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Battlezone 2 Mod Development  |  General  |  How to make a BZ2 mod  |  Topic: A litle help needed with 'empty pilots'... ESUSER_M.odf « previous next »
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Author Topic: A litle help needed with 'empty pilots'... ESUSER_M.odf  (Read 393 times)
DarkFox_uscm

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« on: 02/06/10, 11:33 »

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?

Code:
[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
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ComputerMaster1st
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« Reply #1 on: 02/06/10, 12:03 »

Please state the nature of the medical emergency

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?
No-one has this file that you have made or edited, you'll need to get it out there if you want to play multiplayer without having bad assets.

i bet other people would say the same thing

Simples
« Last Edit: 02/06/10, 12:08 by ComputerMaster1st » Logged

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AHadley
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« Reply #2 on: 02/06/10, 14:37 »

If you're making the Hadeans as an ISDF or Scion variant, don't. It won't work right.

If you're making a variant OF hadeans, then no idea what's up.
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ComputerMaster1st
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« Reply #3 on: 02/06/10, 16:32 »

Please state the nature of the medical emergency

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?
i thought he made a fix or something
« Last Edit: 02/06/10, 17:09 by ComputerMaster1st » Logged

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Nielk1
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« Reply #4 on: 02/07/10, 04:07 »

Please state the nature of the medical emergency

No-one has this file that you have made or edited, you'll need to get it out there if you want to play multiplayer without having bad assets.

i bet other people would say the same thing

Simples

He isn't a noob modder CM...
« Last Edit: 02/07/10, 04:07 by Nielk1 » Logged


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Quote from: Lizard
IQ's have really dropped around here just recently, must be something in the water.
Lizard
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« Reply #5 on: 02/07/10, 05:43 »

which patch version are you trying to do this in ?


if it's 1.2 then you're going to have all sorts of problems because the stock game was never intended to have more than 2 pilot types, in FE we had to use an exploit to get the hadean pilot working everything was based on error.odf ( thus the E prefix for all the hadean stuff instead of H), and we had all sorts of random issues with doing things that way, for instance we couldn't get the walker working properly unless we renamed it ivewalk.
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General BlackDragon
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« Reply #6 on: 02/07/10, 11:43 »

As stated on BZU, I tried to do something similar to ZE mod, but I found that anytime you add a *spilo or *spilo_m that is not unmodded stock i/f, then it gives you bad assets. Atleast in 1.3.

Either make it a seperate mod, or add this to all you're vehicles: pilotConfig = "ispilo"
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