ZH@o YuN Posted January 24, 2004 Share Posted January 24, 2004 I've posted this in the Model Editing forum as well - I wasn't sure where it would be more useful. Feel free to remove any of these posts if you think they are in the wrong place. Making a usable vehicle in-game: This tutorial is assuming you have already made the vehicle model and are ready to make it into a playable vehicle. .Veh file are best made in Notepad, so just create a new .txt file for now. I will be calling the example vehicle "F-22" (don't ask why :wink:) The .VEH file The file starts with the vehicle name, followed by a bracket, and the vehicle name again after "name" (NOTE: the name of the vehicle at the top of the file and the name in the "name" entry MUST be the same, or the vehicle will not work): F-22 { name F-22 Afterwards, you need to add the following entries to your vehicle: type The type of the vehicle. Acceptable types are: VH_ANIMAL, VH_WALKER, VH_FIGHTER, and VH_SPEEDER. numHands How many hands the rider will use to pilot this vehicle. This determines what weapons the rider can use while flying this vehicle - 0 means they can use two-handed weapons, 1 means they can use one-handed weapons, and 0 is no weapons at all. lookPitch This determines how far you can look up/down when you are riding this vehicle. Defaults to 90 (directly up/down) when not used. I recommend you don't use this entry. Note that this is not the entire radius of view! 90 = 90 up and 90 down. lookYaw This determines how far you can look left or right in front of the ship. Recommended: 45. length How long the tracing box for the vehicle is. Ships use hit detection based on an invisible box around them, not their actual model. Make sure you get this right, or you'll be hitting walls from miles away, or seeing your wings going through the walls without taking damage. width How wide the tracing box for the vehicle is. height How high the tracing box for the vehicle is. centerOfGravity How far in/out from the center of the model the center of gravity will be. Basically, this is the point that the camera is locked on to when you turn your mouse, and the point which the vehicle turns about. If you set this too far foward, your vehicle will be swining around its front when it turns, the same goes for other directions. Stated as X Y Z - eg. "-0.222 0 0" (used for most ships made by Raven, so I would guess that this is the recommended setting) speedMax The maximum speed this vehicle can reach while the accelerator is pressed. turboSpeed The speed this vehicle will reach when the turbo is pressed. speedMin Minimum speed the vehicle can travel at. If it is above 0, once the vehicle starts, it will never completely stop. Also, if the number is below 0, the vehicle can travel in reverse. SpeedIdle (CURRENTLY NOT FUNCTIONING!)The vehicle will slow down to this speed when the rider lets go of the accelerator. Set it to the same as speedMax if you don't want to keep the accelerator held down to fly at the best speed. acceleration How fast this vehicle will reach its maximum speed. If i knew what the units for speed were called in this game I would easily tell you what the numbers mean on this entry, but I don't, so I'll try to explain it. If we call the speed units Zph, then the acceleration entry will determine how many Zphs the speed will increase by every millisecond (1000 milliseconds in 1 second). Raven set their ships to around 20, so it would take less than a second for their ships to reach max speed. If you want your ship to take, say, 2 seconds to reach their maximum speed of 2000, you should use an acceleration of 1. decelIdle (CURRENTLY NOT FUNCTIONING!)How fast the vehicle's speed drops to the speedIdle speed. strafePerc The speed that you can strafe at, judging by your current speed. 1.0 means you can strafe at the same speed as you are flying forward, 0.5 is half the speed, and 0 is no strafing at all. bankingSpeed How fast the vehicle automatically rolls/pitches when it is turning. rollLimit How much, in degeres, the vehicle will roll when it strafes. On a test vehicle I used 360, and it did a full barrel roll every time it strafed, looked pretty cool Use 0 if you want the vehicle to just slide left/right when you strafe. pitchLimit Has less of a use now since the patch, since you can only look 90 degrees up for down, so the vehicle can only pitch as far as you can look. Amount in degrees the vehicle can pitch. Before the patch you could use this to enable your ship to do backflips and aerobatics by setting it to 360. braking How fast the vehicle slows down/stops when you press back/decelerate. turningSpeed How fast your vehicle will turn towards your mouse. I can't seem to figure out the actual measurements for this entry... 10 seems to make it turn really fast, and the X-Wing has a default of 4.2. turnWhenStopped Determines whether or not the vehicle can turn while it is stationary. NOTE: This only applies to SP (Single Player) traction How much the vehicle slides when you turn. This doesn't seem to affect MP. friction How much control the vehicle has over itself and its speed. A low number will cause the vehicle to slide a lot and accelerate slower. Again, this doesn't seem to affect MP. maxSlope The maximum angle this vehicle can climb. Put it on 90 to climb walls with a tauntaun! mass How big and fat this vehicle is. Affects the force/knockback that a vehicle has when it hits things. armor Total health of the vehicle. (Same HP system as players) toughness Determines how damage is taken by the vehicle when it is hit. 1.0 is full damage, 0.5 is half damage, etc. 0 is just silly, because it makes the vehicle invincible. model The model to use for the vehicle. Make sure your vehicle is in the "models/players/" folder, and just use its name. ie. models/players/F-22, model entry = F-22. skin What skin to use for the model. If the vehicle doesn't have any .skin files, just use "default". If you have a .skin file, it must always begin with "model_". For example, "model_blue.skin" = blue. riderAnim Animation the rider uses when he is riding the vehicle, ie. BOTH_VS_IDLE. soundOn This is the sound it makes when you enter the vehicle. Full path must be given. soundLoop Sound the vehicle is always playing when it's flying. Basically use this entry for the engine sounds. soundOff Sound to play when the rider