You guys might have remembered the deployable crates a made a video of a while back.. well when I was recreating them for snake I made a really cool discovery...
I present.. DEPLOYABLE ELEVATORS!
http://imgur.com/a/D21YW
I was laughing so hard when I finally spawned a bunch of them and jumped from one to another. They move up and down on their own. I will release the odfs if anyone wants them.
This is awesome!
Would be very useful for some things. :)
wheres the deployable crates though? link plz :)
very neat looking!
this is a video of the crate dispenser I made a long time ago. https://www.xfire.com/videos/d4b58.
Its just a modified remote droid. Its kind of hard to stumble upon so I will post the odfs.
These are the odfs for the ELEVATOR. I will release an asset soon. The mshes here you dont need to copy from anywhere they are found in common.
rep_weap_inf_box_dispenser
[spoiler][WeaponClass]
ClassLabel = "dispenser"
[Properties]
IconTexture = "HUD_com_probedroid_health_icon"
MuzzleFlash = "small_muzzle_flash"
Discharge = "small_smoke_effect"
GeometryName "com_weap_inf_grenadethermal_ord"
RoundsPerClip = "15"
ReloadTime = "0.0"
LockOnRange = "80.0"
LockTime = "0.4"
ZoomMin = "0.0"
ZoomMax = "0.0"
ZoomRate = "0.0"
AnimationBank = "grenade"
SwitchImmediately = "0"
//AllowDestruct = "1"
MaxItems = "999"
Velocity = "0.3"
TrackingSound = ""
OrdnanceName = "rep_weap_inf_ord_box"
ShotDelay = "1.4"
MinSpread = "0.0"
MaxSpread = "0.0"
AutoAimSize = "1.0"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.3"
FireSound = "com_weap_inf_remotedroid_fire"
//ReloadSound = "rep_weap_inf_equip_med"
ChangeModeSound = "rep_weap_inf_equip_med"
WeaponChangeSound = "rep_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
[/spoiler]
rep_weap_inf_ord_box
[spoiler][GameObjectClass]
ClassLabel = "droid"
GeometryName = "com_prop_crateMD_01.msh"
[Properties]
ImpactEffectWater = "watersplash_ord"
FLYERSECTION = "BODY"
VehicleType = "light"
PilotType = "none" // if you set this to self they will follow you
MapTexture = "troop_icon"
HealthTexture = "HUD_com_probedroid_health_icon"
MapScale = 1.0
ExplosionName = "rep_weap_inf_remotedroid_exp2"
GeometryName = "com_prop_crateMD_01"
CollisionScale = 0.0
MaxHealth = 400.0
AddHealth = 400.0
SetAltitude = 5.0 // make this 0 for just boxes
GravityScale = 1.0//2
LiftSpring = 0.1 //10Lighter the veh the high the number //-- I modified this from 0 for the elevator
LiftDamp = 0.0
ScanningRange = 30.0
TransmitRange = 300.0
Acceleration = 1.0
Deceleration = 6.0
Traction = 22.0
ForwardSpeed = 3.5
ReverseSpeed = 2.0
StrafeSpeed = 0.25
SpinRate = 1.5
TurnRate = 1.5
TurnFilter = 5.0
PitchRate = 2.0
PitchFilter = 5.0
BankAngle = 0.0
BankFilter = 0
MoveTension = "20.0"//how much swim the craft has from the center of the screen
LevelSpring = 5.0
LevelDamp = 3.0
EyePointOffset = "0.0 0.5 0.0"
TrackOffset = "0.0 -0.25 1.5"
TiltValue = "5.0"
PitchLimits = "-50.0 50.0"
YawLimits = "-0.0 0.0"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"
//WEAPONSECTION = 1
//WeaponName = "rep_weap_inf_remotedroid_blaster"
//WeaponAmmo = 0
//WeaponChannel = 0
//WEAPONSECTION = 2
//WeaponName = "rep_weap_inf_remotedroid_destruct"
//WeaponAmmo = 1
//WeaponChannel = 1
AISizeType = "SMALL"
AmbientSound = "remotedroid_engine_lp"
Ambient2Sound = "remotedroid_radio"
HurtSound = ""
DeathSound = ""
\\\\\\\\\\\\ Collision \\\\\\\\\\\\\\
BuildingCollision = "p_buildingsphere"
VehicleCollision = "p_buildingsphere"
OrdnanceCollision = "p_sphere"
SoldierCollision = "p_sphere"
[/spoiler]
Hahaha, very cool! This actually might be very useful to me. Thanks for sharing!