I'm trying to get a hadean rec variant working on default strat games. I've got everything working perfectly, have got round all the issues that were coming up, except this *one* problem that I can't figure out.
When a player dies in a strat game, the game looks at *SUSER_M.odf (where * is the player's race) to spawn a new pilot for them without a sniper rifle.
For hadeans, this file would be ESUSER_M.odf. Without this file, the game boots a player if his starting pilot dies. With this file, things work fine, but I get
bad assets....I can't figure out why this file is giving bad assets - anyone got any advice?
[GameObjectClass]
baseName = "espilo"
classLabel = "person"
geometryName = "hspilo_rifle_skel.xsi"
geometryScale = 0.125
animCount = 14
// empty-handed animations
animName1 = "stand"
animFile1 = "hspilo_rifle_skel.xsi"
animName2 = "walk"
animFile2 = "hspilo_rifle_run.xsi"
animName3 = "crouch"
animFile3 = "hspilo_rifle_crouch.xsi"
animName4 = "jump"
animFile4 = "hspilo_rifle_jump.xsi"
// combat mode animations
animName5 = "standC"
animFile5 = "hspilo_rifle_skel.xsi"
animName6 = "walkC"
animFile6 = "hspilo_rifle_run.xsi"
animName7 = "crouchC"
animFile7 = "hspilo_rifle_crouch.xsi"
animName8 = "jumpC"
animFile8 = "hspilo_rifle_jump.xsi"
// assault mode animations
animName9 = "standA"
animFile9 = "hspilo_bazooka_skel.xsi"
animName10 = "walkA"
animFile10 = "hspilo_bazooka_run.xsi"
animName11 = "crouchA"
animFile11 = "hspilo_bazooka_crouch.xsi"
animName12 = "jumpA"
animFile12 = "hspilo_bazooka_jump.xsi"
// Death animations
animName13 = "DeathA"
animFile13 = "hspilo_rifle_death01.xsi"
animName14 = "DeathC"
animFile14 = "hspilo_bazooka_death01.xsi"
scrapCost = 0
scrapValue = 0
pilotCost = 1
maxHealth = 100
maxAmmo = 100
addAmmo = 5
unitName = "Pilot"
aiName = "PersonFriend"
aiName2 = "PersonEnemy"
heatSignature = 0.2
imageSignature = 0.2
radarSignature = 0.1
weaponHard1 = "HP_HAND_1"
visualHard1 = "HP_DOCK_H"
weaponAssault1 = 0
weaponName1 = "fgsnipx_c"
weaponHard2 = "HP_HAND_1"
visualHard2 = "HP_DOCK_H"
weaponAssault2 = 1
weaponName2 = ""
weaponHard3 = "HP_PACK_1"
visualHard3 = "HP_DOCK_P"
weaponAssault3 = 0
weaponName3 = "sgjetp"
turretCount = 6
turretName1 = "torso"
turretName2 = "head"
turretName3 = "larm"
turretName4 = "rarm"
turretName5 = "eyebone"
turretName6 = "hp_eyepoint_1"
[PersonClass]
// crawling mode
alphaDampCrawl = 5.0
alphaTrackCrawl = 10.0
pitchPitchCrawl = 0.0
pitchThrustCrawl = 0.0
rollStrafeCrawl = 0.0
velocForwardCrawl = 0.0
velocReverseCrawl = 0.0
velocStrafeCrawl = 0.0
accelThrustCrawl = 20.0
omegaSpinCrawl = 0.5
omegaTurnCrawl = 0.5
alphaSteerCrawl = 5.0
velocJumpCrawl = 0.0
// running mode
alphaDampRun = 8.0
alphaTrackRun = 15.0
pitchPitchRun = 0.0
pitchThrustRun = 0.0
rollStrafeRun = 0.0
velocForwardRun = 5.0
velocReverseRun = 3.0
velocStrafeRun = 2.0
accelThrustRun = 20.0
omegaSpinRun = 3.0
omegaTurnRun = 2.0
alphaSteerRun = 15.0
velocJumpRun = 5.0
// flying mode
alphaDampFly = 2.0
alphaTrackFly = 5.0
pitchPitchFly = 0.35
pitchThrustFly = 0.15
rollStrafeFly = 0.15
velocForwardFly = 15.0
velocReverseFly = 10.0
velocStrafeFly = 10.0
accelThrustFly = 5.0
omegaSpinFly = 2.0
omegaTurnFly = 1.5
alphaSteerFly = 2.0
velocJumpFly = 0.0
// sound effects
painSound1 = "fpain01.wav";
painSound2 = "fpain03.wav";
painSound3 = "fpain04.wav";
painSound4 = "fpain04.wav";
painSound5 = "fpain03.wav";
painSound6 = "fpain02.wav";
burnSound1 = "fburn01.wav";
burnSound2 = "fburn01.wav";
dieSound1 = "fdeath01.wav";
dieSound2 = "fdeath02.wav";
dieSound3 = "fdeath03.wav";
dieSound4 = "fdeath04.wav";
dieSound5 = "fdeath01.wav";
crushSound = "fsquis01.wav";
jumpSound = "fjump01.wav";
landSound = "fland01.wav";
stepSound = "running.wav"
// animation rate
animRate = 8.0