• Welcome to Battlezone Universe.
 

News:

Welcome to the BZU Archive dated December 24, 2009. Topics and posts are in read-only mode. Those with accounts will be able to login and browse anything the account had access granted to at the time. No changes to permissions will be made to be given access to particular content. If you have any questions, please reach out to squirrelof09/Rapazzini.

Main Menu

How do I get my gun bike to act less squirrely?

Started by BNG Da BZ Fool, December 17, 2008, 05:34:00 PM

Previous topic - Next topic

BNG Da BZ Fool

It's based off the ISDF rock tank ODF. However, although it performs okay it has a tendency to do wheelies when it moves. I set the forward velocity to 75 and the acceleration thrust to 35. Also, it has a tendency to tilt forward on it's front wheel. Can that be adjust to make it sit more level when idle? Here's a screeny of a group of them attacking the enemy. The tread_l is the front wheel and tread_r the rear wheel. Didn't texture it yet as I wanted to see if it would load into the map editor.

When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.

Nielk1

I know if you have the 'treads on ice' issue you can just increase the mass.

Click on the image...

TheJamsh

you can increase the

'Tread_Static_Friction' and 'Friction_Coefficient' entries if you are using pb3 and above... i THINK those are the right entries, just search for friction in the change logs...

use PitchStrafe, PitchRoll, PitchSteer and PitchPitch put them to 0, should remove the wheelies completely.

if you want, put the ODF up, and ill have a look at it. much easier to tinker with it and show you the changes i've made.


BZII Expansion Pack Development Leader. Coming Soon.

BNG Da BZ Fool

This model is being used under 1.2 BTW. I tweaked quite a few ODF settings to make it quicker then the stock rock tank as it's basically a lite assault type. Anyways, here's the tweaked ODF currently in use for my gun bike:

[GameObjectClass]
baseName = "ivrckt"
geometryName = "ivbngbike.xsi"
cockpitName = ""
classLabel = "assaulttank"
scrapValue = 25
scrapCost = 35
customCost = 45
buildTime = 15.0
customTime = 15.0
maxHealth = 2000
addHealth = 5
maxAmmo = 2500
addAmmo = 10
unitName = "BNG Bike"
aiName = "SupportProcess"
aiName2 = "SupportProcess"
heatSignature = 0.5
imageSignature = 0.1
radarSignature = 0.1
isAssault = 0

armorClass = H
   
requireCount = 3
requireName1 = "ibfact"
requireText1 = "Build Factory"
requireName2 = "ibcbun"
requireText2 = "Build Relay Bunk"
requireName3 = "ibarmo"
requireText3 = "Build Armory"

/////// weapons ///////////////////

weaponMask = 00001
weaponHard1 = "HP_GUN_1"
weaponName1 = "gairchn1"
weaponAssault1 = 0
weaponHard2 = "HP_GUN_2"
weaponName2 = "gairchn1"
weaponAssault2 = 0
weaponHard3 = ""
weaponName3 = ""
weaponAssault3 = 1

//////////////////////////////////

turretCount = 3
turretName1 = "turret_y"
turretName2 = "turret_x"
turretName3 = "HP_eyepoint"

lightHard1 = "hp_light_1"
lightName1 = "spotblue2"
lightHard2 = "hp_light_2"
lightName2 = 

[CraftClass]
rangeScan = 300.0f
periodScan = 4.0f
velocJam = 0.0f
engageRange = 150

braccelFactor = 0.5f;
strafeFactor = 1.5f;
steerFactor = 1.5f;
omegaFactor = 1.5f;
velFactor = 0.5f;

attackTask = "AssaultTankAttack"
subAttackTask = "SupportSubAttack"
subAttackClass = "ANS"
// include air units as attack targets
// doesn't need to deploy to sub attack
// doesn't move towards unit in sub attack

selectWaitMsg = "rprtm.wav"
selectAttackMsg = "rpmtee.wav"
selectFollowMsg = "rpmtyp.wav"
selectGoMsg = "rpotm.wav"
selectOtherMsg = "tarrpm.wav"

goMsg = "rpotm.wav"
attackMsg = "rpeet.wav"
followMeMsg = "rcmtyp.wav"
followMsg = "rpoytc.wav"
repairMsg = "rprtbo.wav"
reloadMsg = "rtbtrao.wav"
rescueMsg = "rpmtrp.wav"
recycleMsg = "rrpmtrp.wav"
otherMsg = "rpr.wav"
holdMsg = "rphp.wav"
user1Msg = "rprtksbs.wav" 
killedMsg = "rprehbd.wav"
diedMsg = "rpudrtb.wav"

[trackedVehicleClass]
omegaSpin = 8.0
velocForward = 75.0
velocReverse = 35.0
accelThrust = 65.0

engineSound   = "iatank02.wav"
treadSound = "iatank02.wav"

[AssaultTankClass]
yawMax = 5
pitchMin = -.5
pitchMax = 1
When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.

TheJamsh

oh its 1.2... not entirely sure then... thought it was for 1.3

best person in that case would be ZA


BZII Expansion Pack Development Leader. Coming Soon.

BNG Da BZ Fool

I'm getting used to the wheelie effect. I also got the bike to drive a bit straighter by jacking the steerfactor to 9, and reducing the forward speed to 45. I also set the yaw thingy to 0.
When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.

TheJamsh

the 'factor' controls affect AI only.

braccelFactor = 0.5f; // how often the AI brakes
strafeFactor = 1.5f; // how often the AI strafes
steerFactor = 1.5f; // how often the AI steers
omegaFactor = 1.5f; // not entirely sure, think its pitch
velFactor = 0.5f; // how often it moves

i think the code looks for these when deciding how to move the vehicle. not too sure... again, ZA knows his way around these settings best


BZII Expansion Pack Development Leader. Coming Soon.

BNG Da BZ Fool

Actually TJ, they affect both the AI and the player in terms of the units performance. I still need to tweak a few more settings and add a bit more detail like hands with guns and apply a texture. Lengthen the front and rear forks to compensate for the lifting effect of the suspension thingy ingame. A small group of them can easily take out units like Walkers and Maulers with the twin chain gun turret that the upper part of the body uses. Here's another image rendered out of TS 7.6.

When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.