SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Snake on April 04, 2013, 03:00:05 PM

Title: [HELP]Turret Dispenser
Post by: Snake on April 04, 2013, 03:00:05 PM
Well I have successfully created a manned turret dispenser for SWBF1 (this has probably been done before, if not I'll post the assets for those who want them) however, it is always placed in the air.. I can't get it to go to the ground. Since this and the box with physics go hand in hand I have been working on both. It's weird because I can get the physic box to go to the ground, but not have collision. And I can get the turret to work perfectly, but it won't go to the ground. Anyway, my main concern is the turret. Any ideas?

Here's some pics:
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi414.photobucket.com%2Falbums%2Fpp226%2Faatcfett%2F127785648-3_zpsd9300b7e.jpg&hash=f2da900f39176408db2394a576eed229b4ef9306)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi414.photobucket.com%2Falbums%2Fpp226%2Faatcfett%2F127785650-3_zpsfad4fe53.jpg&hash=cf2db0d44179d0b0a3d4b29b4b88ac50572f5420)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi414.photobucket.com%2Falbums%2Fpp226%2Faatcfett%2F127785652-3_zps07e09449.jpg&hash=4968f15296893cd1034b512052a3d7e26a655445)
Title: Re: [HELP]Turret Dispenser
Post by: (212th)Josh02 on April 04, 2013, 03:15:18 PM
looks cool
Title: Re: [HELP]Turret Dispenser
Post by: D4R|< $1D3 on April 04, 2013, 03:15:25 PM
Those TROOPER SKINS :O where where i want them :O! *btw very good mod turret*
Title: Re: [HELP]Turret Dispenser
Post by: Unit 33 on April 04, 2013, 03:17:30 PM
Oooh! That should come in handy if anyone can get it to work...
Title: Re: [HELP]Turret Dispenser
Post by: SleepKiller on April 04, 2013, 04:37:25 PM
I remember making one of these. I was unable to find a way to make gravity affect buildings. You could try making it a hover that couldn't move although I'm not sure if that is possible to make one that can't move. No matter what I did my deployable shield generator which used the droid class label was always able to move regrettably.
Title: Re: [HELP]Turret Dispenser
Post by: Led on April 04, 2013, 04:52:24 PM
Just make the model have monster truck wheels!
Title: Re: [HELP]Turret Dispenser
Post by: «ΙΞ¢KØ» on April 04, 2013, 07:33:12 PM
Quote from: Buckler on April 04, 2013, 04:52:24 PM
Just make the model have monster truck wheels!
:rofl:
Title: Re: [HELP]Turret Dispenser
Post by: Gold Man on April 04, 2013, 07:47:48 PM
Quote from: UNIT 33 on April 04, 2013, 03:17:30 PM
Oooh! That should come in handy if anyone can get it to work...

