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Battlefield Modding Tutorials BFMODS • View topic - setInputToRoll

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: setInputToRoll
PostPosted: Wed Aug 09, 2006 5:35 am 
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PostPosted: Wed Aug 09, 2006 10:26 am 
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PostPosted: Thu Aug 10, 2006 4:47 am 
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Thank you for the link. :D


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PostPosted: Thu Aug 10, 2006 10:21 pm 
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Ok, here's why I ask, and the problem I encountered. Maybe someone can shed some light on this for me.

I'm trying to add nitro to the b17. Doing so using c_PIAltFire makes a mess of takeoffs, since for some bizarre reason -with the mod on- the old bird won't lift off without hitting the NOS, and the same button unleashes a string of explosives under the belly onto the runway.

Clever me, I made the nitro activate using c_PIFire, since the 17 has no "primary" weapon- guess what, the server curls up into the fetal position when I load the map and refuses to allow bfrm connection to restart it.

So... my question is, does the 17 have some function tied to c_PIFire that I'm breaking, and if so how would I find/change assignment to that function?

Why would this crash the server?

ObjectTemplate.Active B17Complex
ObjectTemplate.addTemplate Silkworm2_Engine
ObjectTemplate.setPosition 0/0/0
ObjectTemplate.setRotation 0/0/0

ObjectTemplate.Active Silkworm2_Engine
ObjectTemplate.setAutomaticReset 1
ObjectTemplate.setInputToRoll c_PIFire
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setMaxSpeed 0/0/100000
ObjectTemplate.setAcceleration 0/0/100000
ObjectTemplate.setTorque 50.0
ObjectTemplate.setDifferential 30.0

:?:

I'm almost afraid to try different assignments for it, paranoia about melting down the server again and all, but it would be nice to get the turbo assigned to fire1 (left click)- the 17 becomes a high speed heavy unit that DCF is lacking.


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PostPosted: Fri Aug 11, 2006 12:16 am 
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PostPosted: Fri Aug 11, 2006 3:01 pm 
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It's for DCF, as I posted, so the silkworm2 is ok. I'm using it already on some other vehicles.

I'll try Active B17, but out of curiousity- why not complex like all other nos mods I've made?

Thanks for the reply, I'll let you know what happens...


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PostPosted: Sat Aug 12, 2006 1:34 am 
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I would also like to know if there is anything to gain by adding it to the object instead of the object's complex.


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PostPosted: Sat Aug 12, 2006 4:48 am 
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