[HELP]Turret Dispenser

Started by Snake, April 04, 2013, 03:00:05 PM

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Quote from: Sereja on April 05, 2013, 01:26:06 PM
Monster truck wheels idea, is not so bad after all:
[spoiler][/spoiler]
:rofl:

LOL that is great.  Next it needs to move, because if I understand right, it doesn't move (YET!  DIE REBEL SCUM)
The BOBclan:  A Rich History


Quote from: Unit 33 on November 29, 2014, 03:44:44 AM
'Please, tell me more about the logistics of the design of laser swords being wielded by space wizards' - Some guy on the internet.

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]
=AaTc= Forever

SALLY....

-Retired Modder

Quote from: Sereja on April 05, 2013, 01:26:06 PM
Monster truck wheels idea, is not so bad after all:
[spoiler][/spoiler]
:rofl:
Oh my goonness!!!  :rofl:
You definitely need to post this in the Funny SWBF pics thread!  :rofl: