AAT .odf

Started by Snake, August 15, 2013, 07:10:42 PM

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Can someone please post an AAT .odf that doesn't flip and roll constantly? Everytime I download the stock assets that tank is like that.
=AaTc= Forever

SALLY....

-Retired Modder

August 19, 2013, 07:14:14 PM #1 Last Edit: August 19, 2013, 07:16:19 PM by -RepublicCommando-
Code (cis_hover_aat.ODF) Select
[GameObjectClass]
ClassLabel          = "hover"
GeometryName            = "cis_hover_aat.msh"

[Properties]
WaterEffect             = "waterwake_lg"

FLYERSECTION            = "BODY"
VehicleType             = "light"

MapTexture          = "aat_icon"
HealthTexture           = "HUD_cis_aat_icon"
VehiclePosition         = "common.vehiclepositions.pilot"
MapScale            = 1.5

GeometryName            = "cis_hover_aat"
Explosion           = "cis_hover_aat_exp"
ExplosionCritical       = "cis_hover_aat_exp"
ExplosionDestruct       = "cis_hover_aat_exp"
FirstPerson         = "cis\cisaatp;cis_1st_cockpit_AAT"
FirstPersonFOV          = "52"

CockpitTension      = 22

CollisionScale          = 4
CollisionThreshold      = 5
MaxHealth           = 6600.0
HealthType          = "vehicle"
//HitLocation       = "p_crithit 0"

SetAltitude         = 0.5
GravityScale            = 4.0
LiftSpring          = 4.0
LiftDamp            = 3.0

Acceleration            = 5.25
Deceleration            = 7.0
Traction            = 20.0
ForwardSpeed            = 12.0
ReverseSpeed            = 10.0
StrafeSpeed         = 4.5

AddSpringBody = "-1.6 1.9 1.95 2.5"
BodySpringLength = 0.3
AddSpringBody = "1.6 1.9 1.95 2.5"
BodySpringLength = 0.3

AddSpringBody = "0.0 2.15 -1.6 3.5"
BodySpringLength = 0.8
BodyOmegaXSpringFactor = 2

VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 1.0
OmegaXDamp = 3.0
OmegaZSpring = 4.0
OmegaZDamp = 1.5

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

//SpinRate            = 2.7
//TurnRate            = 1.7
//TurnFilter          = 5.0
//PitchRate           = 2.5
//PitchFilter         = 1.0
//PitchDamp           = 1.0


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          = "15.0"
PCTurnRate          = "20.0"


EyePointOffset          = "0.0 2.5 -2.0"
TrackCenter         = "0.0 5.0 0.0"
TrackOffset             = "0.0 0.0 10.0"
TiltValue           = "5.0"

PitchLimits             = "-30 20"
YawLimits           = "-90 90"

WEAPONSECTION           = 1
WeaponName          = "cis_weap_hover_aat_cannon"
WeaponAmmo          = 0

AimerNodeName           = "side_gun_1"
AimerPitchLimits        = "-30.0 90.0"
AimerYawLimits          = "-30.0 10.0"
BarrelNodeName          = "recoil_1"
BarrelRecoil            = 0.25
FirePointName           = "hp_gun_2"

NextAimer           = "-"

AimerNodeName           = "side_gun_2"
AimerPitchLimits        = "-30.0 90.0"
AimerYawLimits          = "-10.0 30.0"
BarrelNodeName          = "recoil_2"
BarrelRecoil            = 0.25
FirePointName           = "hp_gun_1"

//WEAPONSECTION         = 2

//WeaponName            = "cis_weap_hover_aat_missile"
//WeaponAmmo            = "1"

//AimerPitchLimits      = "-5 90"
//AimerYawLimits            = "-5.0 5.0"

//AimerNodeName         = "hp_missile_1"
//NextAimer             = "-"
//AimerNodeName         = "hp_missile_2"
//NextAimer             = "-"
//AimerNodeName         = "hp_missile_3"
//NextAimer             = "-"
//AimerNodeName         = "hp_missile_4"
//NextAimer             = "-"
//AimerNodeName         = "hp_missile_5"
//NextAimer             = "-"
//AimerNodeName         = "hp_missile_6"


FLYERSECTION            = "TURRET1"

FirstPerson             = "cis\cissccam;cis_1st_cockpit_securitycam"
VehiclePosition         = "common.vehiclepositions.gunner"
TurretNodeName          = "Gun_Body"
PitchLimits         = "-40.0 20.0"
YawLimits           = "-180.0 180.0"
PitchTurnFactor     = 0.0

PCPitchRate             = "15.0"
PCTurnRate          = "20.0"

TurnRate            = 1.5
TurnFilter          = 5.0
PitchRate           = 0.5
PitchFilter         = 1.0
PitchDamp           = 1.0

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


AimerNodeName           = "Main_Gun"
AimerPitchLimits        = "-30.0 90.0"
AimerYawLimits          = "0.0 0.0"

BarrelNodeName          = "recoil_3"
BarrelRecoil            = 0.75
FirePointName           = "hp_cannon_1"

EyePointOffset          = "0.0 2.0 -1.75"//EyePointOffset          = "0.0 5.0 3.0"
TrackCenter         = "0.0 1.0 -2.0"
TrackOffset             = "0.0 0.0 3.0"
TiltValue           = "10.0"

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        = ""

WeaponName          = "cis_weap_hover_aat_launcher"
WeaponAmmo          = 0

VehicleCollision        = "p_vehiclesphere"

SoldierCollision        = "CollisionMesh"
//SoldierCollision      = "p_sidegun1"
//SoldierCollision      = "p_sidegun2"
SoldierCollision        = "p_barrel"
SoldierCollision        = "p_turret"

