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rhysm_08

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Everything posted by rhysm_08

  1. Pretty much all BF2 PCOs use the cockpit lod thingo. Geom0 is different to Geom1 so the camera needs to make Geom0 its thingo. From what i know, the jeeps in bf2142 use my method for the PCO cameras. Opened them in editor and they are functional so its not just a 2142 thing. That is the single triangle and make the GEOM1 the cockpit lod (1) so that it displays that. BTW it was a fail. Perfect camera angle settings but the problem was just floating arms can't change the GEOM Thinkning of a harder solution. You make the 1p Animation System + Skeleton a 3p (for the 3p soldier) and then switch both geom0 and geom1 (in the mesh) so that in 1p it is 3p and in 3p it is 1p. But because there is only one camera mode, NOSE cam, and only one soldier, it could work. Probably won't though
  2. I have just noticed in my mod 1on1, that the because i changed the soldier physics. Made the run speed faster jump height + distance (pretty cool to live change physics using debugger) physics are fast enough to not lose damage, prone in water limit -10 so u can prone in the water. Sky dive at speed -100 so u don't skydive but u drop down (+u can shoot) because jump delay before shooting is 0.0001. But with these physics applied, the soldier slides across the ground and now since i added 3p camera (for tests) have I just noticed. Definetly a physics problem take bf2 physics back and he walks. Is there a way to change speed of zoom walk? If I lean against a wall it slows me down, and makes me zoom walk properly so its definetly speed thats the problem. NOTE: I don't really want to change my physics because its good to run speedy
  3. Hang on. With cameras it has a camera Geom id. For some of my cars i make a 1 poly triangle for the interior and make it load geom 1 instead of geom0. So couldn't u make the nose cam load geom1?? You could even get inside camera to do it and switch the geom because then the camera only applies to the soldier that is in 3p. For me, I have a soldier (my us_knifer which has extra health and unlimited sprint) have the 3p camera and my other soldiers (us_light_soldier) have the 1p camera. So if the Inside camera for the 3p_soldiercamera is switched geoms it MAYBE possible Just tested it. Nose cam seems to be the best option but, I still can not get the Cockpit sub geom to show 3p models. There must be a way to make, for instance, 3p in 1p mode. Managed to get Nose cam behind soldier and it does work only in 1p. But it does aim up and down with the cross refrence being acurate. If we can somehow find a way to switch from 1pto3p in nose it would be perfect. Shame that cockpit geom didn't do it though Good example of what a 3p game would be like if bf2 had 3p
  4. If i want to make the 3p camera rotate up when i move the mouse up it moves 2. If u have ever played COD4 3p Cage match you will see the camera goes up and down depending on if u move the mouse making it perfecly possible to aim in 3p (suppringly) however a sniper switches to 1p unless it has a scope on then the crosshair just goes ALL up close so its pretty much a perfect square. Is there a way to get the crosshair in 3p? If there is a camera mode that allows to rotate around the object like orbit in chase? i tried making the camera rotate up and down depending on the mouse movmenet but that just stuffed up the 1p. So u can rotate in 1p but not 3p. This is also the case with vehicles u can make a fully functioning movable camera in 1p but not 3p.
  5. I have made a camera from the help of Mschoeldgen and for me the biggest thing is making the camera move with the pitch. As chase camera already does avoid colliding into the terrain i think it would be great. I reckon maybe a HUD that starts in the centre of 3 screenshots in the editor. One aiming at something in 1p, one in 3p, and one prone. Or do what Sandbox did and make like a 3d aimer ball thingo. The best thing to do is make the follow stiffness 50 so the camera doesn't swing to the front all the time. I tried making a rotationalbundle and adding the camera to it as a template but it crashed when loading.
  6. Well not in the real game. You can A) use the debugger and hit renderer.drawBundlemeshes 0 however that will disable vehicles ect. The best way would be to make a mod and then use the gun u want invisible and set the geomentry to Blank before ObjectTemplate.Geomentry usrif_m4 after ObjectTEmplate.Geomentry do that to the con+tweak. IF it is a C4, to the projectile in the tweak.
  7. NEW! Dual wiimote machine guns. Very ownage indeed
  8. I do preview in editor for changing .incs ect. and live change, I found my problem with soldier camera, didn't add my 3p_soldiercamera to the common.con but now it works! Now to figure real 3p like aim + shoot It is better to preview in game though cause then it doesn't matter if it crashes in the editor. For me it also runs faster ingame than in editor generally cause u can do auto login + load map via the shortcut.
