So my question is simple, I'm trying to make zombie troopers and I think Wampa's movement and attacks are perfect for that. How can I make a Stormtrooper behave like a Wampa? :)
Get the wampa odf file and replace the msh names with the stormtrooper ones.Try and see if it will work.
May also be a good idea to copy out all of the files in the snw\MUNGED folder and put them into your side's MUNGED folder.
I didn't put any animation like you said. Which one should I put?
I'll also try copying the munged folder.
Quote from: TheGangstarTY on August 02, 2016, 03:04:17 PM
Try finding the Wampa's odf file, it'll have the animation name there. That'll probably be the one you want to use.
Try this
Change this on your jedi or wampa odf file:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "jed_inf_jedi.msh"
[Properties]
AISizeType = "HOVER"
GeometryName = "jed_inf_jedi"
GeometryLowRes = "jed_inf_jedi_low1"
To this:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "imp_inf_snowtrooper.msh"
[Properties]
AISizeType = "HOVER"
GeometryName = "imp_inf_snowtrooper"
GeometryLowRes = "imp_inf_snowtrooper"
Quote from: Delta327 on August 02, 2016, 04:27:47 PM
Try this
Change this on your jedi or wampa odf file:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "jed_inf_jedi.msh"
[Properties]
AISizeType = "HOVER"
GeometryName = "jed_inf_jedi"
GeometryLowRes = "jed_inf_jedi_low1"
To this:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "imp_inf_snowtrooper.msh"
[Properties]
AISizeType = "HOVER"
GeometryName = "imp_inf_snowtrooper"
GeometryLowRes = "imp_inf_snowtrooper"
Delta, that's what I tried first but it didn't work, I don't know what I'm doing wrong.
In SWBF1, for the wampa walking style responsible not the unit himself, but the weapon which he use. Perhaps SWBF2 works the same way. Make sure your trooper use exactly wampa's claw weapon.
Quote from: Delta327 on August 03, 2016, 08:59:27 AM
Arent wampa and jedi odf files the same?
(Just a curiosity)
I haven't done much editing with either wampas or Jedi, but after a quick glance at their respective ODF's I'd have to say no. They function very much the same, however.
EDIT: Eldelnas, I have a link for you that might help you out a bit. http://gametoast.com/viewtopic.php?f=27&t=31914 (the topic relevant to you is at the bottom of the post.)
Quote from: Ascertes on August 03, 2016, 06:30:13 AM
Could we see your ODF files? That would probably be the fastest way to identify the problems
This is my ODF
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "imp_inf_stormtrooper"
[Properties]
HUDTag = "hud_wampa"
AISizeType = "HOVER"
GeometryName = "imp_inf_stormtrooper"
GeometryLowRes = "imp_inf_stormtrooper_low1"
SkeletonLowRes = "wampalz"
SkeletonName = "wampa"
//this keeps the player from entering first person with this char
forcemode = 1
// well, they can't use technology!
NoEnterVehicles = 1
// do NOT kneel when dead
FleeLikeAHero = 0
// one jump animation for this dude
UseDirectionalJumps = 0
JetJump = "00.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "0.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetShowHud = 0
CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
WEAPONSECTION = 1
WeaponName1 = "hot_weap_lightsaber_wampa"
WeaponAmmo1 = 0
//HEALTH
HealthType = "person"
MaxHealth = 1800.0
// Movement defaults
// These are values for an average class - some soldiers will override these
MaxSpeed = 7.0 // base forward speed
MaxStrafeSpeed = 5.25 // base right/left speed
MaxTurnSpeed = 5.0 // base turn speed
JumpHeight = 2.5 // base jump height in meters
// Speed multipliers for various actions
JumpForwardSpeedFactor = 1.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 1.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 1.5 // in forward arc, boost speed by this factor when rolling
// Apparently contant for all or most classes:
Acceleration = 70.0 // accelerate to full run in about 7/70 = 0.1 seconds
SprintAccelerateTime = 0.35 // accelerate from run to sprint in this time
// ControlSpeed = "<stance> <thrustfactor> <strafefactor> <turnfactor>"
// For grounded states (stand, crouch, prone, sprint) and jet state,
// in which the thrust/strafe stick controls the player's velocity,
// these values are multipliers on the max speed and acceleration.
// For flying states (jump, roll, tumble), in which the thrust/strafe stick
// applies an acceleration, these values only multiply the acceleration.
ControlSpeed = "stand 1.00 1.00 1.00"
ControlSpeed = "crouch 0.70 0.60 1.00"
ControlSpeed = "prone 0.30 0.20 0.50"
ControlSpeed = "sprint 3.00 0.50 0.35"
ControlSpeed = "jet 0.30 0.30 1.00"
ControlSpeed = "jump 0.03 0.03 0.35"
ControlSpeed = "roll 0.02 0.02 0.35"
ControlSpeed = "tumble 0.00 0.00 0.10"
///SOUND
SndHeroSelectable = ""
SndHeroSpawned = ""
SndHeroDefeated = ""
SndHeroKiller = ""
SoldierMusic = ""
HurtSound = "wampahurt"
DeathSound = "wampadeath"
LowHealthSound = "wampa_chatter"
LowHealthThreshold = "1.1"
FoleyFXClass = "wok_inf_soldier"
Quote from: Eldelnas on August 05, 2016, 01:40:46 AM
I can't access gametoast :confused: I think it's blocked in my country or something...
Some proxy sites may help you.
https://us3.proxysite.com/process.php?d=joV9rFmPUF9Tis7LWlbAmopFOHZPg2V2q9350CKb4%2BGvEzj4Oj88FTJO7UDiz7yPTQHxz3VomKVGriKQoZzC8CQxdQ%3D%3D&b=1 (https://us3.proxysite.com/process.php?d=joV9rFmPUF9Tis7LWlbAmopFOHZPg2V2q9350CKb4%2BGvEzj4Oj88FTJO7UDiz7yPTQHxz3VomKVGriKQoZzC8CQxdQ%3D%3D&b=1)
Quote from: Ascertes on August 03, 2016, 09:20:47 AM
Eldelnas, I have a link for you that might help you out a bit. http://gametoast.com/viewtopic.php?f=27&t=31914 (the topic relevant to you is at the bottom of the post.)
Okay, I looked at the link, but it's to make Wookies attack like Wampas and they both have the same skelleton so maybe that's easier than making a stormtrooper move and attack like a wampa because of the different skelletons...
Quote from: Eldelnas on August 05, 2016, 04:10:37 AM
Okay, I looked at the link, but it's to make Wookies attack like Wampas and they both have the same skelleton so maybe that's easier than making a stormtrooper move and attack like a wampa because of the different skelletons...
Perhaps the Skeletons and the Geometry are linked? Try changing the SkeletonName and SkeletonLowrRes to that of the stormtrooper and see if that does anything helpful.
Maybe also try editing the stock stormtrooper WeaponSection ODF so it has the wampa claw. Just an idea.
If I just edit the weaon on the stormtrooper odf it crashes... that's why I think I need the wampa skeleton to make it work.