Republic AT-OT (By ForceMaster)

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

Moderator: Moderators

Post Reply
ForceMaster
Lieutenant General
Lieutenant General
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe

Republic AT-OT (By ForceMaster)

Post by ForceMaster »

This my versión of the Republic's All Terrain Open Transport (AT-OT), hope you enjoy it!

Details:

Vehicle label: commandwalker
Weapons: Heavy lasers
Turrets: 2, back side.
Passengers: 3, able to use his own weapons

Add it to your map like 3 pairs of legs walker (the same for AT-TE).

Ingame pics:
Hidden/Spoiler:
Image
Image
Image
Ingame video

Custom anim for passenger:
Hidden/Spoiler:
Image
Mesh in XSI:
Hidden/Spoiler:
Image
Image
Image
Image
Image
Image
Image
Image
Walking animation (gif from render frames, not ingame):

Image
Image


DOWNLOAD FROM MEDIAFIRE
Last edited by ForceMaster on Mon Apr 06, 2015 4:07 pm, edited 1 time in total.
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: Republic AT-OT (By ForceMaster)

Post by Deviss »

Wooow, a big machine!! many thanks ForceMaster :D
15Cyber
Private Second Class
Posts: 67
Joined: Wed Sep 17, 2014 12:02 pm
Projects :: No Mod project currently.
Games I'm Playing :: SWBF2
xbox live or psn: No gamertag set
Location: Brazil

Re: Republic AT-OT (By ForceMaster)

Post by 15Cyber »

Very cool !!! :thumbs:
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: Republic AT-OT (By ForceMaster)

Post by Deviss »

i dislike bother ForceMaster, but when i change to fourth position (passenger "x") the game crash :S , and using vehicle as some passengers position the eyepoint its under the vehicle (between the terrain and it), its possible fix it ?
ForceMaster
Lieutenant General
Lieutenant General
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe

Re: Republic AT-OT (By ForceMaster)

Post by ForceMaster »

Do not worry, apparently using the unit as a turret distorts the view when you switch from one position to another and then back, I tried many changes in the odf to avoid that problem but I have not found a way to correct it. If you wish you can replace the positions of the passengers so they can not use their weapons, and only be transported by the vehicle.

There is a new .odf file that replaces the turret positions for units with passenger slots.
Hidden/Spoiler:
[code][GameObjectClass]

ClassLabel = "commandwalker" //You can change it to walker for disable spawn points
GeometryName = "rep_walk_atot.msh"

[Properties]

WALKERSECTION = "BODY"

VehicleType = "heavy"
AISizeType = "Huge"
NoCombatInterrupt = "1"
ReserveOneForPlayer = "0"

CockpitTension = 15
//ForceMode = "2"
EyePointOffset = "0.0 4.0 8.0"

//PilotType = "remote"

DeathDustEffect = "ginormousdustcloud"
DeathDustDelay = "5.1"
DeathDustOffset = "0.0 0.0 0.0"

MapTexture = "atte_icon"
HealthTexture = "HUD_rep_atte_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = "2.2"

GeometryName = "rep_walk_atot"
AnimationName = "rep_walk_atot"
//FirstPerson = "REP\repatted;rep_1st_cockpit_ATTE"
//FirstPersonFOV = "43"
ThirdPersonFOV = "60"
MaxHealth = "40000.0"
Healthtype = "vehicle"
//HitLocation = "p_crithit 4.0"

PilotPosition = "hp_pilot"
PilotAnimation = "drive"

SpawnPointCount = "10"
SpawnPointLocation = "0.0 3.5 -5.3 90" //in the vehicle's back
SpawnPointLocation = "0.8 3.3 -6.5 0" //in the vehicle's back
SpawnPointLocation = "-0.8 3.3 -6.5 0" //in the vehicle's back
SpawnPointLocation = "0.0 2.6 -7.6 0" //on terrain
SpawnPointLocation = "6.0 0.0 7.0 0" //on terrain
SpawnPointLocation = "-6.0 0.0 7.0 0" //on terrain
SpawnPointLocation = "6.0 0.0 0.0 0" //on terrain
SpawnPointLocation = "-6.0 0.0 0.0 0" //on terrain
SpawnPointLocation = "6.0 0.0 -7.0 0" //on terrain
SpawnPointLocation = "-6.0 0.0 -7.0 0" //on terrain
AllyCount = 65536
Radius = 0.0
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 0
Value_DEF_Alliance = 0
Value_DEF_CIS = 0
Value_DEF_Empire = 0
Value_DEF_Republic = 0
Value_DEF_Locals = 0
HUDIndexDisplay = 0