  9. Thanks I will test that to see how it works. @Uber I would rather test ingame its more fun
  10. How do you do that? Load bf2 in 3p + load the animations? I asked in a thread ages ago how to do 3p but i could never ever get it working. Even directly copying from sandbox. Strange.... So i think the only way to do the roll left is adding a - to the guns X position?
  11. Hmmm well they don't look to bad. The weirdest thing for me is (after using satnavs dual miniuzis as a base for animating) I don't need to create strafe animations. If i delete them he takes the stand animations and his legs do the rest and it looks fine. Another thing is if i delete the crouch strafe animations. He looks much better facing straight when crouching. So i really only have to do the hard ones which is. again, another roll do you reckon if i pressed the big mirror button on all frames would that stuff everything up? or how about if i reversed all the positions of my weapon per frame and copied them for the imported roll left?
  12. Sorry for not giving enough information. Oh forgot to say this is for weapon animating just using normal bf2 soldiers. Looks great in the edtior but retarded in 3ds max. im just trying to use a normal one as refrence like what the PR team has done for 1p animating. How u can download the skinned arms to the skeleton. My main problem is a few fingers following the orientation of the thumb ect. Such a shame that the weight table can not be imported Just for gerneral 3p animating help for me. Oh another thing. Is there a specific way of coping an animation and flipping it? for instance Strafe to Prone (the roll) took ages to position my weapon. Do I have to do the same for the left because i have animated the right.
  13. Maybe just the line but even then i have little clue on visual basic coding.
  14. Okay, now unfortunetly i already begun to make some simple 3p stand animations, but it still isn't that accurate. Is there a way to import the DEFAULT animation to the scene? because hes in the pose i made last. Another thing is that when i import an animation to do, for the first few frames his legs go wild, then stop. Why is this? INGAME its fully fixed though supprisngly NEVER mind, imported the skeleton, exported a single frame as a .baf and imported it . Now im guessing fingers should all be 0.0? So that other fingers don't get dragged along. Is there a way to speed this up because when i select, say right thumb, i have to scroll Down lots of blank values to find the 1.0s and turn them into 0.0 is there a way to single it all out? kinda looking for a find and replace select all the fingers and replace 1.0s to 0.0s VERY STRANGE GLITCH: for some reason pretty much none of the bones are doing anything yet when i rotate the thumb, the mesh (MEC soldier) rotates around the thumb out side the skeleton like a pivot. how can this be fixed?
  15. I got the 1p animation with hands working (FINALLY!) so i have made some great animations with that. Finding animating fun and cool and again, made a vid of my first test. ^so thats what i can do in 1p but 3p is harder (of coarse) but thanks to a member of this community, they have provided all the max files of the 3p animations which can make it easier. Now in 1p animation there was a 3d model which was very useful for checking if the fingers are piecing the mesh. I would like the same for 3p animation so, after quickly viewing a animation tutorial i imported the skeleton, sprint animation and m4 reload Now i have heard stuff about bone weighting but it is completely foreign to me. Could someone explain how to make this soldier look good when he is animated because he looks a little bit distoreted and doesn't look like that ingame.
  16. Very nicely done, Soon notepad++ will be completely obselete! If u can do this Beginrem/endrem that it has
  17. actually it wasn't flipped, for some reason just col0 was REALLLLY small. like a spec and rotated another way. Just copied TireRR + TireRL and made them col0s attached them to the appropiate nonvis_ and it worked strangely. Well here is my celebration video
  18. No i think i found the problem now. For Some VERY VERY VERY strange reason, i can shoot the front 2 wheels cause the material is Rubber and it looks like a tire burst with the hissing sound as what you would expect when u shoot rubber. I shot the back 2 wheels and Nothing! The bullets shot straight though the tire. Second is im guessing the back 2 wheels have this glitch and only the front wheels are actually driving somehow. YUP!!! ITS THE PROBLEM CASED CLOSED!! i will do a video to celebrate
  19. Right tried zmotor no change at all. The collision mesh scales are right i did try in the editor. Um Colours are all one (green) checked the col1s and they look strange. They are grey and the bottom side of it looks like Alpha is applied (how it goes material) top side is solid (i think) though hmmmmmmmmmmm there is no way the col1 body mesh is going to intercept the col1s on the wheels Raised it and dropped supsension is stiff which is good. Inertia modifier (for main mesh) is 1/1/1 which i think its meant to be. Drag is 0 for zmotor Intertia modifier is 1/1/1 Drag is 3 hmmmmmmmmmmmmmmmmmmmmmmmmmm mass is 1700 for main body. I will update this info just have to go.
