and here is the vehicles ODF:
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "walker"
GeometryName = "rep_walk_atte.msh"
[Properties]
WALKERSECTION = "BODY"
CapturePosts = 1
NoCombatInterrupt = "0"
ExplosionDestruct = "rep_walk_atte_exp"
ExplosionName = "rep_walk_atte_exp"
ExplosionOffset = "0.0 0.0 0.0"
DeathAnimationExplosion = "atat_explosion"
DeathAnimationExplosionTime = "1.5"
FinalExplosion = "rep_walk_atte_exp"
FinalExplosionOffset = "0.0 0.0 0.0"
VehicleType = "medium"
AISizeType = "MEDIUM"
CockpitTension = 15
//ForceMode = "2"
EyePointOffset = "0.0 4.0 8.0"
DeathDustEffect = "ginormousdustcloud"
DeathDustDelay = "5.1"
DeathDustOffset = "0.0 0.0 0.0"
MapTexture = "troop_icon"
HealthTexture = "HUD_rep_atte_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = "0.0"
GeometryName = "rep_walk_atte"
AnimationName = "rep_walk_atte"
//FirstPerson = "REP\repatted;rep_1st_cockpit_ATTE"
FirstPersonFOV = "43"
ThirdPersonFOV = "60"
MaxHealth = "60000.0"
Healthtype = "droid"
HitLocation = "p_main 4.0"
// PILOT CONTROLS
PitchRate = "0.75"
PitchFilter = "3.75"
SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more
intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place
Acceleraton = "2.5"
MaxSpeed = "3.5"
MaxStrafeSpeed = "4.5"
MaxTurnSpeed = "2.0"
PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0
StoppedTurnSpeed = "0.13"
ForwardTurnSpeed = "0.13"
TurnThreshold = "0.35"
TrackCenter = "0.0 11.0 0.0"
TrackOffset = "0.0 -3.0 20.0"
TiltValue = "10"
AimValue = "0.8"
AutoAimYLimits = "-0.9 0.9"
WEAPONSECTION = "1"
WeaponName = "sst_weap_inf_tankbug_flame"
WeaponAmmo = "0"
YawLimits = "-20.0 20.0"
PitchLimits = "-20.0 20.0"
AimerPitchLimits = "-0.0 0.0"
AimerYawLimits = "-0.0 0.0"
FirePointName = "hp_fire_maincannon"
TEMP_AnimationSpeed = "1.5"
TEMP_Type = "0"
WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"
// COLLISION VALUES
//----------------------
TerrainCollision = "p_foot_fr"
TerrainCollision = "p_foot_fl"
//TerrainCollision = "p_foot_mr"
//TerrainCollision = "p_foot_ml"
TerrainCollision = "p_foot_br"
TerrainCollision = "p_foot_bl"
VehicleCollision = "p_vehiclesphere1"
VehicleCollision = "p_vehiclesphere2"
SoldierCollision = "p_foot_fr"
SoldierCollision = "p_foot_fl"
SoldierCollision = "p_foot_mr"
SoldierCollision = "p_foot_ml"
SoldierCollision = "p_foot_br"
SoldierCollision = "p_foot_bl"
SoldierCollision = "p_arm_fr"
SoldierCollision = "p_arm_fl"
SoldierCollision = "p_arm_mr"
SoldierCollision = "p_arm_ml"
SoldierCollision = "p_arm_br"
SoldierCollision = "p_arm_bl"
SoldierCollision = "p_main"
SoldierCollision = "p_main1"
SoldierCollision = "p_main2"
SoldierCollision = "p_main3"
SoldierCollision = "p_main4"
OrdnanceCollision = "p_foot_fr"
OrdnanceCollision = "p_foot_fl"
OrdnanceCollision = "p_foot_mr"
OrdnanceCollision = "p_foot_ml"
OrdnanceCollision = "p_foot_br"
OrdnanceCollision = "p_foot_bl"
OrdnanceCollision = "p_arm_fr"
OrdnanceCollision = "p_arm_fl"
OrdnanceCollision = "p_arm_mr"
OrdnanceCollision = "p_arm_ml"
OrdnanceCollision = "p_arm_br"
OrdnanceCollision = "p_arm_bl"