////////////////////////////////////////////////////////
//////////// Damage FX section //////////////////////
////////////////////////////////////////////////////////

DamageStartPercent = 60.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_a_leg1"

DamageStartPercent = 60.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_a_leg4"

DamageStartPercent = 60.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_a_leg3"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_b_leg2"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_b_leg6"

DamageStartPercent = 19.0
DamageStopPercent = 0.0000001
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 2.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "bone_a_leg7"

DamageStartPercent = 40.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 2.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "bone_b_leg3"

DamageStartPercent = 19.0
DamageStopPercent = 0.0000001
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 2.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "bone_b_leg1"


ExplosionDestruct = "rep_walk_atot_exp"
ExplosionName = "rep_walk_atot_exp"
ExplosionOffset = "0.0 0.0 0.0"
DeathAnimationExplosionTime = "1.5"
FinalExplosion = "rep_walk_atot_exp"
FinalExplosionOffset = "0.0 0.0 0.0"

////////////////////////////////////////////////
////////////// CHUNKS /////////////////////////
////////////////////////////////////////////////

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_walk_atot_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 4.0 0.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "11.0"
ChunkUpFactor = "14.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "rep_walk_atot_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "6"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.5 3.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "rep_walk_atot_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 2.0"
ChunkSpeed = "14.0"
ChunkUpFactor = "5.00"

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "rep_walk_atot_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.55
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "1.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "rep_walk_atot_chunk5"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "6.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"


CHUNKSECTION = "CHUNK6"
ChunkGeometryName = "rep_walk_atot_chunk6"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 5.0 1.0"
ChunkSpeed = "12.0"



// 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 = "1.5"

MaxSpeed = "1.0"
MaxStrafeSpeed = "3.5"
MaxTurnSpeed = "0.5"


PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

StoppedTurnSpeed = "0.05"
ForwardTurnSpeed = "0.05"
TurnThreshold = "0.35"

TrackCenter = "0.0 12.0 -15.0"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "10"
AimValue = "0.8"
AutoAimYLimits = "-0.9 0.9"


/////////////////////////////////////////
///////// Main Gun //////////////////////
/////////////////////////////////////////


WEAPONSECTION = "1"
WeaponName = "rep_weap_walk_atot_laser"
WeaponAmmo = "0"

YawLimits = "-32.0 32.0"
PitchLimits = "-30.0 5.0"

AimerYawLimits = "-32.0 32.0"
AimerPitchLimits = "-30.0 5.0"
AimerNodeName = "aimer_y_l"
FirePointName = "hp_fire_l"
FireOutsideLimits = "1"

NextAimer = "-"


AimerYawLimits = "-32.0 32.0"
AimerPitchLimits = "-30.0 5.0"
AimerNodeName = "aimer_y_r"
FirePointName = "hp_fire_r"
FireOutsideLimits = "1"


TEMP_AnimationSpeed = "1.5"
TEMP_Type = "0"

WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"


// BACK GUN TURRET LEFT
//----------------------
WALKERSECTION = "TURRET1"

VehiclePosition = "common.vehiclepositions.gunner"

WEAPONSECTION = "1"
FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"
ForceMode = "2"
ThirdPersonFOV = "55"

EyePointOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 2.0 -4.0"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "0.0"

ForceMode = 1

TurretNodeName = "aimer_y_back_l"

PitchRate = "1"
PitchFilter = "3.75"
TurnRate = "1"
TurnFilter = "3.75"


WeaponName = "rep_weap_walk_atot_rear_gun"
WeaponAmmo = "0"

YawLimits = "180 270"
PitchLimits = "-5.0 30.0"

HierarchyLevel = 1
AimerNodeName = "aimer_y_back_l"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "180.0 270.0"
FirePointName = "hp_fire_back_l"

NextAimer = "-"

AimerNodeName = "aimer_x_back_l"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "0.0 0.0"
FirePointName = "hp_fire_back_l"

PitchRate = "0.75"
PitchFilter = "3.75"
TurnRate = "1.25"
TurnFilter = "3.75"

//PilotPosition = "hp_main_gunner"
//PilotAnimation = "drive"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"