  20. okay, um im still confused because it is a direct copy of the tweak in the DBS which really should act the same. I tried 8 as a differeintal and no major changes. Code looks good, the Editor looks good. if u see in the code it doesn't say zmotor so that could be a problem but it is unique all the templates are unique and not used except, of coarse, e_exhaust ect. I too think its a mesh related problem. The material is not dodgy i did check it out. It is assigned to Brera_Wheels (I actually renamed it in the above post its called Brera_Rubber) And to that i put many materials to it including default, armour_Light_Vehicle, Rubber, Rubber_heavy ect but same problem will post update of what happens after renaming the engine to zmotor
  21. Right i have started again and it is doing the exact same thing so it probably isn't the tweak. Im definetly sure the scene looks good. The triangles are facing down unless when i export it they glitch up and face up. I can't tell in the editor because the editor automatically normals collisions so u can see both sides to it. (for instance, zooming inside a car is hollow but if u put the decal mesh on, its not.) I drove my DBS around and spawned a brera aswell on the same map. Got into the DBS drove incredibly fast, switched to the brera and its incredibly slow so its not actually the mods fault incase somehow the materials got stuffed up. UPDATE: Something is forcing it to go slow! I just made the torque incredibley high, like way over 1000. And it still is remiaining under 40 kph Its like its been digitally speedlimited. Got all this power but for some reason it is limited to 40 kph! after i put heaps high torque, when i entered the vehicle, it immedietly accelerated to 40 and then just remained at that speed. Except when goign down hil then it got up to 100.
  22. Um 2 ai templates are there for a reason. Passenger one and Driver one. I don't have the passenger encoded to the driver one though i should. The Engine settings are copied and pasted from my DBS and in the editor, it drives as it should (fast ) the wheels col 1s are singlepointed triangles and they are 22 (rubber) they are symentrical. I fixed the .tweak to have 7 materials but that did absolutely nothing. I tried making the triangles smaller and updating the collision meshes. Nothing, tried deleteing the objects and leaving just the object in the .zip but no change yet. This is getting very frustrating. I might want to start again from scratch
  23. do u mean the number? 22 for rubber which is assignened to Col1 or Brera_Rubber? must the .tweak be different to the .con?
  24. Another one these ones intresting me demo.synccameraanddemo demo.renderfile demo.camerafile demo.demofile demo.cameramode demo.demomode does not exist Invalid demoMode: Invalid cameraMode: Syntax error in demo config: rem demo.vtunerepeatcount demo.vtunerendering demo.vtuneframe demo.renderstats demo.timedemo demo.numpanoramaslices demo.renderpanorama demo.rendercompressed demo.renderfieldofview demo.renderfps demo.renderheight demo.renderwidth
  25. I have now made the alfa romeo brera. While tweaking it it goes fast in the editor i even drove it though karkand which was at good speed (using Render>Load Terrain then dragging it onto the terrain) Then I spawned it on Gulf of Oman as a test and when i got into it, it went 80km/h max when in the editor it would go 340km/h (I used jet hud for test) It would go very very very slow and did not go nearly as fast as it did in the editor. anybody else having the same problem? Brera.con GeometryTemplate.create BundledMesh brera CollisionManager.createTemplate brera ObjectTemplate.create PlayerControlObject brera ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.creator RHYS-PC:Rhys ObjectTemplate.collisionMesh brera ObjectTemplate.mapMaterial 0 Romeo_skin 27 ObjectTemplate.mapMaterial 1 Brera_Metal 27 ObjectTemplate.mapMaterial 2 Alpha_romeo_glass 19 ObjectTemplate.mapMaterial 3 Mirror_glass 19 ObjectTemplate.mapMaterial 4 Alpha_metal_glass 111 ObjectTemplate.mapMaterial 5 Alpha_romeo_red 19 ObjectTemplate.mapMaterial 6 Brera_Rubber 22 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType 3 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.geometry brera ObjectTemplate.addTemplate BreraSteering ObjectTemplate.setPosition -0.3965/0.1415/0.3933 ObjectTemplate.addTemplate BreraV6 ObjectTemplate.setPosition 0/-0.67296/-0.00910 ObjectTemplate.create RotationalBundle BreraSteering ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.geometryPart 1 ObjectTemplate.create Engine BreraV6 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.geometryPart 2 ObjectTemplate.addTemplate Brera_Steer_TireFL ObjectTemplate.setPosition -0.8275/0.1105/1.2078 ObjectTemplate.addTemplate Brera_Steer_TireFR ObjectTemplate.setPosition 0.8275/0.1105/1.2078 ObjectTemplate.addTemplate Brera_Tire_RL ObjectTemplate.setPosition -0.8021/0.1091/-1.3141 ObjectTemplate.addTemplate Brera_TireRR ObjectTemplate.setPosition 0.8021/0.1091/-1.3141 ObjectTemplate.create RotationalBundle Brera_Steer_TireFL ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.geometryPart 3 ObjectTemplate.addTemplate Brera_Tire_FL ObjectTemplate.setPosition 0.0250/-0.0014/0 ObjectTemplate.create Spring Brera_Tire_FL ObjectTemplate.collisionPart 4 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType 3 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.geometryPart 4 ObjectTemplate.create RotationalBundle Brera_Steer_TireFR ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.geometryPart 5 ObjectTemplate.addTemplate Brera_Tire_FR ObjectTemplate.setPosition -0.0250/-0.0014/0 ObjectTemplate.create Spring Brera_Tire_FR ObjectTemplate.collisionPart 6 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType 3 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.geometryPart 6 ObjectTemplate.create Spring Brera_Tire_RL ObjectTemplate.collisionPart 7 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType 3 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.geometryPart 7 ObjectTemplate.create Spring Brera_TireRR ObjectTemplate.collisionPart 8 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType 3 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.geometryPart 8 include brera.tweak Brera.tweak rem *** Generated with Bf2Editor.exe [created: 2006/5/15 11:52] GeometryTemplate.setMaterialReflectionScale 1 0 0 0.3 GeometryTemplate.setMaterialReflectionScale 1 0 1 1 GeometryTemplate.setSpecularStaticGloss 1 0 0 0 GeometryTemplate.setSpecularStaticGloss 1 0 1 1 GeometryTemplate.setSpecularStaticGloss 1 0 2 1 GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 8 ObjectTemplate.activeSafe PlayerControlObject brera ObjectTemplate.creator RHYS-PC:Rhys ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.setNetworkableInfo BasicInfo ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.castsDynamicShadow 1 rem ---BeginComp:Armor --- ObjectTemplate.createComponent Armor ObjectTemplate.armor.maxHitPoints 750 ObjectTemplate.armor.hitPoints 750 ObjectTemplate.armor.defaultMaterial 110 ObjectTemplate.armor.hpLostWhileUpSideDown 90 ObjectTemplate.armor.hpLostWhileInWater 75 ObjectTemplate.armor.hpLostWhileInDeepWater 250 ObjectTemplate.armor.hpLostWhileCriticalDamage 12 ObjectTemplate.armor.waterDamageDelay 1 ObjectTemplate.armor.deepWaterDamageDelay 0 ObjectTemplate.armor.waterLevel 0.1 ObjectTemplate.armor.deepWaterLevel 0.3 