Author Topic: The "Strange things" Thread  (Read 14474 times)

Sereja

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Re: The "Strange .odf/.lua Line" Thread
« Reply #15 on: June 08, 2012, 02:28:02 PM »
NoCombatInterrupt      = "1", mean this vehicle never stop for shoot somebody, and just transport infantry to CPs.
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Re: The "Strange .odf/.lua Line" Thread
« Reply #16 on: June 08, 2012, 02:28:44 PM »
There is no issue with discussing radar in a downloadable mod.
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Snake

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Re: The "Strange .odf/.lua Line" Thread
« Reply #17 on: June 08, 2012, 03:55:26 PM »
Ah, very cool, and very useful. I also found this:

ChunkPhysics            = "FULL"

In chunks and I was thinking that maybe this could be adapted to make things obey physics? Apparently SWBF has physics but the trick is to get it on a regular object..
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Re: The "Strange .odf/.lua Line" Thread
« Reply #18 on: June 19, 2012, 10:48:28 AM »
ReserveOneForPlayer = ("0" or "1") in vehicle odfs speaks for itself i guess...the ai will reserve one vehicle with the value set to "1" just for you to use.
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Phobos

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Re: The "Strange .odf/.lua Line" Thread
« Reply #19 on: July 13, 2012, 01:08:07 AM »
Shotgun
Code: [Select]
ModeTexture = "HUD_weap_scatter"I found this in the shotgun odf. I can't find a texture named hud_weap_scatter.tga in any of the LVL builders so I assume ModeTexture might be something controlled by the EXE.

Here's a few more:

Rifle
Code: [Select]
ModeTexture = "HUD_weap_fullauto"
Pistol, Sniper, Rocket, and Recon Blaster
Code: [Select]
ModeTexture = "HUD_weap_semiauto"
Bowcaster
Code: [Select]
ModeTexture = "HUD_weap_charge"
Mortar Launcher
Code: [Select]
ModeTexture     = "HUD_weap_impact"
Time Bombs, Land Mines
Code: [Select]
ModeTexture = "HUD_weap_mine"
Thermal Detonators
Code: [Select]
ModeTexture = "HUD_weap_bounce"
« Last Edit: July 13, 2012, 01:18:47 AM by Phobos »

Sereja

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Re: The "Strange .odf/.lua Line" Thread
« Reply #20 on: July 13, 2012, 01:28:44 AM »
I think, this textures, are hidden somewhere, inside the game lvl's, and responsible for color of the weapon "bar huds".
« Last Edit: July 13, 2012, 01:33:39 AM by Sereja »
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Re: The "Strange .odf/.lua Line" Thread
« Reply #21 on: July 13, 2012, 01:31:33 AM »
I have checked almost all of the game LVLs and cannot find them, or any references in the exe to anything starting with hud_weap_

But it might not actually be a texture even though it implies that it would be, we don't know yet. What is a "bar hud"?

Sereja

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Re: The "Strange .odf/.lua Line" Thread
« Reply #22 on: July 13, 2012, 01:38:23 AM »
Usualy it is blue, or green (when charged), or red (when overheated) stripe, in top, left corner of game huds.
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No. Just check it. I change the odf lines, and even delete them, but have no any effect. :confused: Probably it is just another abandoned idea of the creators.
« Last Edit: July 13, 2012, 02:37:23 AM by Sereja »
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Re: The "Strange .odf/.lua Line" Thread
« Reply #23 on: September 03, 2012, 07:23:08 PM »
Found this cool line in a prop .odf: OrdnanceCollision =   "none" it lets all guns shoot through it but you cant walk through it, interesting..
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Re: The "Strange .odf/.lua Line" Thread
« Reply #24 on: September 18, 2012, 04:33:04 PM »
This is commented out on almost every vehilce I can think of. What does it do, exactly?

HitLocation       = "p_crithit 0"
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Re: The "Strange .odf/.lua Line" Thread
« Reply #25 on: September 18, 2012, 04:36:33 PM »
Defines a critical hit collision primitive, much like in SWBFII. It probably still works try it.

Snake

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Re: The "Strange .odf/.lua Line" Thread
« Reply #26 on: April 19, 2013, 09:51:06 PM »
I just found these lines in the ATTE .odf

//PassengerSlots          = "4"
//PassengerEyePoint       = "hp_passenger"
//EyePointOffset        = "5.0 3.0 -10.0"

Tried removing the dashes but the ATTE crashed upon entering. :/ Is there a way to make this work? I'd think it would make the ATTE a lot more realistic since it is supposed to hold plenty of troops.

http://www.dk.co.uk/static/html/features/starwars/technology_gallery/images/AT-TE%20Cutaway.jpg
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tirpider

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Re: The "Strange .odf/.lua Line" Thread
« Reply #27 on: April 19, 2013, 10:01:57 PM »
The rep_walk_atte.msh.option:
Spoiler (click to show/hide)

I'm thinking that "hp_passenger" may need to be added to the "-keep" list.
Spoiler (click to show/hide)

(I may also be dead wrong about that.)

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Re: The "Strange .odf/.lua Line" Thread
« Reply #28 on: April 19, 2013, 10:07:57 PM »
That makes sense but it still crashes.
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tirpider

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Re: The "Strange .odf/.lua Line" Thread
« Reply #29 on: April 19, 2013, 10:17:00 PM »
I grepped around and there are several msh files with hp_passenger, but all the odf lines that mention it are commented out except for rep_fly_gunship.odf and tat_hover_landspeeder.odf

They refer to hp_passenger with PilotPosition instead of PassengerEyePoint.

Every odf that contains PassengerEyePoint has it commented out.
(imp_walk_atat.odf rep_fly_gunship.odf and rep_walk_atte.odf)
« Last Edit: April 19, 2013, 10:19:37 PM by tirpider »