// BACK GUN TURRET RIGHT
//----------------------
WALKERSECTION = "TURRET2"

VehiclePosition = "common.vehiclepositions.gunner"

WEAPONSECTION = "1"
FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"
ForceMode = "2"
ThirdPersonFOV = "55"



EyePointOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 2.0 -4.0"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "0.0"
ForceMode = 1


TurretNodeName = "aimer_y_back_r"

PitchRate = "1"
PitchFilter = "3.75"
TurnRate = "1"
TurnFilter = "3.75"


WeaponName = "rep_weap_walk_atot_rear_gun"
WeaponAmmo = "0"

YawLimits = "90.0 180.0"
PitchLimits = "-5.0 30.0"


HierarchyLevel = 1
AimerNodeName = "aimer_y_back_r"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "90.0 180.0"
FirePointName = "hp_fire_back_r"

NextAimer = "-"

AimerNodeName = "aimer_x_back_r"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "0.0 0.0"
FirePointName = "hp_fire_back_r"

PitchRate = "0.75"
PitchFilter = "3.75"
TurnRate = "1.25"
TurnFilter = "3.75"

//PilotPosition = "hp_main_gunner"
//PilotAnimation = "drive"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"


StompEffect = "com_sfx_walkerstomp"



WalkerOrientRoll = "1"
LegRayHitLength = "5.0"
WalkerWidth = "10.0"

LegPairCount = "2"

WalkerLegPair = "front_legs"

LegBoneLeft = "bone_b_leg1"
LegBoneRight = "bone_b_leg5"

LegBoneTopLeft = "bone_a_leg1"
LegBoneTopRight = "bone_a_leg5"

TerrainLeft = "p_-svtbo-cube40"
TerrainRight = "p_-svtbo-cube21"

FootBoneLeft = "bone_c_leg1"
FootBoneRight = "bone_c_leg5"

WalkerLegPair = "back_legs"

LegBoneLeft = "bone_b_leg4"
LegBoneRight = "bone_b_leg8"

LegBoneTopLeft = "bone_a_leg4"
LegBoneTopRight = "bone_a_leg8"

TerrainLeft = "p_-svtbo-cube30"
TerrainRight = "p_-svtbo-cube13"
FootBoneLeft = "bone_c_leg4"
FootBoneRight = "bone_c_leg8"


PassengerSlots = "5"
PassengerEyePoint = "hp_passenger1"
PassengerEyePoint = "hp_passenger2"
PassengerEyePoint = "hp_passenger3"
PassengerEyePoint = "hp_passenger4"
PassengerEyePoint = "hp_passenger5"
EyePointOffset = "5.0 3.0 -10.0"



VOUnitType = 127
StompDetectionType = "1"
FootstepSound0 = "com_weap_layered_at_step"
FootstepSound1 = "com_weap_layered_at_step"
FootstepSound4 = "com_weap_layered_at_step"
FootstepSound5 = "com_weap_layered_at_step"
//HydraulicSound = "walkerservo"
//HydraulicSoundHeight = "0.5"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
MusicSpeed = "0.3"
MusicDelay = "3.0"


FoleyFXGroup = "metal_foley"[/code]
Deviss
Master of the Force
Master of the Force
Posts: 3772
Joined: Tue Aug 12, 2008 7:59 pm
Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: Republic AT-OT (By ForceMaster)

Post by Deviss »

ForceMaster wrote:Do not worry, apparently using the unit as a turret distorts the view when you switch from one position to another and then back, I tried many changes in the odf to avoid that problem but I have not found a way to correct it. If you wish you can replace the positions of the passengers so they can not use their weapons, and only be transported by the vehicle.

There is a new .odf file that replaces the turret positions for units with passenger slots.
Hidden/Spoiler:
[code][GameObjectClass]

ClassLabel = "commandwalker" //You can change it to walker for disable spawn points
GeometryName = "rep_walk_atot.msh"

[Properties]

WALKERSECTION = "BODY"

VehicleType = "heavy"
AISizeType = "Huge"
NoCombatInterrupt = "1"
ReserveOneForPlayer = "0"

CockpitTension = 15
//ForceMode = "2"
EyePointOffset = "0.0 4.0 8.0"

//PilotType = "remote"

DeathDustEffect = "ginormousdustcloud"
DeathDustDelay = "5.1"
DeathDustOffset = "0.0 0.0 0.0"

