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 Post subject: Driveable Nimitz?
PostPosted: Sat Jan 03, 2009 5:03 pm 
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Of all the versions of the nimitz, is there one that can be driven/piloted and actually moved? If not, has anyone been successful in getting it to move?

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 Post subject: Re: Driveable Nimitz?
PostPosted: Sat Jan 03, 2009 7:55 pm 
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The one in DC Midway moves doesn't it? I might be wrong, haven't played it in along time. If not, maybe you can addTemplate a ShokakuEngine or something to the Complex of the vehicle?

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 Post subject: Re: Driveable Nimitz?
PostPosted: Sat Jan 03, 2009 8:02 pm 
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Someone else said the one in midway moved, so I tried it. The Nimitz doesn't seem to move, but the Shokaku does. I know there are five or so variants of the Nimitz, but now I don't know if any of them move at all. I'll take a look at your suggestion, although I'm only a casual modder, so it sounds a bit *complex,* if you'll pardon the pun. I should be able to do it per-map in OST, right?


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 Post subject: Re: Driveable Nimitz?
PostPosted: Sat Jan 03, 2009 8:14 pm 
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Yes, it's a simple addTemplate....Complex just identifies that it is being attached to the ComplexBundle of the vehicle (moving & steering, etc, I guess you could say driver controls)
So it'd be something close to this I think:
ObjectTemplate.Active NimitzComplex
ObjectTemplate ShokakuEngine

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 Post subject: Re: Driveable Nimitz?
PostPosted: Sat Jan 03, 2009 8:18 pm 
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I looked through objects.con and found a bunch of stuff that seems to relate to a Nimitz engine:

rem *** Nimitz_Engine ***
ObjectTemplate.create Engine Nimitz_Engine
ObjectTemplate.setNetworkableInfo NimitzEngineInfo
ObjectTemplate.loadSoundScript Sounds/NimitzEngine.ssc
ObjectTemplate.setMinRotation 0/0/-4000
ObjectTemplate.setMaxRotation 0/0/5000
ObjectTemplate.setMaxSpeed 0/0/5000
ObjectTemplate.setAcceleration 0/0/5000
ObjectTemplate.setInputToRoll c_PIThrottle
ObjectTemplate.setAutomaticReset 1
ObjectTemplate.setEngineType c_ETShip
ObjectTemplate.setTorque .2
ObjectTemplate.setDifferential .2
ObjectTemplate.setNoPropellerEffectAtSpeed 120

rem *** Nimitz_Rudder ***
ObjectTemplate.create Wing Nimitz_Rudder
ObjectTemplate.setMinRotation 0/-90/0
ObjectTemplate.setMaxRotation 0/90/0
ObjectTemplate.setMaxSpeed 0/15/0
ObjectTemplate.setAcceleration 0/10/0
ObjectTemplate.setInputToPitch c_PIYaw
ObjectTemplate.setAutomaticReset 1
ObjectTemplate.setPositionOffset 0/0/0
ObjectTemplate.setWingLift 0
ObjectTemplate.setFlapLift 2

rem *** Nimitz_HullWing ***
ObjectTemplate.create Wing Nimitz_HullWing
ObjectTemplate.setMinRotation 0/-90/0
ObjectTemplate.setMaxRotation 0/90/0
ObjectTemplate.setMaxSpeed 0/15/0
ObjectTemplate.setAcceleration 0/-10/0
ObjectTemplate.setInputToPitch c_PIYaw
ObjectTemplate.setAutomaticReset 1
ObjectTemplate.setPositionOffset 0/0/0
ObjectTemplate.setWingLift 0
ObjectTemplate.setFlapLift 2

rem *** Nimitz_Floater ***
ObjectTemplate.create FloatingBundle Nimitz_Floater
ObjectTemplate.setHullHeight 1
ObjectTemplate.setFloatMaxLift 2
ObjectTemplate.setFloatMinLift 2
ObjectTemplate.setDragModifier 0


I see a shokakucomplex but no nimitzcomplex. I'll look again, assuming it's there. I'm probably just missing it. :oops:

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 Post subject: Re: Driveable Nimitz?
PostPosted: Sat Jan 03, 2009 8:33 pm 
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Further down, all of that should be addTemplated to the NimitzComplex. If it's not, do it and change the SetTorque and SetDifferential from .2 to something else. This is why it doesn't move. I suggest using the values of the Enterprise or Shokaku to give it a similar speed.

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 Post subject: Re: Driveable Nimitz?
PostPosted: Sat Jan 03, 2009 8:37 pm 
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Well,

I do see reference to the nimitzengine already in objects.con under the nimitzcomplex (which I did finally find). Doesn't that mean it's already tied into the nimitz?

I noticed the following in the nimitz objects.com:

ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasResponsePhysics 0


I set them both to 1 since the shokaku was set to 1 but it didn't make any difference. I'll try the torque and differential to something else, modeled after the shokaku and/or enterprise and I'll report back.

Thanks very much for the assistance - it's a little more baffling to me since there are variations of the nimitz, and I'm probably mkaing it more complex than it needs to be.


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 Post subject: Re: Driveable Nimitz?
PostPosted: Sat Jan 03, 2009 8:43 pm 
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I think all the Nimitz's are the same save for the vehicles they carry, so this part should stay the same. I'm actually a little surprised I was able to help, I don't even hardly play DC, much less mod it. :shock:

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