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Messages - Jango

#76
Released Maps and Mods / Mygeeto War-Torn City
March 18, 2010, 03:03:30 PM
This is the same as the battlefront 2 map basically. I had made this several months ago, if not a year ago, but felt like posting it on here. http://www.filefront.com/13921134/Mygeeto/ This one has destructable buildings 8)


local link
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=604
#77
Released Maps and Mods / New Interface and More!
March 17, 2010, 08:34:54 PM
local link:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=605

This not only has a new interface, but also has new aimers for the weapons, improved minigun, mines have slightly larger trigger radius and new color, health droids now both give you health and ammo, same with the ammo droid and heal and give ammo quicker, vehicle repair droid is now R2D2, command post capture time has been improved, has a free camera, and probably something else I forgot about. here is download link http://www.filefront.com/15859893/common.zip/ To install simply unzip it and go to your battlefront folder, then GameData, then Data, then _LVL_PC, then Common, then ENG and replace the common.lvl file there with the new one. This is online compatible. :tu: 8) credit: Battlebelk for making the interface tool and me for all the changes








#78
SWBF1 Modding / Re: (WIP) Hoth: Echo Base 2.0
March 16, 2010, 03:03:27 PM
here are some new videos with more stuff in them. 

#79
SWBF1 Modding / [HELP]Custom Sounds?
March 15, 2010, 06:59:36 PM
How do i get custom sounds into swbf1? It would be great to get some new blaster sounds for my mods
#80
Requests / Need Dead Bodies/ Bones
March 14, 2010, 08:41:41 PM
Are there any models of human bones or dead rebel bodies that i could use? this would work great for my map!
#81
SWBF1 Modding / Re: (W.I.P.) U.S.S. Honor
March 14, 2010, 06:17:00 PM
good luck with making a space map :tu: mine always crash for unkown causes!!!  :mad: :XD:
#82
SWBF1 Modding / Re: Phobos Project
March 14, 2010, 11:22:20 AM
sure  :tu:
#83
SWBF1 Modding / Re: (WIP) Hoth: Echo Base 2.0
March 14, 2010, 11:19:55 AM
yay! im back. i will get back to work on this map now  :tu:
#84
SWBF1 Modding / Re: Is This Possible
March 08, 2010, 01:40:03 PM
its just like adding a third team but labelling them as team 4. the only problem ive had is that i cant localize their names seprate. ie= when a probe droid kills me it says wampa instead.
-- FUNCTION:    ScriptInit
-- PURPOSE:     This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES:       The name, 'ScriptInit' is a chosen convention, and each
--              mission script must contain a version of this function, as
--              it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()
--  Empire Attacking (attacker is always #1)
    local ALL = 2
    local IMP = 1
--  These variables do not change
    local ATT = 1
    local DEF = 2

    SetAttackingTeam(ATT);

        AddMissionObjective(IMP, "orange", "level.hoth.objectives.1");
    AddMissionObjective(IMP, "red", "level.hoth.objectives.2");
--  AddMissionObjective(IMP, "red", "level.hoth.objectives.3");
    AddMissionObjective(ALL, "orange", "level.hoth.objectives.1");
    AddMissionObjective(ALL, "red", "level.hoth.objectives.3");
    AddMissionObjective(ALL, "red", "level.hoth.objectives.4");

    SetTeamAggressiveness(ALL, 1.0)
    SetTeamAggressiveness(IMP, 1.0)

    SetMaxFlyHeight(100)
    SetMaxPlayerFlyHeight(100)
   
    ReadDataFile("sound\\hot.lvl;hot1gcw");
    ReadDataFile("SIDE\\all.lvl",
        "all_fly_snowspeeder",
        "all_inf_basicsnow",
        "all_inf_lukeskywalkersnow",
        "all_inf_smugglersnow",
        "all_walk_tauntaun")
    ReadDataFile("SIDE\\imp.lvl",
        "imp_inf_basicsnow",
        "imp_inf_dark_troopersnow",
        "imp_inf_darthvader",
        "imp_walk_atat",
        "imp_walk_atst_snow",
        "imp_droid_probe")
    ReadDataFile("dc:SIDE\\snw.lvl",
        "snw_inf_wampa")
    ReadDataFile("dc:SIDE\\Probe.lvl",
        "imp_droid_probe")