MapTexture = "atte_icon"
HealthTexture = "HUD_rep_atte_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = "2.2"

GeometryName = "rep_walk_atot"
AnimationName = "rep_walk_atot"
//FirstPerson = "REP\repatted;rep_1st_cockpit_ATTE"
//FirstPersonFOV = "43"
ThirdPersonFOV = "60"
MaxHealth = "40000.0"
Healthtype = "vehicle"
//HitLocation = "p_crithit 4.0"

PilotPosition = "hp_pilot"
PilotAnimation = "drive"

SpawnPointCount = "10"
SpawnPointLocation = "0.0 3.5 -5.3 90" //in the vehicle's back
SpawnPointLocation = "0.8 3.3 -6.5 0" //in the vehicle's back
SpawnPointLocation = "-0.8 3.3 -6.5 0" //in the vehicle's back
SpawnPointLocation = "0.0 2.6 -7.6 0" //on terrain
SpawnPointLocation = "6.0 0.0 7.0 0" //on terrain
SpawnPointLocation = "-6.0 0.0 7.0 0" //on terrain
SpawnPointLocation = "6.0 0.0 0.0 0" //on terrain
SpawnPointLocation = "-6.0 0.0 0.0 0" //on terrain
SpawnPointLocation = "6.0 0.0 -7.0 0" //on terrain
SpawnPointLocation = "-6.0 0.0 -7.0 0" //on terrain
AllyCount = 65536
Radius = 0.0
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 0
Value_DEF_Alliance = 0
Value_DEF_CIS = 0
Value_DEF_Empire = 0
Value_DEF_Republic = 0
Value_DEF_Locals = 0
HUDIndexDisplay = 0

////////////////////////////////////////////////////////
//////////// Damage FX section //////////////////////
////////////////////////////////////////////////////////

DamageStartPercent = 60.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_a_leg1"

DamageStartPercent = 60.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_a_leg4"

DamageStartPercent = 60.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_a_leg3"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_b_leg2"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageAttachPoint = "bone_b_leg6"

DamageStartPercent = 19.0
DamageStopPercent = 0.0000001
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 2.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "bone_a_leg7"

DamageStartPercent = 40.0
DamageStopPercent = 20.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 2.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "bone_b_leg3"

DamageStartPercent = 19.0
DamageStopPercent = 0.0000001
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 2.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "bone_b_leg1"


ExplosionDestruct = "rep_walk_atot_exp"
ExplosionName = "rep_walk_atot_exp"
ExplosionOffset = "0.0 0.0 0.0"
DeathAnimationExplosionTime = "1.5"
FinalExplosion = "rep_walk_atot_exp"
FinalExplosionOffset = "0.0 0.0 0.0"

////////////////////////////////////////////////
////////////// CHUNKS /////////////////////////
////////////////////////////////////////////////

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_walk_atot_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 4.0 0.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "11.0"
ChunkUpFactor = "14.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "rep_walk_atot_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "6"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.5 3.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "rep_walk_atot_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 2.0"
ChunkSpeed = "14.0"
ChunkUpFactor = "5.00"

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "rep_walk_atot_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.55
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "1.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "rep_walk_atot_chunk5"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "6.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"


CHUNKSECTION = "CHUNK6"
ChunkGeometryName = "rep_walk_atot_chunk6"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 5.0 1.0"
ChunkSpeed = "12.0"



// 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 = "1.5"

MaxSpeed = "1.0"
MaxStrafeSpeed = "3.5"
MaxTurnSpeed = "0.5"


PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

StoppedTurnSpeed = "0.05"
ForwardTurnSpeed = "0.05"
TurnThreshold = "0.35"

TrackCenter = "0.0 12.0 -15.0"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "10"
AimValue = "0.8"
AutoAimYLimits = "-0.9 0.9"


/////////////////////////////////////////
///////// Main Gun //////////////////////
/////////////////////////////////////////


WEAPONSECTION = "1"
WeaponName = "rep_weap_walk_atot_laser"
WeaponAmmo = "0"

YawLimits = "-32.0 32.0"
PitchLimits = "-30.0 5.0"

AimerYawLimits = "-32.0 32.0"
AimerPitchLimits = "-30.0 5.0"
AimerNodeName = "aimer_y_l"
FirePointName = "hp_fire_l"
FireOutsideLimits = "1"

NextAimer = "-"