Once someone gets it to work, all we'll need is a Spy class to zap the turret, then we can have an SWBF/TF2 mod! :D
Title: Re: [HELP]Turret Dispenser
Post by: Sereja on April 05, 2013, 12:47:58 AM
Seems, the only way, to fix this - just move the the model deep under Null (with 3D modeling).
Unfortunately, I do not know, how to made, edit, or export correct turret :P.
Still, perhaps "hex craft" method, may help you ;).
Title: Re: [HELP]Turret Dispenser
Post by: Ltin on April 05, 2013, 04:47:02 AM
I dont know much about modding,.but does the area the turret is dispensed change the height at all? Like if it were twice as high as it is now, what would happen?
Title: Re: [HELP]Turret Dispenser
Post by: Sereja on April 05, 2013, 01:26:06 PM
Quote from: Ltin on April 05, 2013, 04:47:02 AM
I dont know much about modding,.but does the area the turret is dispensed change the height at all? Like if it were twice as high as it is now, what would happen?
No. The problem is, turrets, are suppose to stay steel, and can not be throwed at any altitudes. So, it just freeze, as only appear in hands. Well, you may try to throw it, when prone, so it may freeze almost at terrain level...
I may sujest, to set it as hover, with decreased speed... or...
Monster truck wheels idea, is not so bad after all:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi51.fastpic.ru%2Fbig%2F2013%2F0406%2F9e%2F951411997de7e7f4419cf3ac508d0e9e.jpg&hash=8913e8bc76fc1153ebd452655dacc8d095e3863e)[/spoiler]
:rofl:
Title: Re: [HELP]Turret Dispenser
Post by: RepComm on April 05, 2013, 01:34:48 PM
LOLOL, Die rebel dogs!
*crunching sounds under wheels*
Title: Re: [HELP]Turret Dispenser
Post by: Unit 33 on April 05, 2013, 01:57:47 PM
Quote from: Sereja on April 05, 2013, 01:26:06 PM
Monster truck wheels idea, is not so bad after all:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi51.fastpic.ru%2Fbig%2F2013%2F0406%2F9e%2F951411997de7e7f4419cf3ac508d0e9e.jpg&hash=8913e8bc76fc1153ebd452655dacc8d095e3863e)[/spoiler]
:rofl:
Bahahaha! Fantastic.
Title: Re: [HELP]Turret Dispenser
Post by: Snake on April 05, 2013, 02:28:36 PM
Hahaha, very nice. I'm not sure how to edit any of the nulls... I'll try the hover method.
Title: Re: [HELP]Turret Dispenser
Post by: tirpider on April 05, 2013, 02:30:26 PM
Quote from: Sereja on April 05, 2013, 01:26:06 PM
Monster truck wheels idea, is not so bad after all:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi51.fastpic.ru%2Fbig%2F2013%2F0406%2F9e%2F951411997de7e7f4419cf3ac508d0e9e.jpg&hash=8913e8bc76fc1153ebd452655dacc8d095e3863e)[/spoiler]
:rofl:

AAAAAAAA-HHAHAHAHAHAHAHAHAHAHAHA!!!!!!!!!!!!!!!

That is so GENIUS!!!!
Title: Re: [HELP]Turret Dispenser
Post by: Dark_Phantom on April 05, 2013, 04:46:09 PM
Quote from: Sereja on April 05, 2013, 01:26:06 PM
Monster truck wheels idea, is not so bad after all:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi51.fastpic.ru%2Fbig%2F2013%2F0406%2F9e%2F951411997de7e7f4419cf3ac508d0e9e.jpg&hash=8913e8bc76fc1153ebd452655dacc8d095e3863e)[/spoiler]
:rofl:

LOL that is great.  Next it needs to move, because if I understand right, it doesn't move (YET!  DIE REBEL SCUM)
Title: Re: [HELP]Turret Dispenser
Post by: Snake on April 05, 2013, 05:46:43 PM
Attempts at making a hover always end in a crash.. anyone want to give it a try?

Fightertank .odf:
[spoiler][GameObjectClass]
ClassLabel          = "hover"
GeometryName            = "rep_hover_fightertank.msh"

[Properties]
FLYERSECTION            = "BODY"
VehicleType             = "light"
AISizeType          = "MEDIUM"

MapTexture          = "fightertank_icon"
HealthTexture           = "HUD_rep_fightertank_icon"
VehiclePosition         = "common.vehiclepositions.pilot"
MapScale            = 1.5

GeometryName            = "rep_hover_fightertank"
ExplosionName           = "rep_hover_fightertank_exp"

AnimationName           = "rep_hover_fightertank"
FinAnimation            = "rep_fightertank_9pose"

CollisionScale          = 1.5
CollisionThreshold      = 5.0
MaxHealth           = 6600.0
HealthType          = "vehicle"
//HitLocation       = "p_crithit 0"

FirstPerson             = "REP\repftrtk;rep_1st_cockpit_fightertank"
FirstPersonFOV          = "55"

SetAltitude         = 0.5
GravityScale            = 4.0
LiftSpring          = 4.0   //Suspension tightness.  High is a firm rugged ride, low is floaty and smooth
LiftDamp            = 3.0   //Shock Absorber.  High corrects quickly, low causes it to bounce and over correct alot.