OrdnanceCollision       = "CollisionMesh"
OrdnanceCollision       = "p_sidegun1"
OrdnanceCollision       = "p_sidegun2"
OrdnanceCollision       = "p_barrel"
OrdnanceCollision       = "p_turret"


AISizeType      = "MEDIUM"


CHUNKSECTION        = "CHUNK1"
ChunkGeometryName   = "cis_hover_att_Chunk1"
ChunkNodeName       = ""
ChunkTerrainCollisions  = "2"
ChunkTerrainEffect  = "dirtspray"
ChunkPhysics        = "FULL"
ChunkOmega      = "1.0 2.0 1.0"
ChunkBounciness         = 0.35
ChunkStickiness         = 0.45
ChunkSpeed      = "15.0"
ChunkUpFactor       = "25.00"
ChunkTrailEffect        = "mediumsmoketrail"

CHUNKSECTION        = "CHUNK2"
ChunkGeometryName   = "cis_hover_att_Chunk2"
ChunkNodeName       = ""
ChunkTerrainCollisions  = "4"
ChunkTerrainEffect  = "dirtspray"
ChunkPhysics        = "FULL"
ChunkOmega      = "2.0 2.5 2.0"
ChunkBounciness         = 0.45
ChunkStickiness         = 0.25
ChunkSpeed      = "10.0"
ChunkUpFactor       = "0.00"
ChunkTrailEffect        = "mediumsmoketrail"

CHUNKSECTION        = "CHUNK3"
ChunkGeometryName   = "cis_hover_att_Chunk3"
ChunkNodeName       = ""
ChunkTerrainCollisions  = "3"
ChunkTerrainEffect  = "dirtspray"
ChunkTrailEffect        = "mediumsmoketrail"
ChunkPhysics        = "FULL"
ChunkOmega      = "2.0 1.0 2.0"
ChunkSpeed      = "12.0"


CHUNKSECTION        = "CHUNK4"
ChunkGeometryName   = "cis_hover_att_Chunk4"
ChunkNodeName       = ""
ChunkTerrainCollisions  = "0"
ChunkTerrainEffect  = "dirtspray"
ChunkTrailEffect        = "mediumsmoketrail"
ChunkPhysics        = "LEAF"
ChunkOmega      = "0.2 0.0 0.2"
ChunkSpeed      = "2.0"

ChunkSmokeEffect    = "smokeplume"
ChunkSmokeNodeName  = "hp_smoke"


DamageStartPercent  = 70.0
DamageStopPercent   = 20.0
DamageEffect        = "vehiclespark"
DamageAttachPoint   = "hp_damage_3"

DamageStartPercent  = 70.0
DamageStopPercent   = 20.0
DamageEffect        = "vehiclespark"
DamageAttachPoint   = "hp_damage_4"

DamageStartPercent  = 60.0
DamageStopPercent   = 20.0
DamageEffect        = "vehiclespark"
DamageAttachPoint   = "hp_damage_5"

DamageStartPercent  = 50.0
DamageStopPercent   = 0.0
DamageEffect        = "vehiclesmoke"
DamageAttachPoint   = "hp_damage_2"

//DamageStartPercent    = 19.0
//DamageStopPercent = 0.0
//DamageEffect      = "vehicleflame"
//DamageAttachPoint = "hp_damage_2"

DamageStartPercent  = 30.0
DamageStopPercent   = 0.0
DamageEffect        = "vehiclesmoke"
DamageAttachPoint   = "hp_damage_1"

DamageStartPercent  = 10.0
DamageStopPercent   = 0.0
DamageEffect        = "vehicleflame"
DamageAttachPoint   = "hp_damage_2"



EngineSound     = "cis_hover_aat_engine_parameterized"
TurnOnSound     = ""
TurningOffSound = ""
TurnOffSound    = ""
TurnOffTime     = ""
HurtSound       = ""
DeathSound      = "imp_weap_ord_exp_lg"
VehicleCollisionSound   ="com_veh_collision_lg"
Music           = ""
RepMusic        = "rep_vehicle"
CISMusic        = "cis_vehicle"
MusicSpeed      = ".25"
MusicDelay      = "3.0"
GroundedSound   = ""
GroundedHeight  = ""
BoostSound      = ""
FoleyFXGroup    = "metal_foley"

- If this doesn't work, there must be something funky about your engine. Maybe a one of those "Cool but rare" things. Like whats-his-names video card that did all the mirrors and stuff.

If you mean something like this:
[spoiler][/spoiler]
you need to increase your Antialising parameter to "x8" or at least to "x4".

Still there is exist another way, to make hover stabil by odf editing.
AddSpringBody = "-1.6 1.9 1.95 2.5"
BodySpringLength = 0.3
AddSpringBody = "1.6 1.9 1.95 2.5"
BodySpringLength = 0.3

AddSpringBody = "0.0 2.15 -1.6 3.5"
BodySpringLength = 0.8


This lines, can generate some analogy of the collision primitives. If you open SPTest, with "render collision" command line on, you may see them as some pink spheres. You can have no more then 6 of them, and they are responsible for building & terrain collision. As you see, stock AAT, have only 3 of them, and they are very big. You can make them smaller, and add 3 more, to adjust the hover floating the way, what you like.

Explanation of the sphere numbers:

AddSpringBody = "-1.6 1.9 1.95 2.5"

-1.6 = left & right direction

1.9 = up & down direction

1.95 = forward & backward direction

2.5 = size.


Beauty is, the way to perfection.

Glory to Ukraine!  :mf: