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VOs and Thrusters

Started by Dianoga4, August 17, 2008, 06:52:32 AM

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Dianoga4

Well I searched around but either I'm not using the right search words or I just can't find it. I have to ask for some more help. First of all I was wondering how to change he voice overs that say things like "Offensive Unit lost", "scavenger lost", etc. The second thing I was wondering about is how to setup the animated engine thrusters(the flames coming out of the engines) like you see on most of the ISDF hovering units. I'm kind of guessing that it's either a hardpoint or a matter of having a piece named correctly........or both heh.

Thanks again for any info.

Dia

VSMIT

Depending on the effect you want, you can do it two ways.  You can do it with an emit HP, so you can change what the thrust will look like, or you can make a polygon element named flame_#__h.

Can't help with the voice overs, though.

VSMIT.
I find that if I don't have a signature, some people disregard the last couple of lines of a long post.
Quote from: Lizard
IQ's have really dropped around here just recently, must be something in the water.

mrtwosheds

#2
You could change the voice overs 2 ways, one would require a "full mod" ie not just a recycler variant or addon.

You could supply replacement betty voices in your mod, using the original names, and put them in Addon.

Or you could edit localise.odf (its in the data.pak) and supply a new one in your mod.

I would use the first option.

TheJamsh

theres an even easier way

you can now make race-specific files which will declare what voices to play. for example, this file contains the new voice overs i made for the Uler:


[OrderPanel]

[BettyVoice]
EVENT_SOUND_1 = "ubetty1.wav" // lost a generic unit
EVENT_SOUND_2 = "ubetty2.wav" // lost a defensive unit
EVENT_SOUND_3 = "ubetty3.wav" // lost an offensive unit
EVENT_SOUND_4 = "ubetty4.wav" // lost a scavenger
EVENT_SOUND_5 = "ubetty5.wav" // a unit is out of ammo
EVENT_SOUND_6 = "ubetty6.wav" // base is under attack
EVENT_SOUND_7 = "ubetty7.wav" // user vehicle is out of ammo
EVENT_SOUND_8 = "ubetty8.wav" // a unit is low on health
EVENT_SOUND_9 = "ubetty9.wav" // user vehicle is low on health
EVENT_SOUND_10 = "ubetty10.wav" // satellite view activated
EVENT_SOUND_11 = "ubetty11.wav" // no free power
EVENT_SOUND_12 = "ubetty12.wav" // lost a power plant
EVENT_SOUND_13 = "ubetty13.wav" // satellite view enabled
EVENT_SOUND_14 = "ubetty14.wav" // lost a generic building
EVENT_SOUND_15 = "silence.wav"  // satellite view deactivated
EVENT_SOUND_16 = "silence.wav"  // satellite view disabled



copy that and edit as you please =]

because this was used with the uler, and i used 'U' for the race letter, this file was called "uevent.odf"


BZII Expansion Pack Development Leader. Coming Soon.

Dianoga4

Well I am doing a recycler variant for the time being so Jamsh, does that work with a variant or is that for a full mod? I'm sure I have to set something somewhere to tell it to use that event odf?

@vsmit- I'd like to try using the emit HP so that I could change how the effect looked. Does that emit hp go in the weapon section or is it considered a craftclass thing? Any examples you know of around that I could have a look at? It looks like the stock isdf ships use the second way you described with the polygon element.

The help is much appreciated.

Dia

TheJamsh

the above idea will work with a variant, the only *event.odf files included with the patch13.pak file are the ievent and fevent ODF's.

so long as youre races in youre recy variant have different letters itll work fine. you dont have to 'set' it anywhere, it automatically chooses which file by getting the race of youre recycler. trouble with recy variants is theres little ability to change things like this.

as for emitters on vehicles, look at this file here from starfleet mod, the king of all effect emitter things!


[GameObjectClass]
baseName = "ivkate"
geometryName = "ivkate.xsi"
cockpitName= "ivtank_cockpit.xsi"
geometryScale = 1.3
classLabel = "wingman"
scrapValue = 30
scrapCost = 60
customCost = 75
buildTime = 7.0
customTime = 15.0
maxHealth = 6500
maxAmmo = 6200
addAmmo = 25
addhealth = 15
unitName = "Kaytus"
aiName = "RocketTankFriend"
aiName2 = "RocketTankEnemy"

effectHard1 = "hp_emit_1"
effectName1 = "ivkate.render"
effectHard2 = "hp_emit_2"
effectName2 = "ivkate.render"
effectHard3 = "hp_emit_3"
effectName3 = "ivkate.render"


heatSignature = 0.5
imageSignature = 1.5
radarSignature = 0.5
isAssault = 1
armorClass = N

requireCount = 2
requireName1 = "ibarmo"
requireText1 = "Build Armory"
requireName2 = "ibsbay"
requireText2 = "Build Service Bay"

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

weaponHard1 = "HP_rocket_1"
weaponName1 = "gkay"
weaponAssault1 = 0
weaponHard2 = "HP_rocket_2"
weaponName2 = "gkay"
weaponAssault2 = 0
weaponHard3 = "HP_CANNON_1"
weaponName3 = "gspstab_c"
weaponAssault3 = 0
weaponHard4 = "HP_CANNON_2"
weaponName4 = "gspstab_c"
weaponAssault4 = 0
weaponHard5 = "HP_SPECIAL_1"
weaponName5 = ""
weaponAssault5 = 0

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

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

attackTask = "ArtlAttack"
subAttackTask = "ArtlSubAttack"
subAttackClass = "AD"


[CraftClass]
rangeScan = 350.0f
periodScan = 2.0f
velocJam = 45.0f
engageRange = 190

selectWaitMsg = "kay04.wav"
selectAttackMsg = "kay01.wav"
selectFollowMsg = "kay03.wav"
selectGoMsg = "kay02.wav"
selectOtherMsg = "kay04.wav"

goMsg = "kay05.wav"
attackMsg = "kay06.wav"
followMeMsg = "kay03.wav"
followMsg = "kay05.wav"
repairMsg = "kay09.wav"
reloadMsg = "kay09.wav"
rescueMsg = "kay10.wav"
recycleMsg = "kay11.wav"
otherMsg = "kay10.wav"
holdMsg = "kay12.wav"
user1Msg = "" 
killedMsg = "kay07.wav"
diedMsg = ""

[HoverCraftClass]
velocForward = 65.5 // []
velocReverse = 35.0 // []
velocStrafe = 60.0 // []
accelThrust = 80.0 // acceleration [20.]
accelBrake = 80.0 // braking
accelDragStop = 1.0 // how fast it stops once hands are off controls [5.9]
accelJump = 25.0

setAltitude = 15.0 // how high off the ground

alphaTrack = 21.0 //springs speed it rights itself [5.]
alphaDamp = 8.0 //shocks [5.]
pitchPitch = 0.2 //nose up []
pitchThrust = 0.2 //nose down []
rollStrafe = 0.09 // rolls while strafing [2.]
omegaSpin = 3.0 // spinning in place speed [2.2]
omegaTurn = 3.0 // turning while moving speed [3.0]
alphaSteer = 5.5 // how fast it responds to steering [4.9]
rollSteer = 0.12 // rolls while steering [2.0]

soundThrust = "itank01e.wav"
soundTurbo = "avtanke3.wav"

[Lod1]
geometryName = "kate_lod.xsi" ;geometry for lod1
distance = 100 


[Render]
renderBase = "draw_multi"
renderCount = 3
renderName1 = "ivkate.1"
renderName2 = "ivkate.2"
renderName3 = "ivkate.3"

[1]
renderBase = "draw_trail"
textureName = "trail2.tga"
textureBlend = "one one modulate"
textureRate = 0.05
startColor = "200 0 55 115"
finishColor = "150 0 25 0" 
startRadius = 0.75
finishRadius = 0.1
segmentTime = 0.9

[2]
renderBase = "draw_trail"
textureName = "trail2.tga"
textureBlend = "one one modulate"
textureRate = 0.05
startColor = "100 0 55 80"
finishColor = "95 85 105 0" 
startRadius = 0.45
finishRadius = 0.1
segmentTime = 1.25

[3]
renderBase = "draw_trail"
textureName = "sflame.tga"
textureBlend = "one one modulate"
textureRate = 0.05
startColor = "220 45 55 205"
finishColor = "180 30 55 0"
startRadius = 0.85
finishRadius = 0.01
segmentTime = 0.45


BZII Expansion Pack Development Leader. Coming Soon.

mrtwosheds

Polygon flame look better.
I forgot about the *event file, silly as I have one of my own.
But to keep thing simple, if you are just making a recycler variant, and not a new race, It would probably be best not to change the betty voices, as putting new ones into addon will alter them throughout the game, while they are there.
Making a new race is allot more work than a recy variant.

