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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: Tue Jan 06, 2009 11:52 pm 
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Posts: 46


Last edited by Scorpion on Thu Jan 08, 2009 12:22 am, edited 1 time in total.

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 Post subject: Re: Driveable Nimitz?
PostPosted: Wed Jan 07, 2009 10:32 am 
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Posts: 1877
You can try 2 things (1 rem out the networkable info (not sure what this will do though) or (2 use an engine that doesn't have it. Use a torpedo or katyusharocket engine, and set the torque and differential to match the Nimitz engine. Also make sure you change engine type to C_ETShip or it won't work underwater. That should do it.

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 Post subject: Re: Driveable Nimitz?
PostPosted: Wed Jan 07, 2009 10:45 am 
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Correct DesertFox. I'm still at work so I can't test this out.

Just so I fully understand, rem always requires objects.rfa to be tweaked (not a patch or SSM within ObjectSpawnTemplates.con). Correct?

Another thing I would try is to tweak the Static version of the Nimitz which already has an engine attached to it. If you could live with the lack of logic in the naming of the PCO. :)


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 Post subject: Re: Driveable Nimitz?
PostPosted: Wed Jan 07, 2009 11:46 am 
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Yes in the Object.con or physics.con of the vehicle, where it has the engine's networkable info coded, rem out the line referring to it. I don't know what after effects this has, however. (I assume it has a reason for being there). So, I would think it would be easier to do this:

ObjectTemplate.Active NimitzComplex
ObjectTemplate.addTemplate torpedo_engine

ObjectTemplate.Active torpedo_engine
ObjectTemplate.setInputToRoll C_PIThrottle
ObjectTemplate.setEngineType C_ETShip

ObjectTemplate.setTorque <<<<< These two control speed and power,
ObjectTemplate.setDifferential <<<< the min and max rotation/maxspeed are for plane engines, they are controlling animations, only these two have any effect.
Set the torque and differential to match the shokaku's or the vanilla enterprise (I'd do the Enterprise, it is closer to the same size) And this will give it similar speed and handling.

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 Post subject: Re: Driveable Nimitz?
PostPosted: Wed Jan 07, 2009 4:22 pm 
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Well, I figured I needed all the mobile and respose physics code so I left it. Unfortunately, it did the "disconenct" on minimap thing still. Here is Exactly what si in my OST.con:

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

ObjectTemplate.Active lodNimitz
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasResponsePhysics 1

ObjectTemplate.Active NimitzComplex
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.addTemplate torpedo_engine

ObjectTemplate.Active torpedo_engine
ObjectTemplate.setInputToRoll C_PIThrottle
ObjectTemplate.setEngineType C_ETShip
ObjectTemplate.setTorque 500
ObjectTemplate.setDifferential 30


(Fox, I only found ONE instance referring to the Enterprise engine, and it had no torque or differential variables - it must be somewhere else, in fact, there is ONLY an objects.con in the RFA for the enterprise, no physics.con or anything else. I therefore made up the torque and diff values again.)

I then changed it so This is exactly what is in my OST.con file:

ObjectTemplate.Active NimitzComplex
ObjectTemplate.addTemplate torpedo_engine

ObjectTemplate.Active torpedo_engine
ObjectTemplate.setInputToRoll C_PIThrottle
ObjectTemplate.setEngineType C_ETShip
ObjectTemplate.setTorque 500
ObjectTemplate.setDifferential 30


I got the same results - US crashes immediately, red crashes when the carrier shows up on the minimap.

For the sake of argument, I can always use the Enterprise and tweak it. I will make rfas for as long as you gents are willing to make suggestions (including using the static version of the Nimitz, but I will need help with that); I like the idea of using the Nimitz but maybe this just isn't meant to be.

Thanks for your help and patience.


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 Post subject: Re: Driveable Nimitz?
PostPosted: Wed Jan 07, 2009 6:49 pm 
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Location: Your moms house
I wanna make the camel in dc alnaz walk around that would be awesome


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 Post subject: Re: Driveable Nimitz?
PostPosted: Wed Jan 07, 2009 8:31 pm 
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Posts: 1877
Ok, that's spam...^^^ And...Well QOTSA, I'm pretty much out of ideas...Except one. I believe the DC Final carrier moves..try using that version of DC instead :lol:

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 Post subject: Re: Driveable Nimitz?
PostPosted: Wed Jan 07, 2009 8:53 pm 
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Quick note: It's the change from 0 to 1 in ObjectTemplate.hasMobilePhysics 1 that is causing the crash.


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