WIP
ive gotten most of those vehicles working. i could you odfs of them. :tu:
here is the TIE defender [GameObjectClass]
ClassLabel = "flyer"
GeometryName = "tiedefenderalpha.msh"
[Properties]
FLYERSECTION = "BODY"
VehicleType = "fighter"
Label = "TIE Defender"
MapTexture = "tiedefender_icon"
HealthTexture = "HUD_imp_tiefighter_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5
GeometryName = "tiedefenderbeta"
//GeometryName = "howlrunnerfanmodelalpha"
FirstPerson = "IMP\imptiftr;imp_1st_cockpit_tiefighter"
FirstPersonFOV = "52"
CockpitTension = "22"
CollisionScale = 1.5
CollisionThreshold = 5.0
MaxHealth = 1800.0
//HitLocation = "p_crithit 1.5"
PilotSkillRepairScale = 0.02
Acceleraton = 60.0
MinSpeed = 20.0
MidSpeed = 50.0
MaxSpeed = 100.0
//StrafeSpeed = 6.5
//StrafeRollAngle = 0.05
PitchRate = 1.00 // 1.75
PitchFilter = 2.90 // 2.75
TurnRate = 1.25 // Max turn //3.25 mouse!
TurnFilter = 5.75 // Speed of turn //5.75 mouse!
BankAngle = 0.4 // 0.9
BankFilter = 2.0 // 2.5
LevelFilter = 2.0 // 5.0
PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0
TakeoffTime = 1.0
TakeoffSpeed = 3.0
LandingTime = 2.0
LandingSpeed = 5.0
TakeoffHeight = 2.5
EyePointOffset = "0.0 6.0 0.0"
TrackCenter = "0.0 8.0 0.0"
TrackOffset = "0.0 0.0 14.0"
// = "0.0 0.0 5.0"
TiltValue = "5.0"
AimTension = "20.0"//how much the reticule swims
MoveTension = "6.5"//how much swim the craft has from the center of the screen
WeaponName = "imp_weap_fly_tiedefender_cannon"
WeaponAmmo = "0"
AimerNodeName = "r_wing1_main3" //Right Wing
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"
//FireOutsideLimits = 1
BarrelNodeName = "hp_fire1" //Outside Top
NextBarrel = "-"
BarrelNodeName = "hp_fire4" //Outside Bottom
//NextBarrel = "-"
//BarrelNodeName = "hp_fire7" //Inside Top
//NextBarrel = "-"
//BarrelNodeName = "hp_fire10" //Inside Bottom
NextAimer = "-"
AimerNodeName = "r_wing1_main2" //Left Wing
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"
//FireOutsideLimits = 1
BarrelNodeName = "hp_fire2" //Outside Top
NextBarrel = "-"
BarrelNodeName = "hp_fire5" //Outside Bottom
//NextBarrel = "-"
//BarrelNodeName = "hp_fire8" //Inside Top
//NextBarrel = "-"
//BarrelNodeName = "hp_fire11" //Inside Bottom
NextAimer = "-"
AimerNodeName = "r_wing1_main1" //Top Wing
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"
//FireOutsideLimits = 1
BarrelNodeName = "hp_fire3" //Outside Left
NextBarrel = "-"
BarrelNodeName = "hp_fire6" //Outside Right
//NextBarrel = "-"
//BarrelNodeName = "hp_fire9" //Inside Left
//NextBarrel = "-"
//BarrelNodeName = "hp_fire12" //Inside Right
WEAPONSECTION = 2
WeaponName ="imp_weap_fly_tiedefender_ptorpedo"
WeaponAmmo = "5"
AimerNodeName = "hp_fire13" //Body Left
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"
NextAimer = "-"
BarrelNodeName = "hp_fire14" //Body Right
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"
//AimerNodeName = "hp_fire_2"
//AimerPitchLimits = "-90 90"
//AimerYawLimits = "-90 90"
// p_buildingsphere and p_buildingsphere1 are Collision Primitives which need to be called in odf (see docs)
// collision is the name of the Collision Mesh which only needs to be allowed in msh.option file by excluding the -nocollision statement
BuildingCollision = "p_buildingsphere"
BuildingCollision = "p_buildingsphere1"
TerrainCollision = "p_buildingsphere"
TerrainCollision = "p_buildingsphere1"
VehicleCollision = "p_buildingsphere"
VehicleCollision = "p_buildingsphere1"
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "tiedefenderchunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "explosion"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "4.00"