--      Alliance Stats
    SetTeamName(ALL, "Alliance")
    SetTeamIcon(ALL, "all_icon")
    AddUnitClass(ALL, "all_inf_soldiersnow",14)
    AddUnitClass(ALL, "all_inf_vanguardsnow",3)
    AddUnitClass(ALL, "all_inf_pilot",4)
    AddUnitClass(ALL, "all_inf_marksmansnow",4)
    AddUnitClass(ALL, "all_inf_smugglersnow",3)
    SetHeroClass(ALL, "all_inf_lukeskywalkersnow")

--      Imperial Stats
    SetTeamName(IMP, "Empire")
    SetTeamIcon(IMP, "imp_icon")
    AddUnitClass(IMP, "imp_inf_storm_troopersnow",14)
    AddUnitClass(IMP, "imp_inf_shock_troopersnow",3)
    AddUnitClass(IMP, "imp_inf_pilotatat",4)
    AddUnitClass(IMP, "imp_inf_scout_troopersnow",4)
    AddUnitClass(IMP, "imp_inf_dark_troopersnow",3)
    SetHeroClass(IMP, "imp_inf_darthvader")

--  Level Stats
    ClearWalkers()
    SetMemoryPoolSize("EntityWalker", -2)
    AddWalkerType(0, 0) -- 0 droidekas
    AddWalkerType(1, 10) -- 6 atsts with 1 leg pairs each
    AddWalkerType(2, 2) -- 2 atats with 2 leg pairs each
    SetMemoryPoolSize("CommandWalker", 2)
    SetMemoryPoolSize("EntityFlyer", 4)
    SetMemoryPoolSize("MountedTurret", 48)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("OrdnanceTowCable", 8) -- need extra for wrapped/fallen cables
    SetMemoryPoolSize("EntityLight", 120)

    ReadDataFile("dc:Hoth\\Hoth.lvl")
    SetSpawnDelay(10.0, 0.25)
    SetDenseEnvironment("false")
    SetDefenderSnipeRange(170)
    AddDeathRegion("Death");

--  Local Stats
    SetTeamName(3, "locals1")
    AddUnitClass(3, "snw_inf_wampa", 4);
    SetUnitCount(3, 4)
    SetTeamAsEnemy(3,DEF)
    SetTeamAsEnemy(3,ATT)

    SetTeamName(4, "locals2")
    AddUnitClass(4, "imp_droid_probe", 4);
    SetUnitCount(4, 4)
    SetTeamAsEnemy(4,DEF)
    SetTeamAsFriend(4,ATT)

--  Attacker Stats
    SetUnitCount(ATT, 28)
    SetReinforcementCount(ATT, 250)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)
    SetTeamAsEnemy(ATT, 3)
    SetTeamAsFriend(ATT, 4)

--  Defender Stats
    SetUnitCount(DEF, 24)
    SetReinforcementCount(DEF, 250)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)
    SetTeamAsEnemy(DEF, 3)
    SetTeamAsEnemy(DEF, 4)

--  Sound Stats
    OpenAudioStream("sound\\hot.lvl", "hotgcw_music");
    OpenAudioStream("sound\\hot.lvl", "hot1gcw");
    OpenAudioStream("sound\\hot.lvl", "hot1gcw");
    OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");

    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1);

    --SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .75, 1);
    --SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .5, 1);
    --SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .25, 1);

    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1);

    SetOutOfBoundsVoiceOver(2, "Allleaving");
    SetOutOfBoundsVoiceOver(1, "Impleaving");

    SetAmbientMusic(ALL, 1.0, "all_hot_amb_start",  0,1);
    SetAmbientMusic(ALL, 0.99, "all_hot_amb_middle", 1,1);
    SetAmbientMusic(ALL, 0.1,"all_hot_amb_end",    2,1);
    SetAmbientMusic(IMP, 1.0, "imp_hot_amb_start",  0,1);
    SetAmbientMusic(IMP, 0.99, "imp_hot_amb_middle", 1,1);
    SetAmbientMusic(IMP, 0.1,"imp_hot_amb_end",    2,1);