OrdnanceCollision = "p_main"
OrdnanceCollision = "p_main1"
OrdnanceCollision = "p_main2"
OrdnanceCollision = "p_main3"
OrdnanceCollision = "p_main4"
OrdnanceCollision = "p_crithit"
BuildingCollision = "p_vehiclesphere1"
BuildingCollision = "p_sphere_lm_foot"
BuildingCollision = "p_vehiclesphere2"
BuildingCollision = "p_sphere_rm_foot"
CargoNodeName = "hp_link_1"
StompEffect = "com_sfx_walkerstomp"
WalkerOrientRoll = "1"
LegRayHitLength = "5.0"
WalkerWidth = "10.0"
LegPairCount = "2"
WalkerLegPair = "front_legs"
LegBoneLeft = "bone_fl_foot"
LegBoneRight = "bone_fr_foot"
LegBoneTopLeft = "bone_fl_shoulder"
LegBoneTopRight = "bone_fr_shoulder"
TerrainLeft = "p_foot_fl"
TerrainRight = "p_foot_fr"
FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"
WalkerLegPair = "back_legs"
LegBoneLeft = "bone_bl_foot"
LegBoneRight = "bone_br_foot"
LegBoneTopLeft = "bone_bl_shoulder"
LegBoneTopRight = "bone_br_shoulder"
TerrainLeft = "p_foot_bl"
TerrainRight = "p_foot_br"
FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"
//PassengerSlots = "4"
//PassengerEyePoint = "hp_passenger"
//EyePointOffset = "5.0 3.0 -10.0"
StompDetectionType = "1"
VOUnitType = 177
///SOUND
HurtSound = "acklayhurt"
DeathSound = "acklaydie"
FootstepSound0 = "acklaystepleft"
FootstepSound1 = "acklaystepright"
FootstepSound4 = "acklaystepleft"
FootstepSound5 = "acklaystepright"
LowHealthSound = "acklaychatter"
LowHealthThreshold = "1.1"[/code]
ClassLabel = "walker"
GeometryName = "rep_walk_atte.msh"
[Properties]
WALKERSECTION = "BODY"
CapturePosts = 1
NoCombatInterrupt = "0"
ExplosionDestruct = "rep_walk_atte_exp"
ExplosionName = "rep_walk_atte_exp"
ExplosionOffset = "0.0 0.0 0.0"
DeathAnimationExplosion = "atat_explosion"
DeathAnimationExplosionTime = "1.5"
FinalExplosion = "rep_walk_atte_exp"
FinalExplosionOffset = "0.0 0.0 0.0"
VehicleType = "medium"
AISizeType = "MEDIUM"
CockpitTension = 15
//ForceMode = "2"
EyePointOffset = "0.0 4.0 8.0"
DeathDustEffect = "ginormousdustcloud"
DeathDustDelay = "5.1"
DeathDustOffset = "0.0 0.0 0.0"
MapTexture = "troop_icon"
HealthTexture = "HUD_rep_atte_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = "0.0"
GeometryName = "rep_walk_atte"
AnimationName = "rep_walk_atte"
//FirstPerson = "REP\repatted;rep_1st_cockpit_ATTE"
FirstPersonFOV = "43"
ThirdPersonFOV = "60"
MaxHealth = "60000.0"
Healthtype = "droid"
HitLocation = "p_main 4.0"
// PILOT CONTROLS
PitchRate = "0.75"
PitchFilter = "3.75"
SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more
intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place
Acceleraton = "2.5"
MaxSpeed = "3.5"
MaxStrafeSpeed = "4.5"
MaxTurnSpeed = "2.0"
PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0
StoppedTurnSpeed = "0.13"
ForwardTurnSpeed = "0.13"
TurnThreshold = "0.35"
TrackCenter = "0.0 11.0 0.0"
TrackOffset = "0.0 -3.0 20.0"
TiltValue = "10"
AimValue = "0.8"
AutoAimYLimits = "-0.9 0.9"
WEAPONSECTION = "1"
WeaponName = "sst_weap_inf_tankbug_flame"
WeaponAmmo = "0"
YawLimits = "-20.0 20.0"
PitchLimits = "-20.0 20.0"
AimerPitchLimits = "-0.0 0.0"
