SB droid animation!

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SB droid animation!

Postby correctmushroom2013 » Tue Jan 23, 2018 5:46 pm

I tried to change the size of the SB droid so that it would look like in films.
All work, but he is have animations "regular soldier animation"! But I used his animations from assets "sbdroid" and "sbdroidlz" :cpu:

.ODF:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "cis_inf_default_sbd"


[Properties]
UnitType = "trooper"

GeometryName = "cis_inf_sbd"
GeometryLowRes = "cis_inf_sbd_low1"
SkeletonName = "sbdroid2"
SkeletonLowRes = "sbdroidlz2"

AnimationName = "sbdroid2"

SkeletonRootScale = "1.5"
SkeletonRootScaleLowRes = "1.5"

FirstPerson = "CIS\cissbdrd;cis_1st_sbdroid"

CollisionHeadOffset = "0.0 -0.2 0.0"


Hidden/Spoiler:
Image


I used this tutorial and get this problem.
http://gametoast.com/viewtopic.php?f=27 ... ns#p385598
Any help?

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Re: SB droid animation!

Postby AQT » Tue Jan 23, 2018 6:48 pm

You should only have:
Code: Select all
SkeletonName = "sbdroid2"

No need for:
Code: Select all
AnimationName = "sbdroid2"

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Re: SB droid animation!

Postby correctmushroom2013 » Wed Jan 24, 2018 12:02 pm

I tried this, and more others variants, but last I got it:
Hidden/Spoiler:
Image

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Re: SB droid animation!

Postby Anakin » Wed Jan 24, 2018 12:07 pm

not sure what was wrong with the old one, but this looks really broken

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Re: SB droid animation!

Postby correctmushroom2013 » Wed Jan 24, 2018 1:00 pm

I'm sad ... Check my files please, and tell me where I'm wrong?

I have custom side with this droid, scaled and munged animations for it.

Again, my *.odf
Code: Select all
[GameObjectClass]
ClassParent        = "cis_inf_default_sbd"


[Properties]
UnitType               = "trooper"

GeometryName           = "cis_inf_sbd"
GeometryLowRes         = "cis_inf_sbd_low1"
SkeletonName           = "sbdroid2"
SkeletonLowRes         = "sbdroidlz2"

AnimationName = "sbdroid2"


SkeletonRootScale =  "1.25"
SkeletonRootScaleLowRes = "1.25"

FirstPerson            = "CIS\cissbdrd;cis_1st_sbdroid"

CollisionHeadOffset = "0.0 -0.2 0.0"


Folder "munged" with animations on my sides folder:
Hidden/Spoiler:
Image


And scale parameter in my msh.option:
cis_inf_sbd.msh.option and cis_inf_sbd_low1.msh.option

Code: Select all
-lodgroup soldier -nocollision
-scale 1.25


If I'll delete line AnimationName = "sbdroid2" nothing happens. But If I'll change AnimationName to default, then picture above ^

Do you have ideas?

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Re: SB droid animation!

Postby AQT » Wed Jan 24, 2018 1:04 pm

What do you mean by nothing happens when you remove that line? You still don't need it regardless. Also, what is in cis_inf_default_sbd.odf?

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Re: SB droid animation!

Postby correctmushroom2013 » Thu Jan 25, 2018 6:29 am

I mean what droid still has the regular soldier animation, but not the SB droid.

EDIT
AQT wrote:You should only have:
Code: Select all
SkeletonName = "sbdroid2"

No need for:
Code: Select all
AnimationName = "sbdroid2"


If I do this, then the droid has a soldier's animation, not his own.

Code: Select all
[GameObjectClass]
ClassParent       = "cis_inf_default_sbd"


[Properties]
UnitType       = "trooper"

GeometryName       = "cis_inf_sbd"
GeometryLowRes       = "cis_inf_sbd_low1"
SkeletonName       = "sbdroid2"
SkeletonLowRes       = "sbdroidlz2"

SkeletonRootScale       = "1.25"
SkeletonRootScaleLowRes    = "1.25"

FirstPerson = "CIS\cissbdrd;cis_1st_sbdroid"

CollisionHeadOffset = "0.0 -0.2 0.0"

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Re: SB droid animation!

Postby Raigiku » Thu Jan 25, 2018 1:56 pm

According to the wookiepedia they have the same size lol

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Re: SB droid animation!

Postby AQT » Thu Jan 25, 2018 2:20 pm

Please answer this:
AQT wrote:Also, what is in cis_inf_default_sbd.odf?


And which files exactly did you munge to make sbdroid2.anims, sbdroid2.zaabin, sbdroid2.zafbin?

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Re: SB droid animation!

Postby Marth8880 » Fri Jan 26, 2018 2:50 am

AQT wrote:Please answer this:
AQT wrote:Also, what is in cis_inf_default_sbd.odf?


And which files exactly did you munge to make sbdroid2.anims, sbdroid2.zaabin, sbdroid2.zafbin?

I'm fairly certain that you can't have numbers at the end of animation set names*. Evidence is the human animation set: it has several folders, human0 through human4 I believe, and they're compiled differently. I remember trying to have a gethprime2 and gethprime3 anim set once and it didn't compile correctly, so you should try a different name for yours as well - just anything without a number at the end.

* and have them compile as proper, individual anim sets

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Re: SB droid animation!

Postby correctmushroom2013 » Fri Jan 26, 2018 6:33 pm

AQT wrote:Please answer this:
AQT wrote:Also, what is in cis_inf_default_sbd.odf?


And which files exactly did you munge to make sbdroid2.anims, sbdroid2.zaabin, sbdroid2.zafbin?



File cis_inf_default_sbd.odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "cis_inf_defaultb2"

[Properties]
UnitType = "trooper"

WEAPONSECTION = 1
WeaponName = "cis_weap_inf_turbo_blaster"
WeaponAmmo = 10

WEAPONSECTION = 2
WeaponName = "cis_weap_inf_wrist_trishot"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "cis_weap_inf_wrist_rocket"
WeaponAmmo = 4
WeaponChannel = 1

VOUnitType = 083

//Hp
HealthType = "droid"
MaxHealth = 2000.0


//you are not such a fast dude))
MaxSpeed = 4.0 // base forward speed
MaxStrafeSpeed = 3.25 // base right/left speed
MaxTurnSpeed = 4.0 // base turn speed
JumpHeight = 1 // base jump height in meters

VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"

VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"


And about files, that I munged:
Hidden/Spoiler:
"sbdroid_rifle_crouchalert_idle_emote"
"sbdroid_rifle_crouchalert_walkbackward"
"sbdroid_rifle_crouchalert_walkforward"
"sbdroid_rifle_crouch_idle_emote"
"sbdroid_rifle_crouch_reload"
"sbdroid_rifle_crouch_shoot"
"sbdroid_rifle_crouch_shoot_secondary_full"
"sbdroid_rifle_crouch_walkbackward"
"sbdroid_rifle_crouch_walkforward"
"sbdroid_rifle_diveforward"
"sbdroid_rifle_jump"
"sbdroid_rifle_jumpfall"
"sbdroid_rifle_landhard"
"sbdroid_rifle_landsoft"
"sbdroid_rifle_sprint_full"
"sbdroid_rifle_standalert_idle_emote"
"sbdroid_rifle_standalert_runbackward"
"sbdroid_rifle_standalert_runforward"
"sbdroid_rifle_standalert_walkforward"
"sbdroid_rifle_stand_idle_emote"
"sbdroid_rifle_stand_reload"
"sbdroid_rifle_stand_runbackward"
"sbdroid_rifle_stand_runforward"
"sbdroid_rifle_stand_shoot"
"sbdroid_rifle_stand_shoot_secondary_full"
"sbdroid_rifle_stand_walkforward"
"sbdroid_stap_ride"

It's from the folder:
SWBFII_ModTools\assets\Animations\SoldierAnimationBank\sbdroid\

And "basepose" from sbdroidlz folder. I got 4 files:
sbdroid2.anims
sbdroid2.zaabin
sbdroid2zafbin
sbdroidlz.zafbin

I tried munge these animations without changing the size, and then it again still has the soldier's animations.

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Re: SB droid animation!

Postby AQT » Fri Jan 26, 2018 8:51 pm

Do what Marth stated. Don't use an animation name that ends in a number like sbdroid2. Call it something like newsbdroid.

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Re: SB droid animation!

Postby Marth8880 » Fri Jan 26, 2018 10:58 pm

yea or smbdroid - anything different

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Re: SB droid animation!