ChunkTrailEffect = "mediumsmoketrail"
ChunkSmokeEffect = "smokeplume"
//ChunkSmokeNodeName = "hp_smoke2"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "tiedefenderchunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "explosion"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "12.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "mediumsmoketrail"
ChunkSmokeEffect = "smokeplume"
//ChunkSmokeNodeName = "hp_smoke1"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "tiedefenderchunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "explosion"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "12.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "mediumsmoketrail"
ChunkSmokeEffect = "smokeplume"
//ChunkSmokeNodeName = "hp_smoke1"
DamageStartPercent = 60.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "vehiclespark"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = 15.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"
ExplosionCritical = "tiedefenderbf1_exp"
ExplosionDestruct = "tiedefenderbf1_exp"
EngineSound = "imp_fly_TIE_engine_parameterized"
TakeoffSound = ""
LandSound = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
ImpMusic = "imp_vehicle"
AllMusic = "all_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
AfterburnerOnSound = ""
AfterburnerOffSound = ""
AfterburnerSpeed = ""
FoleyFXGroup = "metal_foley"
here's the light attack speeder [GameObjectClass]
ClassLabel = "hover"
GeometryName = "all_hover_speeder_light.msh"
[Properties]
GeometryName = "all_hover_speeder_light"
ExplosionName = "com_hover_light_attack_speeder_exp"
MapTexture = "combatspeeder_icon"
MapScale = 1.5
FLYERSECTION = "BODY"
FirstPerson = "light_attack_speeder;all_1st_cockpit_light_attack_speeder"
FirstPersonFOV = 58
VehicleType = "light"
WaterEffect = "waterwake_lg"
WakeEffect = "hailfire_wake"
MaxHealth = 1000.0
HealthType = "vehicle"
HealthTexture = "HUD_combat_speeder_icon"
SetAltitude = 0.85
GravityScale = 4.0
LiftSpring = 5.0 //low is slow - the force the restores level
LiftDamp = 6.0 //low is slow - the force that reduces the momentum of the rotation
Acceleration = 40.0
Deceleration = 40.0
Traction = 35.0
ForwardSpeed = 50.0
ReverseSpeed = 30.0
StrafeSpeed = 15.0
SpinRate = 2.0
TurnRate = 5.0
TurnFilter = 5.0
PitchRate = 0.005
StrafeRollAngle = 0.005
ThrustPitchAngle = 0.005
BankAngle = 0.005
BankFilter = 5 //low is slow - How quickly the bank returns to level
PCPitchRate = "15.0"
PCSpinRate = "25.0"
PCTurnRate = "30.0"
EyePointOffset = "0.0 1.0 -2.2"
TrackCenter = "0.0 2.0 -5"
TrackOffset = "0.0 0.5 5"
TiltValue = "5.0"
PitchLimits = "-5.0 2.0"
YawLimits = "-15.0 15.0"
AutoAimSize = 1.0
VehiclePosition = "common.vehiclepositions.pilot"
PilotPosition = "hp_pilot"
PilotAnimation = "drive"
WEAPONSECTION = 1
WeaponName = "com_weap_hover_light_attack_speeder_cannon"
WeaponAmmo = "0"
//AimerNodeName = ""
BarrelNodeName = "Barrel-Left"
BarrelRecoil = "0.20"
FirePointName = "hp_fire_1"
NextBarrel = "-"
BarrelNodeName = "Barrel_Right"
BarrelRecoil = "0.20"
FirePointName = "hp_fire_2"
//********** Collision and Related Bounce Settings **********
CollisionScale = "0.0 -0.0001 -0.1"
CollisionThreshold = "2.0 10.0 1.0"
// Found this, not sure if it's true since bf2 does not seem to follow the convention and uses single numbers
CollisionScale = "5 3 0" // Default 10 3 0
CollisionThreshold = "1 0 0" // Default 1 0 0
// ??- The first component is the constant part, independent of impact direction.