Acceleration            = 5.5
Deceleration            = 7.0
Traction            = 20.0
ForwardSpeed            = 12.0
ReverseSpeed            = 10.0
StrafeSpeed         = 4.5

AddSpringBody = "-1.8 1.4 1.7 2.5"
BodySpringLength = 1.0
AddSpringBody = "1.8 1.4 1.7 2.5"
BodySpringLength = 1.0

AddSpringBody = "0.0 2.4 -2.0 3.5"
BodySpringLength = 1.0
BodyOmegaXSpringFactor = 2

VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 3.0
OmegaXDamp = 3.0
OmegaZSpring = 5.0
OmegaZDamp = 1.5

CockpitTension      = 20

SpinRate                = 1.7
TurnRate                = 1.7
TurnFilter              = 5.0
PitchRate               = 0.5
PitchFilter             = 1.0
PitchDamp               = 1.0

//SpinRate          = 1.2
//PitchRate                       = 0.8
//PitchFilter                     = 2.75
//TurnRate                        = 1.3
//TurnFilter                      = 2.75

StrafeRollAngle         = 0.01
ThrustPitchAngle        = 0.0
BankAngle           = -0.01
BankFilter          = 3//low is slow - How quickly the bank returns to level
LevelSpring         = 2.0//low is slow - the force the restores level
LevelDamp           = 1.0//low is slow - the force that reduces the momentum of the rotation

PCPitchRate             = "15.0"
PCSpinRate          = "25.0"
PCTurnRate          = "30.0"


EyePointOffset          = "0.0 2.0 0.0"
TrackCenter         = "0.0 2.0 -5.0" //needs to be chenged back to  0.0 1.0 -5.0 when artists move center point
TrackOffset             = "0.0 0.5 5"
TiltValue           = "5.0"

PitchLimits             = "-8.0 25.0"
YawLimits           = "0.0 0.0"


VehicleCollision        = "p_vehiclesphere"

OrdnanceCollision       = "p_cube"
OrdnanceCollision       = "CollisionMesh"

SoldierCollision        = "CollisionMesh"

TargetableCollision     = "p_target"

WEAPONSECTION           = 1
WeaponName          = "rep_weap_hover_fightertank_cannon"
WeaponAmmo          = 1

HierarchyLevel          = 1
AimerNodeName           = "lgun_x"
AimerPitchLimits        = "-30.0 90.0"
AimerYawLimits          = "0.0 0.0"

NextAimer           = "-"

AimerNodeName           = "lgun_y"
AimerPitchLimits        = "0.0 0.0"
AimerYawLimits          = "-30.0 15.0"

BarrelNodeName          = "Turret_1"
BarrelRecoil            = 0.25
FirePointName           = "hp_cannon_1"

NextAimer           = "-"

HierarchyLevel          = 1
AimerNodeName           = "rgun_x"
AimerPitchLimits        = "-30.0 90.0"
AimerYawLimits          = "0.0 0.0"

NextAimer           = "-"

AimerNodeName           = "rgun_y"
AimerPitchLimits        = "0.0 0.0"
AimerYawLimits          = "-15.0 30.0"

BarrelNodeName          = "Turret_2"
BarrelRecoil            = 0.5
FirePointName           = "hp_cannon_2"

WEAPONSECTION           = 2

WeaponName          = "rep_weap_hover_fightertank_missile"
WeaponAmmo          = 50

AimerPitchLimits        = "-30 90"
AimerYawLimits          = "-20.0 20.0"

AimerNodeName           = "hp_missile_1"
NextAimer           = "-"

AimerPitchLimits        = "-30 90"
AimerYawLimits          = "-20.0 20.0"
AimerNodeName           = "hp_missile_2"


FLYERSECTION            = "TURRET1"

VehiclePosition         = "common.vehiclepositions.gunner"

PilotPosition           = "hp_active"
Pilot9Pose      = "minigun_9pose"
FirstPerson             = "rep\repsccam;rep_1st_cockpit_securitycam"