Postby correctmushroom2013 » Sat Jan 27, 2018 7:40 am

Really... hahah I have no words, still has soldier's animation

Hidden/Spoiler:
Image


Maybe my assets have error, or I'm mistake somewhere?

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Re: SB droid animation!

Postby AQT » Sat Jan 27, 2018 3:49 pm

Explain in detail what you did differently between then and now. Don't assume you did everything right.

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Re: SB droid animation!

Postby correctmushroom2013 » Sat Jan 27, 2018 5:32 pm

So, let's begin...
My algoritm:
1. I create new map with any name.
2. then I place SB droid assets to sides folder, and create a custom side with it.
3. Add SB droid to my units and munge map. All work (version without upgrades)
4. Next. I go to the Animation folder and create new folder in SoldierAnimationBank with my animations name.
5.I place in it animations from assets and change *.bat files for my animations folder name and my custom side with this droidd.
6. I munge animations, and change scale in *.msh's files and add lines in *.odf.
7. Further I munge my map and get this problem.

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Re: SB droid animation!

Postby AQT » Sat Jan 27, 2018 5:50 pm

We are already beyond all that. The last thing that was suggested was to use a name for the animation that doesn't end with a number. Did you already do that? And if you did, how did you do it? Because posting just this doesn't say much.
correctmushroom2013 wrote:Really... hahah I have no words, still has soldier's animation

Hidden/Spoiler:
Image


Maybe my assets have error, or I'm mistake somewhere?

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Re: SB droid animation!

Postby correctmushroom2013 » Sat Jan 27, 2018 6:21 pm

I did everything the same, the name of the animation was "sbd".

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Re: SB droid animation!

Postby AQT » Sat Jan 27, 2018 6:49 pm

If you say so. But please post screenshots of everything in your animation folders, contents of your related ODFs, etc. as they are of now.

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Re: SB droid animation!

Postby correctmushroom2013 » Sat Jan 27, 2018 7:27 pm

I really hope that this will help.

cis_inf_sbd.odf
Hidden/Spoiler:
Code: Select all
[GameObjectClass]
ClassParent       = "cis_inf_default_sbd"


[Properties]
UnitType       = "trooper"

GeometryName       = "cis_inf_sbd"
GeometryLowRes       = "cis_inf_sbd_low1"
SkeletonName       = "sbd"
SkeletonLowRes       = "sbdlz"

AnimationName = "sbd"

SkeletonRootScale       = "2.0"
SkeletonRootScaleLowRes    = "2.0"

FirstPerson = "CIS\cissbdrd;cis_1st_sbdroid"

CollisionHeadOffset = "0.0 -0.2 0.0"


cis_inf_defaultb2.odf
Hidden/Spoiler:
Code: Select all
[GameObjectClass]

// Base class for all CIS soldiers, inherits from com_inf_default
ClassParent                 = "com_inf_default_SB2"
GeometryName                = "cis_inf_sbd.msh"

[Properties]
ExplosionName               = "cis_inf_droid_exp"
HealthType                  = "droid"

// most droids have funky posture, easiest to put it here
CollisionHeadOffset = "0.0 -0.11 0.05"


ChunkFrequency              = 0.6

CHUNKSECTION                = "CHUNK1"
ChunkGeometryName           = "sbdroid_chunk1"
ChunkNodeName               = "bone_neck"
ChunkTerrainCollisions      = "4"
ChunkTerrainEffect          = "dirtspray"
ChunkTrailEffect            = "com_sfx_chunksmolder"
ChunkPhysics                = "FULL"
ChunkOmega                  = "4.0 4.0 4.0"
ChunkSpeed                  = 8.0

CHUNKSECTION                = "CHUNK2"
ChunkGeometryName           = "sbdroid_chunk2"
ChunkNodeName               = "bone_l_upperarm"
ChunkTerrainCollisions      = "4"
ChunkTerrainEffect          = "dirtspray"
ChunkTrailEffect            = "com_sfx_chunksmolder"
ChunkPhysics                = "FULL"
ChunkOmega                  = "4.0 4.0 4.0"
ChunkSpeed                  = 8.0