exits the vehicle. exhaustFX Effect file played from the *exhaust bolts on your vehicle. No full path needed, just start from effects, and leave out the .efx bit at the end, ie. "ships/exhaust". trailFX Effect played from the *trail bolts on your vehicle. Raven disabled these on their ships, and removed the wingtrail.efx file. In one of my vehicle mods, I have made a new wingtrail effect and redone the trails in each ship. It's quite a nice effect, I have no idea why it was removed. impactFX Effect played when the vehicle hits something. Usually ships/scrape_sparks. explodeFX Effect played when the vehicle explodes. Try to use an effect that has a built-in sound, as you can't choose what sound the vehicle makes when it blows up. gravity How much gravity the vehicle has. Setting this to 0 will make the ship unable to land, but you will be able to go at any speed, including 0, wthout dropping from the sky. Default is 800 (normal game gravity). hoverHeight Height of which the vehicle hovers above the ground. If you set it to 0, the vehicle will move along the floor like a car or walker. hoverStrength How hard it pushes off the ground every time it falls below its hoverHeight. I changed this on the swoops, because they hit the ground and stop way too often... waterProof Sub-marine vehicles! 1 means the vehicle can move under water, 0 means it will get stuck or sink. bouyancy How high the vehicle floats in the water. 1 means you can fly freely in the water without sinking or floating up. numbers below 1 mean you will sink if you don't fly upwards as you move, numbers above 1 mean you will float to the surface if you don't push yourself down. fuelMax Amount of fuel the vehicle can hold (not used in any ships so far, could add some nice realism to the game ) fuelRate How quickly the fuel is used up while moving. visibility I'm not entirely sure about this one... In the template I found in ext_data/vehicles, it says "for sight alerts". loudness Same as visibility... Template says "for sound alerts". These two entries may decide how easily they are detected by NPCs, but I'm not sure... It would be best to leave these out of your veh files. explosionRadius Range of the damage coming from the vehicle's explosion when it dies. explosionDamage Damage coming from the vehicle's death explosion. maxPassengers How many passengers this vehicle can hold. Just set it to 8 or something, anyone should be able to ride in someone else's ship for fun hideRider Whether or not the rider of the vehicle is drawn. Use this to hide pilots if you're making a ship. killRiderOnDeath If set to 1, the pilot will die immediately if the vehicle dies. flammable Whether or not the vehicle will set on fire for a set time (explosionDelay) before it explodes. explosionDelay How long to wait for the vehicle to explode after its health is depleted. cameraOverride If set to 1, the following entries apply to the camera when you ride the vehicle: cameraRange Same as cg_thirdPersonRange, sets how far away from the vehicle the camera will be. Default = 80. cameraVertOffset Same as cg_thirdPersonVertOffset, sets how high/low the camera is from the center of the vehicle. Default = 0. cameraHorzOffset Same as cg_thirdPersonHorzOffset, sets how far to the left/right the camera is from the center of the vehicle. Default = 0. cameraFOV Same as cg_fov, sets your Field of Vision. This is how much you can see around you. Default = 80 (you can see 80 degrees in front of you) cameraAlpha How much to fade the vehicle when it's in front of your screen and blocking your crosshair. This doesn't seem to work on foggy maps, so I suggest you leave this as 0. landingHeight How high off the ground the vehicle has to be before it can fly. Also how low the vehicle is before it starts the landing animation. Weapons: weap1 Primary weapon (all weapons are specified in .vwp files) weap1Delay Delay between shots, in milliseconds. weap1Aim Whether the weapon aims by itself when you are close to enemies. weap1AmmoMax Maximum ammo this weapon can hold. weap1AmmoRechargeMS How fast this weapon regains ammo. Leave this entry out if you want limited ammo for a weapon, ie. missiles. weap1Link Whether or not this weapon can be linked to fire all muzzles at once (bind <key> +button2) } You can do the same for weap2 for the secondary weapon. Remember, you can never have more than 2 weapons! The .VWP File VWP files begin in the same way as VEH files - name once at the top, and then name after the "name" entry. Here we go... <weapon name> { name <weapon name>. Name of the weapon. projectile Whether or not this is a projectile. If 1, the shot will bump into things like ships while it is moving; it won't bounce off though. hasGravity Whether or not the projectile is affected by gravity (only if projectile = 1) ionWeapon If 1, this weapon will make the target ship lose control for a second every time it hits. muzzleFX Path to effect for the flash when the weapon fires. shotFX Shot effect. ImpactFX Effect to play when the projectile hits. g2MarkShaderHandle Shader to use for the mark a projectile makes after it hits. g2MarkSize Size of the mark. loopSound Sound the projectile makes as it is flying. speed Speed of projectile. homing If 1, the projectile will lock on, and will fly directly at the target ship. If it's anything below 1, it will only fly partially towards the ship, and follow it more than directly smash it. ie. 0.5 = only turns half as much toward the target than it would normally. lockOnTime Time it takes in seconds to lock on. If you set it to 0, it will lock on immediately. damage Damage dealt by a direct hit. splashDamage How much damage is done by the splash of the explosion. splashRadius Radius of the explosion. ammoPerShot How much ammo each shot takes. health If 1 or more, the projectile becomes shootable and will take this much damage before exploding. width Width of projectile. height Height of projectile. lifetime How long the projectile will fly for before it disappears/explodes. explodeOnExpire If 1, the projectile will explode when its lifetime runs out. } Alright, that's it! I hope you've learned a lot from this, and made your vehicle playable! Any questions? E-mail: zhao_yun11@hotmail.com or post in this thread! Link to comment Share on other sites More sharing options...
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