ObjectTemplate.armor.explosionForce 10 ObjectTemplate.armor.explosionForceMod 15 ObjectTemplate.armor.explosionForceMax 5000 ObjectTemplate.armor.explosionDamage 300 ObjectTemplate.armor.explosionRadius 6 ObjectTemplate.armor.explosionMaterial 101 ObjectTemplate.armor.wreckExplosionForce 50 ObjectTemplate.armor.wreckExplosionForceMax 60 ObjectTemplate.armor.wreckExplosionDamage 50 ObjectTemplate.armor.wreckExplosionRadius 2 ObjectTemplate.armor.wreckExplosionMaterial 70 ObjectTemplate.armor.wreckHitPoints 750 ObjectTemplate.armor.timeToStayAsWreck 10 ObjectTemplate.armor.criticalDamage 101 ObjectTemplate.armor.hideChildrenOnSpectacularDeath 1 ObjectTemplate.armor.addArmorEffect 50 e_dstate_land_lightsmoke 0.93/0.63/1.63 0/0/0 ObjectTemplate.armor.addArmorEffect 25 e_dstate_land_MediumSmoke 0.93/0.63/1.63 0/0/0 ObjectTemplate.armor.addArmorEffect 10 e_dstate_land_heavysmoke 0.93/0.64/1.63 0/0/0 ObjectTemplate.armor.addArmorEffect 0 e_vexp_armoredcar_small 0/0/0 0/0/0 ObjectTemplate.armor.addArmorEffectSpectacular 0 e_vexp_Humvee 0/0.5/-0.5 0/0/0 ObjectTemplate.armor.addArmorEffectSpectacular 0 e_vexp_armoredcar_spec 0/0/0 0/0/0 ObjectTemplate.armor.addArmorEffect 0 e_dstate_static_fire 0/0.5/1.748 0/0/0 ObjectTemplate.armor.addArmorEffect 0 e_sAmb_wreckfire 0.44/0.148/-1.645 0/0/0 ObjectTemplate.armor.addArmorEffect -100 e_vexp_armoredcar_2nd 0/0/0 0/0/0 rem ---EndComp --- rem ---BeginComp:Radio --- ObjectTemplate.createComponent Radio ObjectTemplate.Radio.spottedMessage vehicle_spotted rem ---EndComp --- rem ---BeginComp:VehicleHud --- ObjectTemplate.createComponent VehicleHud ObjectTemplate.vehicleHud.hudName "Splat" ObjectTemplate.vehicleHud.typeIcon Ingame\Vehicles\Icons\Hud\MenuIcons\menuIcon_jeep.tga ObjectTemplate.vehicleHud.miniMapIcon Ingame\Vehicles\Icons\Minimap\mini_jeep.tga ObjectTemplate.vehicleHud.miniMapIconLeaderSize Medium ObjectTemplate.vehicleHud.usePlayerIcon 1 ObjectTemplate.vehicleHud.standardHelpEnabled 0 ObjectTemplate.vehicleHud.guiIndex 11 ObjectTemplate.vehicleHud.vehicleIconPos 34/9 ObjectTemplate.vehicleHud.enablePostProcessingOnGuiIndex 1 ObjectTemplate.vehicleHud.vehicleType 3 ObjectTemplate.vehicleHud.useSelectionIcons 0 ObjectTemplate.vehicleHud.vehicleIcon Ingame\Vehicles\Icons\Hud\VehicleIcons\faav.tga rem ---EndComp --- ObjectTemplate.geometry brera ObjectTemplate.setCollisionMesh brera ObjectTemplate.mapMaterial 0 Romeo_skin 27 ObjectTemplate.mapMaterial 1 Brera_Metal 27 ObjectTemplate.mapMaterial 2 Alpha_romeo_glass 19 ObjectTemplate.mapMaterial 3 Mirror_glass 19 ObjectTemplate.mapMaterial 4 Alpha_metal_glass 111 ObjectTemplate.mapMaterial 5 Alpha_romeo_red 19 ObjectTemplate.mapMaterial 6 Brera_Rubber 22 ObjectTemplate.drag 1 ObjectTemplate.mass 1700 ObjectTemplate.gravityModifier 2.8 ObjectTemplate.floaterMod 0.5 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh ObjectTemplate.aiTemplate Gallardo rem ------------------------------------- ObjectTemplate.addTemplate S_brera_Ambient ObjectTemplate.addTemplate S_brera_AmbientDamaged ObjectTemplate.addTemplate brera_Camera ObjectTemplate.setPosition 4.01711e-005/0.377095/1.16228 ObjectTemplate.addTemplate brera_Windowgunner ObjectTemplate.addTemplate brera_entry ObjectTemplate.addTemplate e_amphib_wake ObjectTemplate.setPosition 0.000121993/-0.540627/1.7419 ObjectTemplate.addTemplate e_amphib_wake ObjectTemplate.setPosition 0.000121298/-0.602794/-1.87533 ObjectTemplate.setRotation 180/0/0 ObjectTemplate.addTemplate e_amphib_wake_sound ObjectTemplate.setPosition 0.000121993/-0.540627/0 rem ------------------------------------- ObjectTemplate.aiTemplate Gallardo ObjectTemplate.seatInformation brera -0.354101/0.402562/-0.0666543 -0.00806166/2.86116/0.0152277 