    SetVictoryMusic(ALL, "all_hot_amb_victory");
    SetDefeatMusic (ALL, "all_hot_amb_defeat");
    SetVictoryMusic(IMP, "imp_hot_amb_victory");
    SetDefeatMusic (IMP, "imp_hot_amb_defeat");

    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin");
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
    --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null");
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null");
    SetSoundEffect("SpawnDisplayUnitChange",       "shell_select_unit");
    SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter");
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
    SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit");

    SetPlanetaryBonusVoiceOver(IMP, IMP, 0, "imp_bonus_imp_medical");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 0, "imp_bonus_all_medical");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 1, "");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "imp_bonus_imp_sensors");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 2, "imp_bonus_all_sensors");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 3, "imp_bonus_imp_hero");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 3, "imp_bonus_all_hero");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "imp_bonus_imp_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(IMP, ALL, 5, "imp_bonus_all_sabotage");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 6, "");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "imp_bonus_imp_training");--advanced training
    SetPlanetaryBonusVoiceOver(IMP, ALL, 7, "imp_bonus_all_training");--advanced training

    SetPlanetaryBonusVoiceOver(ALL, ALL, 0, "all_bonus_all_medical");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 0, "all_bonus_imp_medical");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 1, "");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 1, "");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 2, "all_bonus_all_sensors");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 2, "all_bonus_imp_sensors");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 3, "all_bonus_imp_hero");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 5, "all_bonus_all_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(ALL, IMP, 5, "all_bonus_imp_sabotage");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 6, "");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 6, "");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 7, "all_bonus_all_training");--advanced training
    SetPlanetaryBonusVoiceOver(ALL, IMP, 7, "all_bonus_imp_training");--advanced training


--  Camera Stats
--Hoth
--Hangar
AddCameraShot(0.944210, 0.065541, 0.321983, -0.022350, -500.489838, 0.797472, -68.773849);
--Shield Generator
AddCameraShot(0.371197, 0.008190, -0.928292, 0.020482, -473.384155, -17.880533, 132.126801);
--Battlefield
AddCameraShot(0.927083, 0.020456, -0.374206, 0.008257, -333.221558, 0.676043, -14.027348);


end
#85
SWBF1 Modding / Re: (WIP) Hoth: Echo Base 2.0
March 08, 2010, 03:25:16 AM
this is the first time that i've been able to edit a shipped map without crashing. well im gonna be gone for a week, so i wont be able to work on this any.
#86
SWBF1 Modding / Re: (WIP) Hoth: Echo Base 2.0
March 07, 2010, 07:58:11 PM
I could, but the millenium falcon wasnt really part of the battle of hoth.
#87
SWBF1 Modding / Re: (WIP) Hoth: Echo Base 2.0
March 07, 2010, 07:32:17 PM
kind of like swbf2. LucasArts was soooo close to putting in probe droids! They even had made spawn points for them and had probe droids in hoth's LUA file! lucasarts left out so many details that i intend on giving this map. I have even made the millenium falcon destructable. I intend on making it a destructable enviroment. I plan on editing most of the shipped maps, if not all of them to make them more detailed.
#88
SWBF1 Modding / Re: Phobos Project
March 07, 2010, 07:21:53 PM
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         = ""



#89
SWBF1 Modding / (WIP) Hoth: Echo Base 2.0
March 07, 2010, 07:16:35 PM
I'm working right now on making a bunch of changes on the shipped hoth map. Here are some videos of it so far. NOTE: i just started on this, so there aren't a whole lot of changes yet. the rebel and emperial sides you see arent part of the map, nor the blood.






#90
SWBF1 Modding / Re: Is This Possible
March 07, 2010, 02:19:25 PM
It works! I was able to have 4 teams at once: rebels, imperials, wampa, and probe droids. YAY!