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Battlefield Modding Tutorials BFMODS • View topic - LogTrap Bridges & Walls <SSM>

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Mon Mar 30, 2009 5:36 am 
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Possibly add: ObjectTemplate.speedmod 0 ?


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PostPosted: Mon Mar 30, 2009 4:57 pm 
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Or just use the good old fashioned box...


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PostPosted: Mon Mar 30, 2009 5:44 pm 
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PostPosted: Thu Apr 02, 2009 7:26 pm 
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PostPosted: Thu Apr 02, 2009 8:00 pm 
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Well you can turner armor off, but I don't think that would be a SSM compatible setting change....

Check the damage system and see if there is any damage set for the mat ids of the vehicles vs the mat id of the log trap.

Speed mod I recall only effects damage taken when a moving object hits something. So I don't think speedmod will work on defensive objects that are hit by a moving object.

I tried to stop my guided AA missile from killing tanks on direct collision, but the behavier of two PCOs colliding and taking damage from that seems to be hardcoded. However it seems stationary objects take less damage from collisions from other objects. But the log trap is already stationary...hmm....

You can also try changing the mat id of the collision mesh as well?

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PostPosted: Thu Apr 02, 2009 8:34 pm 
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PostPosted: Thu Apr 02, 2009 11:40 pm 
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I recall trying that once and it had no effect. But I can try again just to be sure....

EDIT: Nope, I already had defined the collision attack and defense settings in the collision_armor files. So it still has no effect. I'm thinking the game uses the mass and speed of a incoming PCO to determine the damage done to the defensive PCO. It doesn't work the same as projectiles unfortunately, so I think no matter what I do to the damage system, high speed PCOs will always kill any other PCO it collides with.

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PostPosted: Fri Apr 03, 2009 5:19 pm 
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