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Sith Dagger
12-19-2005, 02:30 PM
Well I am a vehicle maker, and I have used OJP scripts foe experiments before.
I know you can cloak vehicles, while running the ojp mod :D
But can you make it so a rider on a vh_walker class of vehicle runs animations, like those on a swoop?
Cause I used a vehicle I made, and I wanted it a vh_walker, with the player visible, and the animations would not run, so the player model was skewed through the model, standing upright through the seet :/
I was wondering if ojp could fix this?
Cause I'm working on Grievous' Wheelbike, and it would stink if there was no player model displated on it :(

razorace
12-19-2005, 08:18 PM
hmmm, interesting. From what I can remember, the animations are associated with just the swoop vehicle class.

Why are you using VH_WALKER for the wheelbike? Does it walk around like a walker or does it wheel around?

Sith Dagger
12-19-2005, 08:31 PM
It will do both, I just put the glm together to make sure everything works.
It needs the VH_WALKER class, cause then it can do "running" and "walking" animations, much like the droideka, where it can roll, or walk.
So do you have any suggestions then?

razorace
12-19-2005, 09:08 PM
Ok, that makes sense. Mmm, try talking to Phunk, who did the original droideka vehicles code. I'll see if I can get him to check out this thread.

Sith Dagger
12-21-2005, 01:53 PM
So has he seen it yet?
I tryed searching for his name "Phunk" but it cam up with nobody. :(

razorace
12-21-2005, 04:09 PM
Try RenegadeofPhunk.

Neon
12-22-2005, 05:23 PM
I think you can contact him via moviebattles, right?

RenegadeOfPhunk
12-22-2005, 08:40 PM
Hey Razor. Hey guys.
Haven't been back in here for a while!

So anyway - is the idea that you want some of the 'extra' VH_WALKER features, but applied to a 'speeder'-like vehicle?

Sith Dagger
12-23-2005, 12:23 PM
I was thinking mmore along the lines of making it a VH_Walker, with the player animations used on a speeder, but if the other way could work as well, I would like it.
The thing is, I dont think the vh_speeder class allowes things to be directly on the ground, which I need, I cant have a hovering wheelbike, that would be just plain weird.

RenegadeOfPhunk
12-25-2005, 08:04 PM
I was thinking mmore along the lines of making it a VH_Walker, with the player animations used on a speeder, but if the other way could work as well, I would like it.
The thing is, I dont think the vh_speeder class allowes things to be directly on the ground, which I need, I cant have a hovering wheelbike, that would be just plain weird.


Well, it sounds like the VH_WALKER class in the OJP code will do what you want.
...so are you asking for advice as to how you use the VH_WALKER class in OJP?

Jufa
12-25-2005, 08:29 PM
i think he means that he is making walker-type vehicle and wants the driver to be visible and use same animation as in swoop.
am i correct? :)

RenegadeOfPhunk
12-26-2005, 09:12 AM
i think he means that he is making walker-type vehicle and wants the driver to be visible and use same animation as in swoop.
am i correct?


Ahh yes, I see.
Well, the animation thing should be possible without any coding changes. Just set the animations to run to be the ones you wish to run.

...but making the player model visible - from what I can remember - will probably require code changes.
...if the next question is - will I do them? I'm afraid not. I'm not doing any JKA modding anymore...

razorace
12-26-2005, 03:39 PM
Really? So what are you playing with now? :)

RenegadeOfPhunk
12-26-2005, 08:05 PM
Really? So what are you playing with now?


Half-life 2 / Source. On and off. But in a fairly casual manner at the moment... Whether I get back into modding in any big way remains to be seen.

Glad to see OJP is still going strong :)

Jufa
12-26-2005, 08:25 PM
heyhey!

you can make the driver visible with this line in the .veh file:

hideRider 1

and the animation with this one:

riderAnim [put the animation's name here]


just check what's the name of the animation the player uses on swoop bikes and that should do it :)

razorace
12-26-2005, 09:47 PM
Half-life 2 / Source. On and off. But in a fairly casual manner at the moment... Whether I get back into modding in any big way remains to be seen.
I know what you mean. A lot of the time it feels like I only have time for minor fixes and tweaks. :)

Sith Dagger
12-27-2005, 01:07 PM
heyhey!

you can make the driver visible with this line in the .veh file:

hideRider 1

and the animation with this one:

riderAnim [put the animation's name here]


just check what's the name of the animation the player uses on swoop bikes and that should do it :)

I have tried, that is why I came here, it does not work.

Botch
12-28-2005, 04:07 AM
heyhey!

you can make the driver visible with this line in the .veh file:

hideRider 1

and the animation with this one:

riderAnim [put the animation's name here]


just check what's the name of the animation the player uses on swoop bikes and that should do it :)

z0mg, hideRider 1 hides the rider, so that line should be left off. :o

Jufa
12-28-2005, 07:53 AM
ops, my bad ;|

anyway, if you (RenegadeOfPhunk) could try to make that riderAnim, i (and many others) would be more than happy :)

and if you could check the *pass tags because i think they dont work.
AND if you got all those working, could you try to make passengerAnim (or something like that) so we could get nice sitting/standing animations to the passengers.


thank you :)

Sith Dagger
12-28-2005, 12:24 PM
ops, my bad ;|

anyway, if you (RenegadeOfPhunk) could try to make that riderAnim, i (and many others) would be more than happy :)

and if you could check the *pass tags because i think they dont work.
AND if you got all those working, could you try to make passengerAnim (or something like that) so we could get nice sitting/standing animations to the passengers.


thank you :)

He already said he would not do it...
He said he was done editing Jedi Academy...
I'll see if I can find another coder to do it *Sigh*
But the problem is I only know 1.

razorace
12-28-2005, 04:23 PM
cough. Sorry about that. There's just only so many things that we coders can do @ a time. :)

Sith Dagger
12-29-2005, 03:56 PM
That is ok, as I said I will see if I can get him to do it, if not there might be some coders down at filefront forums.

Botch
12-30-2005, 11:15 AM
Ok, I downloaded OJP basic (I really love Trueview;)). I've got few questions about the vehicle improvements. The OJP_vehicles.txt says the following:


Base game .veh parameters:
--------------------------

VH_WALKER

lookYaw //Affects the Yaw angles at which you can shoot. Doesn't effect the crosshair/look yaw limits.

turnWhenStopped //Doesn't do anything.

pitchLimit //Seems to affect the angle at which the walker's head is angled at when it's sitting empty. 2 = Head straight up.


I tried AT-ST in OJP, and I understood the line "lookYaw //Affects the Yaw angles at which you can shoot." so that its head turns to left and right. However, it didn't. Maybe I understood wrong?

And turnWhenStopped doesn't do anything in basejka either, so why is it mentioned there?