ObjectTemplate.seatAnimationSystem Objects/Vehicles/Common/Animations/3p_driver_A_animSys.inc ObjectTemplate.activeSafe Sound S_brera_Ambient ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.activeSafe Sound S_brera_AmbientDamaged ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.activeSafe RotationalBundle BreraSteering ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.setNetworkableInfo BasicInfo rem ---BeginComp:Ik --- ObjectTemplate.createComponent Ik ObjectTemplate.ik.positionLeft -0.128852/-0.0284132/-0.174521 ObjectTemplate.ik.rotationLeft -106.078/-7.68453/-59.4074 ObjectTemplate.ik.positionRight 0.156038/0.0135695/-0.198534 ObjectTemplate.ik.rotationRight -103.476/9.69616/87.9397 rem ---EndComp --- ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.physicsType Mesh rem ------------------------------------- ObjectTemplate.addTemplate S_BreraSteering_RotationRpm rem ------------------------------------- ObjectTemplate.setMinRotation 0/0/-40 ObjectTemplate.setMaxRotation 0/0/40 ObjectTemplate.setMaxSpeed 0/0/80 ObjectTemplate.setAcceleration 0/0/-200 ObjectTemplate.setInputToRoll PIYaw ObjectTemplate.setAutomaticReset 1 ObjectTemplate.activeSafe Sound S_BreraSteering_RotationRpm ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.activeSafe Engine BreraV6 ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.setNetworkableInfo BasicInfo ObjectTemplate.drag 3 ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh rem ------------------------------------- ObjectTemplate.addTemplate S_BreraV6_RotationRpm ObjectTemplate.addTemplate S_BreraV6_Idle ObjectTemplate.addTemplate S_BreraV6_Rpm1 ObjectTemplate.addTemplate S_BreraV6_Rpm2 ObjectTemplate.addTemplate S_BreraV6_Load ObjectTemplate.addTemplate e_exhaust_small ObjectTemplate.setPosition -0.54409/-0.21367/-4.39927 ObjectTemplate.addTemplate e_exhaust_small_startup ObjectTemplate.setPosition -0.54409/-0.21367/-4.39927 ObjectTemplate.addTemplate e_exhaust_small ObjectTemplate.setPosition 0.507184/-0.21367/-4.3992 ObjectTemplate.addTemplate e_exhaust_small_startup ObjectTemplate.setPosition 0.506037/-0.21367/-4.39921 rem ------------------------------------- ObjectTemplate.setMinRotation 0/0/-1 ObjectTemplate.setMaxRotation 0/0/1 ObjectTemplate.setMaxSpeed 0/0/10000 ObjectTemplate.setAcceleration 0/0/10 ObjectTemplate.setInputToRoll PIThrottle ObjectTemplate.setAutomaticReset 1 ObjectTemplate.setEngineType c_ETNewCar2 ObjectTemplate.setTorque 412 ObjectTemplate.setDifferential 2 ObjectTemplate.setNumberOfGears 5 ObjectTemplate.setGearUp 0.85 ObjectTemplate.setGearDown 0.5 ObjectTemplate.setGearChangeTime 0.7 ObjectTemplate.setGearRatios 2.66 1.78 1.3 1 0.8 ObjectTemplate.spinWhenNoEngineInAir 1 ObjectTemplate.newCar2.minRpm 1000 ObjectTemplate.newCar2.maxRpm 5600 ObjectTemplate.newCar2.useClutchedTorque 0 ObjectTemplate.newCar2.wheelInertia 15.12 ObjectTemplate.newCar2.engineFeedbackMod 0.3 ObjectTemplate.newCar2.brakeTorque 2000 ObjectTemplate.newCar2.engineBrakeTorque 750 ObjectTemplate.newCar2.frictionTorque 100 ObjectTemplate.newCar2.frictionMod 1.5 ObjectTemplate.newCar2.slopeTorqueMod 0.75 ObjectTemplate.newCar2.wheelLongFrictionMod 1 ObjectTemplate.newCar2.wheelLongDriveFrictionMod 1.5 ObjectTemplate.newCar2.wheelLongPeakAt 0.1 ObjectTemplate.newCar2.wheelLongMinDynamicFriction 0.7 ObjectTemplate.newCar2.wheelLongScale 0.05 ObjectTemplate.newCar2.wheelLatFrictionMod 1.3 ObjectTemplate.newCar2.wheelLatDriveFrictionMod 1.2 ObjectTemplate.newCar2.wheelLatPeakAt 0.1 ObjectTemplate.newCar2.wheelLatMinDynamicFriction 0.9 ObjectTemplate.newCar2.wheelLatScale 0.05 ObjectTemplate.audio.newStyleAudio 1 ObjectTemplate.activeSafe Sound S_BreraV6_RotationRpm ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.activeSafe