Republic AT-OT (By ForceMaster)

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

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Republic AT-OT (By ForceMaster)

Postby ForceMaster » Wed Feb 04, 2015 10:28 pm

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:
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Ingame video

Custom anim for passenger:

Hidden/Spoiler:
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Mesh in XSI:

Hidden/Spoiler:
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Walking animation (gif from render frames, not ingame):

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DOWNLOAD FROM MEDIAFIRE
Last edited by ForceMaster on Mon Apr 06, 2015 4:07 pm, edited 1 time in total.

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Re: Republic AT-OT (By ForceMaster)

Postby Deviss » Thu Feb 05, 2015 5:09 am

Wooow, a big machine!! many thanks ForceMaster :D

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Re: Republic AT-OT (By ForceMaster)

Postby 15Cyber » Thu Feb 05, 2015 11:28 am

Very cool !!! :thumbs:

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Re: Republic AT-OT (By ForceMaster)

Postby Deviss » Sat Feb 07, 2015 6:59 pm

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 ?

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Re: Republic AT-OT (By ForceMaster)

Postby ForceMaster » Sat Feb 07, 2015 7:16 pm

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: Select all
[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"

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Projects :: Clone Wars Extended
Games I'm Playing :: BF2

Re: Republic AT-OT (By ForceMaster)

Postby Deviss » Sat Feb 07, 2015 8:20 pm

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: Select all
[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"

Many thanks and sorry again by bother you :D

Offtopic: Muchas gracias campeon

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Re: Republic AT-OT (By ForceMaster)

Postby Havoc 526 » Wed Feb 25, 2015 2:50 am

Wow! Very nicely done!

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Re: Republic AT-OT (By ForceMaster)

Postby jojo3450 » Sun Mar 29, 2015 3:45 pm

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")

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Re: Republic AT-OT (By ForceMaster)

Postby jedimoose32 » Sun Mar 29, 2015 8:38 pm

I don't know about the AddWalkerType bit, but you definitely want to include SetMemoryPoolSize("CommandWalker", [#ofwalkers])

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Re: Republic AT-OT (By ForceMaster)

Postby ForceMaster » Mon Apr 06, 2015 4:09 pm

I add this to my map like 3 pairs of legs walker. The same for AT-TE.

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Re: Republic AT-OT (By ForceMaster)

Postby jojo3450 » Fri Apr 10, 2015 1:50 am

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

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Re: Republic AT-OT (By ForceMaster)

Postby THEWULFMAN » Fri Apr 10, 2015 6:51 am

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?

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Re: Republic AT-OT (By ForceMaster)

Postby jojo3450 » Sun Apr 19, 2015 4:05 pm

they climb up the ramp and keep walking inside of it stuck

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Re: Republic AT-OT (By ForceMaster)

Postby correctmushroom2013 » Tue Jan 23, 2018 6:52 pm

When I place it on my map, game crashes!

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Re: Republic AT-OT (By ForceMaster)

Postby LitFam » Wed Jan 24, 2018 6:36 pm

Nothing like a good o’ll topic Bump :quotes:

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Re: Republic AT-OT (By ForceMaster)

Postby Mefutaku » Sun Feb 11, 2018 11:34 pm

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

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