Sith Dagger Posted December 19, 2005 Share Posted December 19, 2005 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 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 Link to comment Share on other sites More sharing options...
razorace Posted December 20, 2005 Share Posted December 20, 2005 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? Link to comment Share on other sites More sharing options...
Sith Dagger Posted December 20, 2005 Author Share Posted December 20, 2005 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? Link to comment Share on other sites More sharing options...
razorace Posted December 20, 2005 Share Posted December 20, 2005 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. Link to comment Share on other sites More sharing options...
Sith Dagger Posted December 21, 2005 Author Share Posted December 21, 2005 So has he seen it yet? I tryed searching for his name "Phunk" but it cam up with nobody. Link to comment Share on other sites More sharing options...
razorace Posted December 21, 2005 Share Posted December 21, 2005 Try RenegadeofPhunk. Link to comment Share on other sites More sharing options...
Neon Posted December 22, 2005 Share Posted December 22, 2005 I think you can contact him via moviebattles, right? Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted December 23, 2005 Share Posted December 23, 2005 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? Link to comment Share on other sites More sharing options...
Sith Dagger Posted December 23, 2005 Author Share Posted December 23, 2005 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. Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted December 26, 2005 Share Posted December 26, 2005 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? Link to comment Share on other sites More sharing options...
Jufa Posted December 26, 2005 Share Posted December 26, 2005 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? Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted December 26, 2005 Share Posted December 26, 2005 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... Link to comment Share on other sites More sharing options...
razorace Posted December 26, 2005 Share Posted December 26, 2005 Really? So what are you playing with now? Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted December 27, 2005 Share Posted December 27, 2005 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 Link to comment Share on other sites More sharing options...
Jufa Posted December 27, 2005 Share Posted December 27, 2005 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 Link to comment Share on other sites More sharing options...
razorace Posted December 27, 2005 Share Posted December 27, 2005 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. Link to comment Share on other sites More sharing options...
Sith Dagger Posted December 27, 2005 Author Share Posted December 27, 2005 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. Link to comment Share on other sites More sharing options...
Botch Posted December 28, 2005 Share Posted December 28, 2005 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. Link to comment Share on other sites More sharing options...
Jufa Posted December 28, 2005 Share Posted December 28, 2005 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 Link to comment Share on other sites More sharing options...
Sith Dagger Posted December 28, 2005 Author Share Posted December 28, 2005 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. Link to comment Share on other sites More sharing options...
razorace Posted December 28, 2005 Share Posted December 28, 2005 cough. Sorry about that. There's just only so many things that we coders can do @ a time. Link to comment Share on other sites More sharing options...
Sith Dagger Posted December 29, 2005 Author Share Posted December 29, 2005 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. Link to comment Share on other sites More sharing options...
Botch Posted December 30, 2005 Share Posted December 30, 2005 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? Link to comment Share on other sites More sharing options...
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