CHUNKSECTION                = "CHUNK3"
ChunkGeometryName           = "sbdroid_chunk3"
ChunkNodeName               = "bone_l_calf"
ChunkTerrainCollisions      = "4"
ChunkTerrainEffect          = "dirtspray"
ChunkTrailEffect            = "com_sfx_chunksmolder"
ChunkPhysics                = "FULL"
ChunkOmega                  = "4.0 4.0 4.0"
ChunkSpeed                  = 8.0

CHUNKSECTION                = "CHUNK4"
ChunkGeometryName           = "sbdroid_chunk4"
ChunkNodeName               = "bone_r_thigh"
ChunkTerrainCollisions      = "4"
ChunkTerrainEffect          = "dirtspray"
ChunkTrailEffect            = "com_sfx_chunksmolder"
ChunkPhysics                = "FULL"
ChunkOmega                  = "4.0 4.0 4.0"
ChunkSpeed                  = 8.0

CHUNKSECTION                = "CHUNK5"
ChunkGeometryName           = "sbdroid_chunk5"
ChunkNodeName               = "bone_a_spine"
ChunkTerrainCollisions      = "4"
ChunkTerrainEffect          = "dirtspray"
ChunkTrailEffect            = "com_sfx_chunksmolder"
ChunkPhysics                = "FULL"
ChunkOmega                  = "4.0 4.0 4.0"
ChunkSpeed                  = 8.0


HurtSound                   = "cis_inf_com_chatter_wound"
DeathSound                  = "droid_death"
DamageRegionSound           = "cis_inf_com_chatter_wound"
ShockFadeOutTime            = ""
ShockFadeInTime             = ""
ShockFadeOutGain            = ""
ShockSound                  = ""
ClothingRustleSound         = ""
LowHealthSound              = ""
//LowHealthThreshold        = ".25"
FoleyFXClass                = "cis_inf_droid"


cis_inf_default_sbd.odf
Hidden/Spoiler:
Code: Select all
[GameObjectClass]
ClassParent        = "cis_inf_defaultb2"

[Properties]
UnitType               = "trooper"

WEAPONSECTION = 1
WeaponName        = "cis_weap_inf_turbo_blaster"
WeaponAmmo        = 10

WEAPONSECTION = 2
WeaponName        = "cis_weap_inf_wrist_trishot"
WeaponAmmo        = 0

WEAPONSECTION = 3
WeaponName        = "cis_weap_inf_wrist_rocket"
WeaponAmmo        = 4
WeaponChannel     = 1

VOUnitType         = 083

//HEALTH
HealthType              = "droid"
MaxHealth               = 2000.0


//For you))
MaxSpeed                = 4.0       // base forward speed
MaxStrafeSpeed          = 3.25       // base right/left speed
MaxTurnSpeed            = 4.0       // base turn speed
JumpHeight              = 1      // base jump height in meters

VOSound = "cis1_inf_pc_com_hostile      SpottedVO"
VOSound = "cis1_inf_pc_com_bacta      NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic      NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo      NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport      NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup      NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area      AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend     DefendPositionVO"

VOSound = "cis1_inf_pc_com_hostile_inVehicle      SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle      NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle      NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle      NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle      NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle      NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle      AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle     DefendPositionVO +InVehicle"


cis_inf_default_SB2.odf
Hidden/Spoiler:
Code: Select all
[GameObjectClass]

// Base class for all soldiers, inherits from base type soldier
ClassLabel              = "soldier"

[Properties]
MapTexture              = "troop_icon"
MapScale                = 1.4
MapViewMin      = 50
MapViewMax      = 50
MapSpeedMin      = 0
MapSpeedMax      = 100

HealthType                = "person"
MaxHealth              = 2000.0

// Movement defaults
// These are values for an average class - some soldiers will override these
MaxSpeed                = 5.0       // base forward speed
MaxStrafeSpeed          = 3.25       // base right/left speed
MaxTurnSpeed            = 5.0       // base turn speed
JumpHeight              = 1      // base jump height in meters
// Speed multipliers for various actions
JumpForwardSpeedFactor  = 1.3       // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor   = 1.0       // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor         = 1.5       // in forward arc, boost speed by this factor when rolling
// Apparently contant for all or most classes:
Acceleration            = 70.0      // accelerate to full run in about 7/70 = 0.1 seconds
SprintAccelerateTime    = 0.35      // accelerate from run to sprint in this time