AimerYawLimits = "-32.0 32.0"
AimerPitchLimits = "-30.0 5.0"
AimerNodeName = "aimer_y_r"
FirePointName = "hp_fire_r"
FireOutsideLimits = "1"


TEMP_AnimationSpeed = "1.5"
TEMP_Type = "0"

WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"


// BACK GUN TURRET LEFT
//----------------------
WALKERSECTION = "TURRET1"

VehiclePosition = "common.vehiclepositions.gunner"

WEAPONSECTION = "1"
FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"
ForceMode = "2"
ThirdPersonFOV = "55"

EyePointOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 2.0 -4.0"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "0.0"

ForceMode = 1

TurretNodeName = "aimer_y_back_l"

PitchRate = "1"
PitchFilter = "3.75"
TurnRate = "1"
TurnFilter = "3.75"


WeaponName = "rep_weap_walk_atot_rear_gun"
WeaponAmmo = "0"

YawLimits = "180 270"
PitchLimits = "-5.0 30.0"

HierarchyLevel = 1
AimerNodeName = "aimer_y_back_l"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "180.0 270.0"
FirePointName = "hp_fire_back_l"

NextAimer = "-"

AimerNodeName = "aimer_x_back_l"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "0.0 0.0"
FirePointName = "hp_fire_back_l"

PitchRate = "0.75"
PitchFilter = "3.75"
TurnRate = "1.25"
TurnFilter = "3.75"

//PilotPosition = "hp_main_gunner"
//PilotAnimation = "drive"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"


// BACK GUN TURRET RIGHT
//----------------------
WALKERSECTION = "TURRET2"

VehiclePosition = "common.vehiclepositions.gunner"

WEAPONSECTION = "1"
FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"
ForceMode = "2"
ThirdPersonFOV = "55"



EyePointOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 2.0 -4.0"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "0.0"
ForceMode = 1


TurretNodeName = "aimer_y_back_r"

PitchRate = "1"
PitchFilter = "3.75"
TurnRate = "1"
TurnFilter = "3.75"


WeaponName = "rep_weap_walk_atot_rear_gun"
WeaponAmmo = "0"

YawLimits = "90.0 180.0"
PitchLimits = "-5.0 30.0"


HierarchyLevel = 1
AimerNodeName = "aimer_y_back_r"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "90.0 180.0"
FirePointName = "hp_fire_back_r"

NextAimer = "-"

AimerNodeName = "aimer_x_back_r"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "0.0 0.0"
FirePointName = "hp_fire_back_r"

PitchRate = "0.75"
PitchFilter = "3.75"
TurnRate = "1.25"
TurnFilter = "3.75"

//PilotPosition = "hp_main_gunner"
//PilotAnimation = "drive"

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

PCPitchTurnFactor = "20.0"
PCYawTurnFactor = "20.0"


StompEffect = "com_sfx_walkerstomp"



WalkerOrientRoll = "1"
LegRayHitLength = "5.0"
WalkerWidth = "10.0"

LegPairCount = "2"

WalkerLegPair = "front_legs"

LegBoneLeft = "bone_b_leg1"
LegBoneRight = "bone_b_leg5"

LegBoneTopLeft = "bone_a_leg1"
LegBoneTopRight = "bone_a_leg5"

TerrainLeft = "p_-svtbo-cube40"
TerrainRight = "p_-svtbo-cube21"

FootBoneLeft = "bone_c_leg1"
FootBoneRight = "bone_c_leg5"

WalkerLegPair = "back_legs"

LegBoneLeft = "bone_b_leg4"
LegBoneRight = "bone_b_leg8"

LegBoneTopLeft = "bone_a_leg4"
LegBoneTopRight = "bone_a_leg8"

TerrainLeft = "p_-svtbo-cube30"
TerrainRight = "p_-svtbo-cube13"
FootBoneLeft = "bone_c_leg4"
FootBoneRight = "bone_c_leg8"


PassengerSlots = "5"
PassengerEyePoint = "hp_passenger1"
PassengerEyePoint = "hp_passenger2"
PassengerEyePoint = "hp_passenger3"
PassengerEyePoint = "hp_passenger4"
PassengerEyePoint = "hp_passenger5"
EyePointOffset = "5.0 3.0 -10.0"



