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View Full Version : Vehicle Height Min/Max in mission.LVL


richcz3
09-30-2004, 10:45 AM
The vehicle parameters
examples:
SetMaxFlyHeight.....SetMinPlayerFlyHeight.....SetM axPlayerFlyHeight.......SetAIVehicleNotifyRadius
These could widen the airspace on some of the cramped levels.

These are located in the mission.lvl located in GAME DATA\DATA\_LVL_PC

This variable look like they control global function for all the levels. Vehicles types add/remove and other parameters.


richcz3

Alegis
09-30-2004, 10:57 AM
yeah i noticed it as well, might test it this week-end to see if it really improves a lot of stuff. Anyways it still would be a client side thing (you'd need to overwrite etc, same for server, and not be able to connect to other servers like that). Unless loading mods etc is figured out

richcz3
09-30-2004, 02:01 PM
I can't do anything with a HEX editor beyond see what variables there are. That particular LVL file I mentioned looks like it governs quite a bit of the games dynamics (maybe for all the levels). There are 44 instances of variables for max/min height alone and associated library sounds etc.

If someone could turn that information into a hacked utility, it looks like we could add quite a few options to the gamplay.


richcz3

gui1e
09-30-2004, 11:19 PM
Originally posted by richcz3
The vehicle parameters
examples:
SetMaxFlyHeight.....SetMinPlayerFlyHeight.....SetM axPlayerFlyHeight.......SetAIVehicleNotifyRadius
These could widen the airspace on some of the cramped levels.

These are located in the mission.lvl located in GAME DATA\DATA\_LVL_PC

This variable look like they control global function for all the levels. Vehicles types add/remove and other parameters.


richcz3

I think the mission.lvl is just a collection of initalisation scripts for each map. I think the variables we're looking for are in a different .lvl file.

subs0nic
10-08-2004, 05:36 AM
Originally posted by gui1e
I think the mission.lvl is just a collection of initalisation scripts for each map. I think the variables we're looking for are in a different .lvl file.

Agreed. Those SetPlayerblahblah definitely look like calls to init routines rather than variables. I haven't had a chance to take a good look yet though I'll be starting tonight, but I'm thinking mission.lvl is executed at the load of each map and references the corresponding variables in the specific map file ie. hot1.lvl..? I didn't see anything in the map files to mark these variables yet though, so if SetPlayerblahblah points to a single unreferenced value in the map file, it could be tricky to locate the values to change. :(

Like I said, haven't had much of a chance to look yet so I'm probably completely wrong. :D

kingguru
10-08-2004, 01:32 PM
mission.lvl and map.lvl files work differently. The map files such as hoth.lvl lists everything on the map, and where it is to be placed, in order with starting with the prop_ to show its type, then listing its name as a prop and its face(how it appears) and its locations then ends in prop0.
The map files are referenced in a generic, prescan before loading the map, telling spawn points, building how they all should look and placing them where they are supposed to be and sometimes more info like damage specials and amount of vehicle spawns.

The mission file on the other hand lists all the the variable types in order for everything in the game all at the top of the file , as if to list them across the top of a page then the actual # or variable itself is listed below in hex, someone (like myself) needs to go into hex , be in hex edit mode in mission.lvl file and match the things listed in the beggining in order with its value listed below it , a snippet from the mission.lvl is below:

all_fly_xwing,all_fly_ywing,all_inf_basicurban,all _inf_lukeskywalker,all_inf_smuggler,PowerupItem,En tityMine,Aimer,Obstacle,SetSpawnDelay.

after these is a series of gibberish which i have determined is the hexidecmial equal of binary digits meaning in example if say 2 hex #s over we'll be altering the information (variable ) for all_fly_ywing.

More to come...but in general mission.lvl is the main decision maker for stats on everything on ALL maps.

psych0fred
10-11-2004, 07:01 PM
These height settings are apparently for AI flying flyers. The radius is so they don't crash before they turn (assuming they don't get hung up on collision first).