// ControlSpeed = "<stance> <thrustfactor> <strafefactor> <turnfactor>"
// For grounded states (stand, crouch, prone, sprint) and jet state,
//  in which the thrust/strafe stick controls the player's velocity,
//  these values are multipliers on the max speed and acceleration.
// For flying states (jump, roll, tumble), in which the thrust/strafe stick
//  applies an acceleration, these values only multiply the acceleration.
ControlSpeed            = "stand  1.00 1.00 1.00"
ControlSpeed            = "crouch 0.70 0.60 1.00"
ControlSpeed            = "prone  0.30 0.20 0.50"
ControlSpeed            = "sprint 1.50 0.50 0.35"
ControlSpeed            = "jet    0.30 0.30 1.00"
ControlSpeed            = "jump   0.03 0.03 0.35"
ControlSpeed            = "roll   0.02 0.02 0.15"
ControlSpeed            = "tumble 0.00 0.00 0.10"

// Energy bar defaults
EnergyBar               = 1000     // Max energy
EnergyRestore           = 10.0      // energy regained per second if moving
EnergyRestoreIdle       = 15.0      // energy regained per second if not
EnergyDrainSprint       = 20.0      // energy spent per second of sprinting
EnergyMinSprint         = 20.0      // min energy to start sprinting
EnergyCostJump          = 0.0      // energy cost to jump
EnergyCostRoll          = 25.0      // energy cost to roll

AimValue                = "1.0"
AimFactorPostureSpecial = 50
AimFactorPostureStand   = 100
AimFactorPostureCrouch  = 140
AimFactorPostureProne   = 160
AimFactorStrafe         = 60
AimFactorMove           = 70

AISizeType              = "SOLDIER"

DropItemClass           = "com_item_powerup_ammo"
DropItemProbability     = 0.25
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_health25"
DropItemProbability     = 0.15
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_offense"
DropItemProbability     = 0.02
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_defense"
DropItemProbability     = 0.02
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_health100"
DropItemProbability     = 0.08
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_dual"
DropItemProbability     = 0.08
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_energy"
DropItemProbability     = 0.10

FootWaterSplashEffect   = "com_sfx_watersplash_sm"
WaterSplashEffect       = "com_sfx_watersplash_md"
WakeWaterSplashEffect   = "com_sfx_watersplash_wade"

FirstPersonFOV          = "70"
ThirdPersonFOV          = "65"

CAMERASECTION          = "STAND"
EyePointOffset         = "0.0 1.8 0.0"
TrackCenter            = "0.0 1.8 0.0
TrackOffset            = "0.0 0.0 3.2"
TiltValue              = "10.0"

CAMERASECTION          = "STANDZOOM"
EyePointOffset         = "0.0 1.8 0.0"
TrackCenter            = "0.0 1.8 0.0
TrackOffset            = "0.4 0.05 2.8"
TiltValue              = "3.5"

CAMERASECTION          = "CROUCH"
EyePointOffset         = "0.0 1.3 0.0"
TrackCenter            = "0.0 1.3 0.0
TrackOffset            = "0.0 0.15 3.0"
TiltValue              = "10.0"
CameraBlendTime        = "0.75"

CAMERASECTION          = "CROUCHZOOM"
EyePointOffset         = "0.0 1.3 0.0"
TrackCenter            = "0.0 1.3 0.0
TrackOffset            = "0.4 0.2 2.8"
TiltValue              = "3.5"

CAMERASECTION          = "PRONE"
EyePointOffset         = "0.0 0.5 0.0"
TrackCenter            = "0.0 0.5 0.0"
TrackOffset            = "0.0 0.0 3.0"
TiltValue              = "5.0"
CameraBlendTime        = "1.0"

CAMERASECTION          = "PRONEZOOM"
EyePointOffset         = "0.0 0.5 0.0"
TrackCenter            = "0.0 0.5 0.0"
TrackOffset            = "0.4 0.2 2.8"
TiltValue              = "3.5"

CAMERASECTION          = "SPRINT"
EyePointOffset         = "0.0 1.8 0.0"
TrackCenter            = "0.0 1.8 0.0
TrackOffset            = "0.0 0.0 4.0"
TiltValue              = "10.0"
CameraBlendTime        = "0.75"


Animations folders:
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