VOUnitType = 127
StompDetectionType = "1"
FootstepSound0 = "com_weap_layered_at_step"
FootstepSound1 = "com_weap_layered_at_step"
FootstepSound4 = "com_weap_layered_at_step"
FootstepSound5 = "com_weap_layered_at_step"
//HydraulicSound = "walkerservo"
//HydraulicSoundHeight = "0.5"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
MusicSpeed = "0.3"
MusicDelay = "3.0"


FoleyFXGroup = "metal_foley"[/code]
Many thanks and sorry again by bother you :D

Offtopic: Muchas gracias campeon
User avatar
Havoc 526
Rebel Warrant Officer
Rebel Warrant Officer
Posts: 317
Joined: Sat Apr 04, 2009 6:24 pm
Projects :: Something
Games I'm Playing :: Xenoblade Splatoon
Location: Howling at the Moon

Re: Republic AT-OT (By ForceMaster)

Post by Havoc 526 »

Wow! Very nicely done!
jojo3450
Rebel Warrant Officer
Rebel Warrant Officer
Posts: 317
Joined: Fri Jul 18, 2014 12:29 am
Projects :: No Mod project currently.
Games I'm Playing :: starwarsBattlefront2
xbox live or psn: No gamertag set

Re: Republic AT-OT (By ForceMaster)

Post by jojo3450 »

so what do i put in

Code: Select all

--  Level Stats
    --  ClearWalkers()
    AddWalkerType(0, 4) -- special -> droidekas
    AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
    AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
and do i put

Code: Select all

SetMemoryPoolSize("CommandWalker")
jedimoose32
Field Commander
Field Commander
Posts: 938
Joined: Thu Jan 24, 2008 12:41 am
Projects :: Engineering Degree
Location: The Flatlands of Canada

Re: Republic AT-OT (By ForceMaster)

Post by jedimoose32 »

I don't know about the AddWalkerType bit, but you definitely want to include SetMemoryPoolSize("CommandWalker", [#ofwalkers])
ForceMaster
Lieutenant General
Lieutenant General
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe

Re: Republic AT-OT (By ForceMaster)

Post by ForceMaster »

I add this to my map like 3 pairs of legs walker. The same for AT-TE.
jojo3450
Rebel Warrant Officer
Rebel Warrant Officer
Posts: 317
Joined: Fri Jul 18, 2014 12:29 am
Projects :: No Mod project currently.
Games I'm Playing :: starwarsBattlefront2
xbox live or psn: No gamertag set

Re: Republic AT-OT (By ForceMaster)

Post by jojo3450 »

do I need to munge the animation for sitting and if so what should I call it? thanks
edit: nvm I got it to work I only have to say one thing the soldiers get stuck in it
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: Republic AT-OT (By ForceMaster)

Post by THEWULFMAN »

What do you mean, 'get stuck in it'? Do the AI get stuck on the model somewhere, or do they refuse to leave the vehicle?
jojo3450
Rebel Warrant Officer
Rebel Warrant Officer
Posts: 317
Joined: Fri Jul 18, 2014 12:29 am
Projects :: No Mod project currently.
Games I'm Playing :: starwarsBattlefront2
xbox live or psn: No gamertag set

Re: Republic AT-OT (By ForceMaster)

Post by jojo3450 »

they climb up the ramp and keep walking inside of it stuck
correctmushroom2013
Second Lance Corporal
Second Lance Corporal
Posts: 102
Joined: Fri Jul 19, 2013 11:10 am
Projects :: Droid Factory Conquest
Games I'm Playing :: SWBF2 BDO
xbox live or psn: No gamertag set
Location: Russian Federation

Re: Republic AT-OT (By ForceMaster)

Post by correctmushroom2013 »

When I place it on my map, game crashes!
LitFam
Sergeant Major
Sergeant Major
Posts: 234
Joined: Sat Feb 04, 2017 5:52 pm
Games I'm Playing :: SWBF II 2005
xbox live or psn: No gamertag set
Location: Milky Way, Solar System, Earth, Antarctica

Re: Republic AT-OT (By ForceMaster)

Post by LitFam »

Nothing like a good o’ll topic Bump :quotes:
Mefutaku
Private Third Class
Posts: 58
Joined: Fri Nov 18, 2016 9:08 am
Projects :: Powered Stock Sides Mod.
Games I'm Playing :: Battlefront 2
xbox live or psn: No gamertag set

Re: Republic AT-OT (By ForceMaster)

Post by Mefutaku »

This looks GREAT! I might just replace the AT-TE with this...
Post Reply