PitchTurnFactor     = "0.0"

PitchLimits         = "-40.0 15.0"
YawLimits           = "-180.0 180.0"
TurnRate            = 5.0
TurnFilter          = 5.0
PitchRate           = 0.5
PitchFilter         = 1.0
PitchDamp           = 1.0




TurretNodeName          ="turret_y"
AimerNodeName           = "turret_x"
AimerPitchLimits            = "-10.0 90.0"
AimerYawLimits          = "0.0 0.0"

BarrelNodeName          = "turret_barrel1"
BarrelRecoil            = 0.25
FirePointName           = "hp_gun_1"

//NextBarrel            = "-"

//BarrelNodeName            = "turret_barrel2"
//BarrelRecoil          = 0.15
//FirePointName         = "hp_gun_2"

EyePointOffset          = "0.0 0.5 3.0"
TrackCenter         = "0.0 1.0 -1.0"
TrackOffset             = "0.0 0.0 2.0"
TiltValue           = "3.0"

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

WeaponName          = "rep_weap_hover_fightertank_laser"
WeaponAmmo          = 0


CHUNKSECTION            = "CHUNK1"
ChunkGeometryName       = "rep_hover_fightertank_chunk1"
ChunkNodeName           = ""
ChunkTerrainCollisions      = "3"
ChunkTerrainEffect      = "dirtspray"
ChunkPhysics            = "FULL"
ChunkOmega          = "2.0 2.0 1.5"
ChunkBounciness         = 0.45
ChunkStickiness         = 0.25
ChunkSpeed          = "7.0"
ChunkUpFactor           = "0.50"
ChunkTrailEffect        = "mediumsmoketrail"

ChunkSmokeEffect        = "smokeplume"
ChunkSmokeNodeName      = "hp_smoke1"


CHUNKSECTION            = "CHUNK2"
ChunkGeometryName       = "rep_hover_fightertank_chunk2"
ChunkNodeName           = ""
ChunkTerrainCollisions      = "7"
ChunkTerrainEffect      = "dirtspray"
ChunkPhysics            = "FULL"
ChunkOmega          = "2.0 2.5 2.0"
ChunkBounciness         = 0.45
ChunkStickiness         = 0.25
ChunkSpeed          = "8.0"
ChunkUpFactor           = "3.00"
ChunkTrailEffect        = "mediumsmoketrail"

CHUNKSECTION            = "CHUNK3"
ChunkGeometryName       = "rep_hover_fightertank_chunk3"
ChunkNodeName           = ""
ChunkTerrainCollisions      = "5"
ChunkTerrainEffect      = "dirtspray"
ChunkTrailEffect        = "mediumsmoketrail"
ChunkPhysics            = "FULL"
ChunkOmega          = "2.0 2.0 1.5"
ChunkBounciness         = 0.45
ChunkStickiness         = 0.25
ChunkSpeed          = "12.0"

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

DamageStartPercent      = 80.0
DamageStopPercent       = 50.0
DamageEffect            = "vehiclespark"
DamageEffectScale       = 1.5
DamageInheritVelocity       = 0.5
DamageAttachPoint       = "hp_damage_4"

DamageStartPercent      = 70.0
DamageStopPercent       = 50.0
DamageEffect            = "vehiclespark"
DamageEffectScale       = 1.5
DamageInheritVelocity       = 0.5
DamageAttachPoint       = "hp_damage_1"

DamageStartPercent      = 50.0
DamageStopPercent       = 30.0
DamageEffect            = "vehiclesmoke"
DamageEffectScale       = 1.5
DamageInheritVelocity       = 0.5
DamageAttachPoint       = "hp_damage_2"

DamageStartPercent      = 50.0
DamageStopPercent       = 0.0
DamageEffect            = "vehiclesmoke"
DamageEffectScale       = 1.5
DamageInheritVelocity       = 0.5
DamageAttachPoint       = "hp_damage_1"

