didnt feel like editing my previous message so this topic gets bumped and Hostile can take a look at that (anyone else might as well but it think Hostile will be more able to answer cause he did a tutorial on that
)
i am still trying to implement the swoop function (i ll get it to work or will just get Fellbeasts out of the game
). i gave up looking in the animations and decided to try the locomotors)
Its my first experience editing locomotors so i may have done noob mistakes
so i found that when panicked, the fellbeast would switch to that locomotor :
LocomotorSet
Locomotor = FellBeastSwoopLocomotor; BALANCE FellBeast
Condition = SET_PANIC
Speed = 160
End
as i wanted to edit that locomor, i replaced it with the FellBeastLocomotor (they are both the same).
so first of all, i wanted to know how you get the locomotor to work when activating the swoop attack, could
Condition = SET_WEAPON
work ? (no conviction, i just invented that one
) or i also thought i could use the upgrade/unupgrade code to change the locomotor ( here it is :
Behavior = LocomotorSetUpgrade ModuleTag_custom
TriggeredBy = Upgrade_YourUpgrade
End
)
next, i checked locomotor.ini and decided to edit that locomotor
so i thought i might edit the flying height as my unit needs to fly really low, i edited
PreferredHeight = 5
so its the same as the attack height
anyway heres the complete code for the locomotor
Locomotor FellBeastSwoopLocomotor
Surfaces = AIR
LookAheadMult = 2.0
MinSpeed = 0%
SlowTurnRadius = 32.0; From a standing starts, 40 foot radius.
FastTurnRadius = 48.0; Once it gets moving, uses a 60 foot radius to turn.
TurnTime = 3500
TurnTimeDamaged = 4500
Acceleration = 400; 1 second to accelerate to full speed.
Lift = 100%
LiftDamaged = 100%
Braking = 1000; 1 second to brake from full speed.
MinTurnSpeed = 30%
PreferredHeight = 5 ; cruise height
PreferredAttackHeight = 5; attack height
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = GIANT_BIRD
CloseEnoughDist = 2
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.7 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.8 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 25
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
RudderCorrectionDegree = 0.099; makes movement appear noisier, swimmy, not so synthetic.. drawable only
RudderCorrectionRate = 0.027
ElevatorCorrectionDegree = 0.163
ElevatorCorrectionRate = 0.016
AeleronCorrectionDegree = 0.073
AeleronCorrectionRate = 0.021
SwoopStandoffRadius = 310.0;
SwoopStandoffHeight = 119.0;
SwoopTerminalVelocity = 0.18;
SwoopAccelerationRate = 0.012
SlideIntoPlaceTime = 900
;SwoopSpeedTuningFactor = 0.8
End
is this code right for now Hostile ?
i am gonna take a look at the Oathbreakers code to see what allows it to path through units killing them
EDIT : the weapon the oathbreakers use is just a sword so it wont help ... unless its called sword but makes them path through units
so it might be in the locomotor again, here is their locomotor for the record :
Locomotor ArmyOfTheDeadLocomotor
Surfaces = GROUND RUBBLE WATER IMPASSABLE
TurnTime = 500
TurnTimeDamaged = 500
FastTurnRadius = 10; Can turn in a 10 foot radius circle when moving.
SlowTurnRadius = 0; Turns in place from a standing start.
Acceleration = 510 ; .5 second to accelerate to full speed.
FormationPriority = MELEE1;MELEE2
Braking = 510 ; .51 second to brake from full speed.
MinTurnSpeed = 0%
ZAxisBehavior = FLOATING_Z
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
CanMoveBackwards = No ; Can move backwards when afraid.
End
i cant see anything interesting it though ... dammit oathbreakers what is your secret ?!
Edited by ched, 04 May 2005 - 01:55 AM.