Sound S_BreraV6_Idle ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.lowSamples 2147483647 ObjectTemplate.mediumSamples 2147483647 ObjectTemplate.soundFilename "objects/vehicles/brera/sounds/brera_start_idle_stop.wav" ObjectTemplate.loopCount 0 ObjectTemplate.is3dSound 1 ObjectTemplate.stopType 2 ObjectTemplate.volume 0.68 ObjectTemplate.pitch 1 ObjectTemplate.reverbLevel 1 ObjectTemplate.pitchEnvelope 0/1/0/1.5/0/2/0.003861/0.718147/0/0.861004/1.5/0/ ObjectTemplate.volumeEnvelope 0/1/0/1/0/3/0.003861/0.637066/0/0.281853/0.583012/0/0.996139/0/0/ ObjectTemplate.minDistance 3 ObjectTemplate.halfVolumeDistance 6 ObjectTemplate.soundRadius 1.5 ObjectTemplate.activeSafe Sound S_BreraV6_Rpm1 ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.lowSamples 2147483647 ObjectTemplate.mediumSamples 2147483647 ObjectTemplate.soundFilename "objects/vehicles/brera/sounds/brera_unload.wav" ObjectTemplate.loopCount 0 ObjectTemplate.is3dSound 1 ObjectTemplate.stopType 0 ObjectTemplate.volume 1 ObjectTemplate.pitch 0.7 ObjectTemplate.reverbLevel 1 ObjectTemplate.pitchEnvelope 0/1/0/1.5/0/2/0.003861/0.608108/0/0.988417/1.5/0/ ObjectTemplate.volumeEnvelope 0/1/0/1/0/3/0/0/0/0.162162/0.722008/0/0.996139/0.895753/0/ ObjectTemplate.minDistance 3 ObjectTemplate.halfVolumeDistance 6 ObjectTemplate.soundRadius 1.5 ObjectTemplate.activeSafe Sound S_BreraV6_Rpm2 ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.lowSamples 2147483647 ObjectTemplate.mediumSamples 2147483647 ObjectTemplate.soundFilename "objects/vehicles/brera/sounds/brera_load.wav" ObjectTemplate.loopCount 0 ObjectTemplate.is3dSound 1 ObjectTemplate.stopType 0 ObjectTemplate.volume 1 ObjectTemplate.pitch 0.7 ObjectTemplate.reverbLevel 1 ObjectTemplate.pitchEnvelope 0/1/0/1.5/0/2/0.003861/0.608108/0/0.988417/1.5/0/ ObjectTemplate.volumeEnvelope 0/1/0/1/0/3/0.003861/0/0/0.328185/0.694981/0/0.988417/1/0/ ObjectTemplate.minDistance 3 ObjectTemplate.halfVolumeDistance 6 ObjectTemplate.soundRadius 1.5 ObjectTemplate.activeSafe Sound S_BreraV6_Load ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.lowSamples 2147483647 ObjectTemplate.mediumSamples 2147483647 ObjectTemplate.soundFilename "" ObjectTemplate.loopCount 1 ObjectTemplate.is3dSound 1 ObjectTemplate.stopType 1 ObjectTemplate.volume 0.4 ObjectTemplate.pitch 1.5 ObjectTemplate.reverbLevel 1 ObjectTemplate.minDistance 2 ObjectTemplate.halfVolumeDistance 2.5 ObjectTemplate.soundRadius 1.5 ObjectTemplate.activeSafe RotationalBundle Brera_Steer_TireFL ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.setNetworkableInfo BasicInfo ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh rem ------------------------------------- ObjectTemplate.addTemplate S_Brera_Steer_TireFL_RotationRpm rem ------------------------------------- ObjectTemplate.setMinRotation -30/0/0 ObjectTemplate.setMaxRotation 30/0/0 ObjectTemplate.setMaxSpeed 80/0/0 ObjectTemplate.setAcceleration 80/0/0 ObjectTemplate.setInputToYaw PIYaw ObjectTemplate.setAutomaticReset 1 ObjectTemplate.activeSafe Sound S_Brera_Steer_TireFL_RotationRpm ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.activeSafe Spring Brera_Tire_FL ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh ObjectTemplate.grip 8 rem ------------------------------------- ObjectTemplate.addTemplate S_Brera_Tire_FL_Rotation rem ------------------------------------- ObjectTemplate.setStrength 75 ObjectTemplate.setDamping 5 ObjectTemplate.activeSafe Sound S_Brera_Tire_FL_Rotation ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.activeSafe RotationalBundle Brera_Steer_TireFR ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.setNetworkableInfo BasicInfo ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 