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Battlefield Modding Tutorials BFMODS • View topic - Driveable Nimitz?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: Driveable Nimitz?
PostPosted: Sun Jan 04, 2009 7:50 pm 
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Joined: Sat Feb 12, 2005 12:00 am
Posts: 45
In the Nimitz, under Objects.con, under ObjectTemplate.create Bundle NimitzComplex_Static I see

ObjectTemplate.addTemplate Nimitz_Engine
ObjectTemplate.setPosition 0/-16.2636/-128.3456


Under ObjectTemplate.create Bundle NimitzComplex I do NOT see the Nimitz_Engine.

To the question of whether it is in the water, the -16.2636 makes me think it is. The static mention makes me think the engine is only tied to a version that doesn't move? At this point I don't know what I'm even looking at. Would it be helpful if I post the Nimitz info as an attachment? I don't know what a "lodNimitz" is versus "NimitzComplex" or "NimitzSimple."

Thanks for the assist.


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 Post subject: Re: Driveable Nimitz?
PostPosted: Sun Jan 04, 2009 7:57 pm 
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Joined: Tue Nov 27, 2007 7:56 pm
Posts: 1226
Try adding this
ObjectTemplate.Active Nimitz
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasResponsePhysics 1

ObjectTemplate.Active NimitzComplex
ObjectTemplate.addTemplate Nimitz_Engine
ObjectTemplate.setPosition 0/-16.2636/-128.3456


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 Post subject: Re: Driveable Nimitz?
PostPosted: Sun Jan 04, 2009 8:05 pm 
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Joined: Sat Feb 12, 2005 12:00 am
Posts: 45
No love yet :(

This is everything I added:

ObjectTemplate.Active Nimitz
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasResponsePhysics 1

ObjectTemplate.Active NimitzComplex
ObjectTemplate.addTemplate Nimitz_Engine
ObjectTemplate.setPosition 0/-16.2636/-128.3456

ObjectTemplate.Active Nimitz_Engine
ObjectTemplate.setTorque 500
ObjectTemplate.setDifferential 30


I left the last lines in there on the assumption that the engine would need more torque and diff power than the .2 allotted to it by default.

I attached the Nimitz Objects.con file if it's any help.


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 Post subject: Re: Driveable Nimitz?
PostPosted: Sun Jan 04, 2009 11:40 pm 
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Joined: Sat May 10, 2008 3:00 am
Posts: 1877
Maybe theres something else impeding it's movement? Those lines of code should make any vehicle extremely mobile...

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PostPosted: Tue Jan 06, 2009 8:34 pm 
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Joined: Sun Apr 13, 2008 12:19 am
Posts: 46


Last edited by Scorpion on Thu Jan 08, 2009 12:20 am, edited 1 time in total.

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 Post subject: Re: Driveable Nimitz?
PostPosted: Tue Jan 06, 2009 9:12 pm 
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Joined: Sat Feb 12, 2005 12:00 am
Posts: 45
Thanks very much, but it doesn't seem to work. The map loads fine, but:

If you're US and spawn on the carrier, you get disconnected immediately.

If you spawn Axis say, at the airfield, and hop in a helo, as soon as the carrier icon comes up on the minimap, you get disconnected.

I stripped everything out of my original patch and Only included OST in the 010 file, and it still happened. Perhaps it *can't* be done SS, as Twist suggested. The code looks reasonably simple, not too much to pull out and test with.

Any ideas?

Thanks again, guys. :)


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 Post subject: Re: Driveable Nimitz?
PostPosted: Tue Jan 06, 2009 11:08 pm 
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Joined: Mon Dec 10, 2007 12:29 am
Posts: 213
Try checking if the engine and hull wing have networkable info, if so, rem them out.


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 Post subject: Re: Driveable Nimitz?
PostPosted: Tue Jan 06, 2009 11:23 pm 
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Joined: Sat Feb 12, 2005 12:00 am
Posts: 45
The references I see in Objects.con for the Nimitz in Objects.rfa relating to Networkableinfo are as follows:

ObjectTemplate.create PlayerControlObject Nimitz_Static_Empty
ObjectTemplate.setNetworkableInfo NimitzBodyInfo

ObjectTemplate.create PlayerControlObject Nimitz_Static
ObjectTemplate.setNetworkableInfo NimitzBodyInfo

ObjectTemplate.create PlayerControlObject Nimitz_Static_Heli
ObjectTemplate.setNetworkableInfo NimitzBodyInfo

ObjectTemplate.create PlayerControlObject Nimitz_Heli
ObjectTemplate.setNetworkableInfo NimitzBodyInfo

ObjectTemplate.create PlayerControlObject Nimitz
ObjectTemplate.setNetworkableInfo NimitzBodyInfo

ObjectTemplate.create PlayerControlObject Nimitz_CIWS_1
ObjectTemplate.NameTagOffset 0/0.6/0
ObjectTemplate.setNetworkableInfo NimitzBodyInfo

ObjectTemplate.create PlayerControlObject Nimitz_CIWS_2
ObjectTemplate.NameTagOffset 0/-0.6/0
ObjectTemplate.setNetworkableInfo NimitzBodyInfo

ObjectTemplate.create PlayerControlObject Nimitz_CIWS_3
ObjectTemplate.NameTagOffset 0/-0.6/0
ObjectTemplate.setNetworkableInfo NimitzBodyInfo

ObjectTemplate.create PlayerControlObject Nimitz_SS_1
ObjectTemplate.NameTagOffset 0/-0.6/0
ObjectTemplate.setNetworkableInfo NimitzBodyInfo

ObjectTemplate.create PlayerControlObject Nimitz_SS_2
ObjectTemplate.NameTagOffset 0/-0.6/0
ObjectTemplate.setNetworkableInfo NimitzBodyInfo


There is one for each variation of the Nimitz, I think the CIWS are the Phalanx guns, and I'm not sure what the SS ones are. That just determines which version of the object body the player sees, if it's destructible, right?

Are one of those above the reference(s) I would be looking for? As a related question: if so, can I disable it/them per-map or do I need to edit my objects.rfa? I haven't ever needed to do that before, so I'm hoping I won't have to start now.

Thanks.


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