// ??- The second component is the gradient along the Y axis, adding to the base value from the bottom (= along the Y axis) and subtracting from the base value from the top (= against the Y axis).
// ??- The third compoent is the gradient along the Z axis, adding to the base value from the rear (= along the Z axis) and subtracting from the base value from the front (= against the Z axis). (The numeric value will usually be negative for this reason.)
// If the impact velocity exceeds the collision threshold:
// Damage = collision scale * (impact velocity - collision threshold) ^ 2
// **** ODF Generated Invisible Collision Primitives *******
AddSpringBody = "0.0 0.8 2.0 1.55"
BodySpringLength = 0.3
BodyOmegaXSpringFactor = -2
AddSpringBody = "-0.5 0.8 -3.0 1.55" // adds a sphere at x y z d
BodySpringLength = 0.3 // bounce length time (lower is tighter suspension if spheres were wheels)
AddSpringBody = "0.5 0.8 -3.0 1.55"
BodySpringLength = 0.3
VelocitySpring = 5
VelocityDamp = 3.5
OmegaXSpring = 3.0
OmegaXDamp = 2.5
OmegaZSpring = 5.0
OmegaZDamp = 1.8
//BuildingCollision = "p_ball1"
//BuildingCollision = "p_ball2"
//BuildingCollision = "p_ball3"
//BuildingCollision = "p_ball4"
//BuildingCollision = "p_cube1"
//BuildingCollision = "p_cube2"
BuildingCollision = "p_cube3"
BuildingCollision = "p_cube4"
BuildingCollision = "p_cube5"
//BuildingCollision = "p_cube6"
BuildingCollision = "p_cube7"
BuildingCollision = "p_cube8"
BuildingCollision = "p_cube9"
//BuildingCollision = "p_cube10"
//TerrainCollision = "p_ball1"
//TerrainCollision = "p_ball2"
//TerrainCollision = "p_ball3"
//TerrainCollision = "p_ball4"
//TerrainCollision = "p_cube1"
//TerrainCollision = "p_cube2"
//TerrainCollision = "p_cube3"
//TerrainCollision = "p_cube4"
//TerrainCollision = "p_cube5"
//TerrainCollision = "p_cube6"
//TerrainCollision = "p_cube7"
//TerrainCollision = "p_cube8"
//TerrainCollision = "p_cube9"
//TerrainCollision = "p_cube10"
// Not Vehicle collision Needed works no matter what
//VehicleCollision = "p_ball1"
//VehicleCollision = "p_ball2"
//VehicleCollision = "p_ball3"
//VehicleCollision = "p_ball4"
//VehicleCollision = "p_cube1"
//VehicleCollision = "p_cube2"
VehicleCollision = "p_cube3"
VehicleCollision = "p_cube4"
VehicleCollision = "p_cube5"
//VehicleCollision = "p_cube6"
VehicleCollision = "p_cube7"
VehicleCollision = "p_cube8"
VehicleCollision = "p_cube9"
//VehicleCollision = "p_cube10"
//SoldierCollision = "p_cube1"
//SoldierCollision = "p_cube2"
SoldierCollision = "p_cube3"
SoldierCollision = "p_cube4"
SoldierCollision = "p_cube5"
//SoldierCollision = "p_cube6"
SoldierCollision = "p_cube7"
SoldierCollision = "p_cube8"
SoldierCollision = "p_cube9"
//SoldierCollision = "p_cube10"
//OrdnanceCollision = "p_cube1"
//OrdnanceCollision = "p_cube2"
OrdnanceCollision = "p_cube3"
OrdnanceCollision = "p_cube4"
OrdnanceCollision = "p_cube5"
//OrdnanceCollision = "p_cube6"
OrdnanceCollision = "p_cube7"
OrdnanceCollision = "p_cube8"
OrdnanceCollision = "p_cube9"
//OrdnanceCollision = "p_cube10"
// ----------COLLISION, CHUNKS, DAMAGE---------------
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "all_hover_rebel_attack_speeder_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 4.0 1.5"
ChunkBounciness = 0.5
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "13.00"
ChunkTrailEffect = "mediumsmoketrail"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "all_hover_rebel_attack_speeder_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 2.0"
ChunkBounciness = 0.4
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "mediumsmoketrail"
ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke_2"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "all_hover_rebel_attack_speeder_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 2.0 2.0"