1 rem ------------------------------------- ObjectTemplate.addTemplate S_Brera_Steer_TireFR_RotationRpm rem ------------------------------------- ObjectTemplate.setMinRotation -30/0/0 ObjectTemplate.setMaxRotation 30/0/0 ObjectTemplate.setMaxSpeed 80/0/0 ObjectTemplate.setAcceleration 80/0/0 ObjectTemplate.setInputToYaw PIYaw ObjectTemplate.setAutomaticReset 1 ObjectTemplate.activeSafe Sound S_Brera_Steer_TireFR_RotationRpm ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.activeSafe Spring Brera_Tire_FR ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh ObjectTemplate.grip 8 rem ------------------------------------- ObjectTemplate.addTemplate S_Brera_Tire_FR_Rotation rem ------------------------------------- ObjectTemplate.setStrength 75 ObjectTemplate.setDamping 5 ObjectTemplate.activeSafe Sound S_Brera_Tire_FR_Rotation ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.activeSafe Spring Brera_Tire_RL ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh ObjectTemplate.grip 8 rem ------------------------------------- ObjectTemplate.addTemplate S_Brera_Tire_RL_Rotation rem ------------------------------------- ObjectTemplate.setStrength 75 ObjectTemplate.setDamping 5 ObjectTemplate.activeSafe Sound S_Brera_Tire_RL_Rotation ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.activeSafe Spring Brera_TireRR ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh ObjectTemplate.grip 8 rem ------------------------------------- ObjectTemplate.addTemplate S_Brera_TireRR_Rotation rem ------------------------------------- ObjectTemplate.setStrength 75 ObjectTemplate.setDamping 5 ObjectTemplate.activeSafe Sound S_Brera_TireRR_Rotation ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.create Camera brera_Camera ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.createdInEditor 1 ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 0 rem ------------------------------------- ObjectTemplate.addTemplate S_brera_Camera_RotationRpm rem ------------------------------------- ObjectTemplate.worldFOV 1.2 ObjectTemplate.insideFOV 1.2 ObjectTemplate.worldFOV 1.2 ObjectTemplate.insideFOV 1.2 ObjectTemplate.allowInsideDynamicLights 1 ObjectTemplate.allowInsideStaticSun 0 ObjectTemplate.insideStaticSunDirection -0.25/-0.5/0.75 ObjectTemplate.insideStaticSunColor 1/1/1 ObjectTemplate.insideStaticSunDamageColor 1/0/0 ObjectTemplate.insideDamageFrequency 3 ObjectTemplate.insideDamageThreshold 0.15 ObjectTemplate.insideStaticSunAmbientColor 0.7/0.7/0.7 ObjectTemplate.cockpitSubGeom 1 ObjectTemplate.activeSafe Sound S_brera_Camera_RotationRpm ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.create PlayerControlObject brera_Windowgunner ObjectTemplate.setNetworkableInfo BasicInfo ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.createdInEditor 1 ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.aiTemplate HmmwvRearPassenger rem ------------------------------------- ObjectTemplate.addTemplate S_brera_Windowgunner_Ambient ObjectTemplate.addTemplate S_brera_Windowgunner_AmbientDamaged rem ------------------------------------- ObjectTemplate.seatInformation brera_Windowgunner -0.0898298/1.05984/-0.585159 0/0/0 ObjectTemplate.seatAnimationSystem Objects/Vehicles/Common/Animations/xpak_civ1_passAnimationSystem.inc ObjectTemplate.activeSafe Sound S_brera_Windowgunner_Ambient ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.activeSafe Sound S_brera_Windowgunner_AmbientDamaged ObjectTemplate.modifiedByUser "Rhys" ObjectTemplate.create EntryPoint brera_entry ObjectTemplate.modifiedByUser Rhys ObjectTemplate.createdInEditor 1 ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.setEntryRadius 3
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