AimerYawLimits = "-0.0 0.0"
FirePointName = "hp_fire_maincannon"
TEMP_AnimationSpeed = "1.5"
TEMP_Type = "0"
WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"
// COLLISION VALUES
//----------------------
TerrainCollision = "p_foot_fr"
TerrainCollision = "p_foot_fl"
//TerrainCollision = "p_foot_mr"
//TerrainCollision = "p_foot_ml"
TerrainCollision = "p_foot_br"
TerrainCollision = "p_foot_bl"
VehicleCollision = "p_vehiclesphere1"
VehicleCollision = "p_vehiclesphere2"
SoldierCollision = "p_foot_fr"
SoldierCollision = "p_foot_fl"
SoldierCollision = "p_foot_mr"
SoldierCollision = "p_foot_ml"
SoldierCollision = "p_foot_br"
SoldierCollision = "p_foot_bl"
SoldierCollision = "p_arm_fr"
SoldierCollision = "p_arm_fl"
SoldierCollision = "p_arm_mr"
SoldierCollision = "p_arm_ml"
SoldierCollision = "p_arm_br"
SoldierCollision = "p_arm_bl"
SoldierCollision = "p_main"
SoldierCollision = "p_main1"
SoldierCollision = "p_main2"
SoldierCollision = "p_main3"
SoldierCollision = "p_main4"
OrdnanceCollision = "p_foot_fr"
OrdnanceCollision = "p_foot_fl"
OrdnanceCollision = "p_foot_mr"
OrdnanceCollision = "p_foot_ml"
OrdnanceCollision = "p_foot_br"
OrdnanceCollision = "p_foot_bl"
OrdnanceCollision = "p_arm_fr"
OrdnanceCollision = "p_arm_fl"
OrdnanceCollision = "p_arm_mr"
OrdnanceCollision = "p_arm_ml"
OrdnanceCollision = "p_arm_br"
OrdnanceCollision = "p_arm_bl"
OrdnanceCollision = "p_main"
OrdnanceCollision = "p_main1"
OrdnanceCollision = "p_main2"
OrdnanceCollision = "p_main3"
OrdnanceCollision = "p_main4"
OrdnanceCollision = "p_crithit"
BuildingCollision = "p_vehiclesphere1"
BuildingCollision = "p_sphere_lm_foot"
BuildingCollision = "p_vehiclesphere2"
BuildingCollision = "p_sphere_rm_foot"
CargoNodeName = "hp_link_1"
StompEffect = "com_sfx_walkerstomp"
WalkerOrientRoll = "1"
LegRayHitLength = "5.0"
WalkerWidth = "10.0"
LegPairCount = "2"
WalkerLegPair = "front_legs"
LegBoneLeft = "bone_fl_foot"
LegBoneRight = "bone_fr_foot"
LegBoneTopLeft = "bone_fl_shoulder"
LegBoneTopRight = "bone_fr_shoulder"
TerrainLeft = "p_foot_fl"
TerrainRight = "p_foot_fr"
FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"
WalkerLegPair = "back_legs"
LegBoneLeft = "bone_bl_foot"
LegBoneRight = "bone_br_foot"
LegBoneTopLeft = "bone_bl_shoulder"
LegBoneTopRight = "bone_br_shoulder"
TerrainLeft = "p_foot_bl"
TerrainRight = "p_foot_br"
FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"
//PassengerSlots = "4"
//PassengerEyePoint = "hp_passenger"
//EyePointOffset = "5.0 3.0 -10.0"
StompDetectionType = "1"
VOUnitType = 177
///SOUND
HurtSound = "acklayhurt"
DeathSound = "acklaydie"
FootstepSound0 = "acklaystepleft"
FootstepSound1 = "acklaystepright"
FootstepSound4 = "acklaystepleft"
FootstepSound5 = "acklaystepright"
LowHealthSound = "acklaychatter"
LowHealthThreshold = "1.1"[/code]
Also, it's worth mentioning that I only hex-editted the .msh to enable transparent textures, and there are no other changes from the stock .msh. I changed the critical hit location in the ODF, some sounds, and removed collision from the gun turret on top.