Camera Tied to Walker Animation

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
Samee3
First Lance Corporal
First Lance Corporal
Posts: 123
Joined: Sun Jul 05, 2015 5:07 pm
Projects :: BF2 Refresh Mod
Games I'm Playing :: Empire at War
xbox live or psn: VaporousFern310
Location: California, USA

Camera Tied to Walker Animation

Post by Samee3 »

I've been experimenting with alternate camera positons on vehicles. Mostly trying to set them to look through windows and viewports for sort of pseudo First Person. For the most part, it's been going quite well, but I just ran into a slight bump: the AT-ST. I got the camera positioned so that it looks through the correct viewport (well, sort of....) but the camera isn't tied to the animation of the walker when moving, so it looks just a little funny.

A quick look at the handy ODF reference brought these to my attention:

Code: Select all

NumBobPoints
BobVector
BobSlope
BobOrient
BobRSlope
BobTime
They look promising, but I wanted to ask if anyone has played with them before, and if so, is there any chance you could explain them a bit.
Hidden/Spoiler:
Or if I'm totally ****ed, you can tell just me that too.
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Camera Tied to Walker Animation

Post by Marth8880 »

You should check out DarthD.U.C.K.'s turret ODF guide if you haven't already:
viewtopic.php?p=459956#p459956
It covers turret cameras - and vehicle cameras in effect - pretty thoroughly.

I've never personally played around with those parameters, but I've always been curious about them as well. You should give it a go! ;)
Samee3
First Lance Corporal
First Lance Corporal
Posts: 123
Joined: Sun Jul 05, 2015 5:07 pm
Projects :: BF2 Refresh Mod
Games I'm Playing :: Empire at War
xbox live or psn: VaporousFern310
Location: California, USA

Re: Camera Tied to Walker Animation

Post by Samee3 »

Well, I've tested a number of variations on the parameters for walkers and hovers, and got exactly.....nothing.
Maybe something else will turn up.
Hidden/Spoiler:
I did find that adding ShakeScale to a vehicle will amplify any shake by the defined value.
For example: ShakeScale = "10" will multiply any shake felt by the vehicle by a factor of 10.
Just be careful. It can get crazy really fast.
Post Reply