Dianoga4

#7
Well so far this is a nightmare. I didn't have the units I made named under a new race, I was using the iv at the front of their names. So I figured I better go rename everything and fix up all the ODFs so everything builds right. I changed the name of my recycler so it started with a P because that is what I decided to use for my race letter. I went in the autoreg file and changed it to that recycler name but yet when I try it in game, it would say missing **** which was the original name of the recycler even though it is not referenced anywhere now. So then I couldn't get the recycler to deploy, seemed to get that fixed. It seemed that I had to have two files the same but one named with the iv and mine named pv. So now I could get in game but now it's giving me errors when I get in the game saying that the aip sets (any of them) couldn't be found. So frustrating just because I wanted to change my races letter, seems like it just won't let me do it.  Oh it also shows my race name in the Teams list in MP as "Unknown-P".

I was trying this because of what Jamsh said about having the event odf use the letter of your race. I figured if I was using the "I" letter, it wasn't going to work because it was already taken. Hopefully I'm just doing something wrong that I just missed or something or else I'll just have to go back and rename everything......again.

Dia

bigbadbogie

'P' has been already taken by the Phaer-Rhan from FleshStorm.
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Nielk1

BBB, even if it is taken IN THAT MOD it is not taken in Dianoga's. This is not BZRAP.

Now, if you are making a rec variant, it always checks for the name of said rec with an i for the first character.

From what you are doing, it works best as a full mod. Just make you rec pvrecy and create varients for said rec as you would any stock rec. Mainly, pvrecy_m and pvrecy_mb (I think it is _mb).

Since you would be making a mod, as best fits you assets, just start off with pvrecy.odf and pvrecy_m.odf (the empty scout rec) and only have the autoreg files for those 2 recs in your mod's addon. There is no need to load the stock addon folder if you don't want to, and thus you can ignore it altogether and only refer to your own rec list, in your own mod, with your own assets.

Click on the image...

Dianoga4

Well thanks for the info Nielk but I only understood part of it heh. What do you mean by a full mod? I don't plan on making any single player missions at all, it's more for playing multiplayer or instant action. I'm not sure how to make a mod even, I just got introduced to variants a couple of weeks ago heh.

Dia

Nielk1

Variants are a sort of mod that is always on, but you are adding these 'companies' that are like new races.

I suggest making a simple MP/IA only mod.

I can help if you have any questions. I can try to code up some DLL stuff for you too. Then way I do DLLs I make classes that can be added to any other C++ DLL for 1.3pb4a (I use some nice new commands).

Already I have a super simple class that makes anything trigger a looping animation as set by the ODF after existing for an amount of time set by the ODF. I can make a simple portal system in the same fashion. Getting some code for it would make my work even faster. I can do all kinds of things, its worth the experience for me.

Click on the image...

Dianoga4

I appreciate the help Nielk and I will probably take you up on sometime fairly soon or at least talk to you about it more.

So the VO thing I can't seem to get to work so far but the thrusters I'm having some progress in. I decided to go with the flame_#__h polygon route and have been experimenting with it. One question i have though is can you change the color of the thrust that comes out? So far I can only seem to get white to work. Thanks!

Dia

Nielk1

Change the Diffuse color of the texture attached to the flame mesh. :-)

Click on the image...

mrtwosheds

#14
Changing the race name is a whole much more bigger deal than making a rec variant, you will have to supply everything that the game expects to find from pilots to ctf flags...
The autoregs use the isdf generic identifier IV this also looks for FV and any other race you might introduce eg PV, You do not want to change it from ivrecy!
To make a recy variant you just add an Ivrecy_dianoga, an fvrecy_dianoga. and maybe then a pvrecy_dianoga If you choose to create an entirly new race as well.

You add Ivrecy_dianoga to the autoreg.