ChunkSpeed = "14.0"
ChunkBounciness = 0.5
ChunkStickiness = 0.25
CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "all_hover_rebel_attack_speeder_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 1.0 2.0"
ChunkSpeed = "9.0"
ChunkBounciness = 0.3
ChunkStickiness = 0.45
ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke_4"
DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_3"
DamageStartPercent = 30.0
DamageStopPercent = 2.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_4"
DamageStartPercent = 60.0
DamageStopPercent = 25.0
DamageEffect = "vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_5"
DamageStartPercent = 25.0
DamageStopPercent = 15.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = 15.0
DamageStopPercent = 2.0
DamageEffect = "vehicleflame"
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_2"
EngineSound = "com_light_attack_speeder_engine_parameterized"
TurnOnSound = ""
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = ""
HurtSound = ""
DeathSound = "com_weap_obj_small_exp"
VehicleCollisionSound = "com_veh_collision_sm"
//Music = ""
//ImpMusic = "imp_vehicle"
//AllMusic = "all_vehicle"
MusicSpeed = ".25"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
BoostSound = ""
FoleyFXGroup = "metal_foley"
//--------------GUNNER POSITION--------------------//
FLYERSECTION = "TURRET1"
VehiclePosition = "common.vehiclepositions.gunner"
FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
CockpitTension = 40
PilotPosition = "hp_gunner"
PilotAnimation = "drive"
PitchLimits = "-15.0 15.0"
YawLimits = "-180 180"
PCPitchRate = 15.0
PCTurnRate = 20.0
TurnRate = 1.5
TurnFilter = 5.0
PitchRate = 0.5
PitchFilter = 1.0
PitchDamp = 1.0
WeaponName = "com_weap_hover_light_attack_speeder_cannon"
WeaponAmmo = "0"
TurretNodeName = "gun_body"
AimerPitchLimits = "-15.0 15.0"
AimerYawLimits = "-180.0 180.0"
BarrelNodeName = "barrel_turret"
BarrelRecoil = "0.25"
FirePointName = "hp_fire_3"
EyePointOffset = "0.0 1.0 -2.2"
TrackCenter = "0.0 0.5 -1"
TrackOffset = "0.0 0.5 5"
TiltValue = "2.0"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""
sure :tu:
sorry, but i havent. Thats what ive been attempting to do for the past few days though, so hopefully today i will figure it out since i have Easter break this whole week :cheer:
Quoteand turning water into lava and putting it on the map.
cool! i guess you will use a bunch of death regions for lava?
Lava? Last time I checked Phobos doesn't have lava on it, it's pretty desolate
But anyway, I know how to set up custom sound, or knew, but since I'm done with modding I deleted my source files for it, I believe I was supposed to send them to "Phobos Developer" at one point, but I seem to have forgotten, my bad.
Quote from: Breakdown on April 05, 2010, 04:12:00 PM
Lava? Last time I checked Phobos doesn't have lava on it, it's pretty desolate
But anyway, I know how to set up custom sound, or knew, but since I'm done with modding I deleted my source files for it, I believe I was supposed to send them to "Phobos Developer" at one point, but I seem to have forgotten, my bad.
When was the last time you played Phobos? Never. I can see how having a good memory is beneficial to any modder now.
uh he was talking about the actual phobos, not your map
I'm talking about phobos the actual moon that orbits Mars, that's what you're basing this map off I assume?
Phobos is also a sith I think 8) I can't wait to play the map! Oh btw. Do you think you could make a zombie mod on the side instead of in the map? Some people use these kind of maps for tournaments.
a phobos map and then a zombie mod for people to play with any map.