DamageStartPercent      = 10.0
DamageStopPercent       = 0.0
DamageEffect            = "vehicleflame"
DamageEffectScale       = 1.5
DamageInheritVelocity       = 0.5
DamageAttachPoint       = "hp_damage_1"

DamageStartPercent      = 20.0
DamageStopPercent       = 0.0
DamageEffect            = "vehiclesmoke"
DamageInheritVelocity       = 0.5
DamageAttachPoint       = "hp_damage_3"

EngineSound         = "interceptorTank_engine_parameterized"
HurtSound           = ""
DeathSound          = "imp_weap_ord_exp_lg"
VehicleCollisionSound   ="com_veh_collision_lg"
TurnOnSound         = ""
TurnOffSound            = ""
CisMusic                = "cis_vehicle"
RepMusic                = "rep_vehicle"
MusicSpeed              = ".15"
MusicDelay              = "3.0"
GroundedSound           = ""
GroundedHeight          = ""
FoleyFXGroup            = "metal_foley"[/spoiler]

Turret .odf:
[spoiler][GameObjectClass]
ClassLabel              = "armedbuilding"
GeometryName            = "arm_bldg_tripodturret.msh"

[Properties]

BUILDINGSECTION            = "BODY"

MapTexture          = "turret_icon"

MapScale                = "1.2"

GeometryName            = "arm_bldg_tripodturret"
DestroyedGeometryName   = "com_bldg_chaingun_tripod_dest"
ExplosionName      = "com_inf_rechargedroid_exp"

MaxHealth               = "200.0"


BUILDINGSECTION         = "TURRET1"

TurretNodeName      = "neck"

Velocity        = "0.0"
Gravity     = "1.0"
Rebound     = "0.0"
Friction        = "1.0"

PitchLimits             = "-11.0 11.0"
YawLimits               = "-180.0 180.0"

PitchTurnFactor      = "0.0"

//FirstPerson           = "com\comviewf;com_1st_cockpit_viewfinder"
ThirdPersonFOV          = "65"



//PitchRate               = "2.0"
//TurnRate                = "5.0"
PCMaxPitchSpeed         = "5.0"
PCMaxTurnSpeed          = "5.0"   

EyePointOffset      = "0.0 1.0 1"
TrackCenter         = "0.0 1.0 -3.0"
TrackOffset         = "0.0 1.0 1.5"
TiltValue           = "5"


PilotPosition       = "hp_active"
Pilot9Pose          = "minigun_9pose"
PilotAnimation      = "man_minigun"

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

//FoleyFXGroup    = "metal_foley"

DamageStartPercent      = 50.0
DamageStopPercent       = 30.0
DamageEffect            = "vehiclespark"

DamageStartPercent      = 30.0
DamageStopPercent       = 0.0
DamageEffect            = "smokeplume"
DamageAttachPoint       = "hp_smoke_1"

TURRETSECTION       = "TURRET1"
MaxTurnSpeed            = "2.75"
MaxPitchSpeed           = "0.75"

WeaponName              = "tur_weap_laser"
WeaponAmmo              = "300"

AimerNodeName       = "aimer_gun"

FirePointName       = "hp_fire"

\\ ----- COLLISION -----

vehiclecollision    = "p_v-tripod"

//Soldiercollision    = "collision_os-base"
Soldiercollision    = "p_os-gun"

//Ordnancecollision   = "collision_os-base"
Ordnancecollision   = "p_os-gun"

[/spoiler]
Title: Re: [HELP]Turret Dispenser
Post by: Kit Fisto on April 05, 2013, 06:35:56 PM
Quote from: Sereja on April 05, 2013, 01:26:06 PM
Monster truck wheels idea, is not so bad after all:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi51.fastpic.ru%2Fbig%2F2013%2F0406%2F9e%2F951411997de7e7f4419cf3ac508d0e9e.jpg&hash=8913e8bc76fc1153ebd452655dacc8d095e3863e)[/spoiler]
:rofl:
Oh my goonness!!!  :rofl:
You definitely need to post this in the Funny SWBF pics thread!  :rofl:
EhPortal 1.34 © 2024, WebDev