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Battlefield Modding Tutorials
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 Post subject: Re: planes fly on own?
PostPosted: Fri Jul 25, 2008 9:58 am 
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Posts: 1226
Set all wing lift to 0 and spawn it without rotation, and do a acceleration of 999999999 or something :roll:


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 Post subject: Re: planes fly on own?
PostPosted: Sat Jul 26, 2008 2:28 pm 
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Joined: Sun Jul 13, 2008 7:29 pm
Posts: 168
[TKO]Twist wrote:
Set all wing lift to 0 and spawn it without rotation, and do a acceleration of 999999999 or something :roll:

doing that does nothing, well it does somthing it makes the plane hold in one postion with propellers spining but no movement unless u hit i with a car and then it floats away rly it give i Zero gravity.....


so yh i still need help with planes flying on its own

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 Post subject: Re: planes fly on own?
PostPosted: Mon Jul 28, 2008 9:38 am 
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Joined: Wed Nov 24, 2004 12:00 am
Posts: 257
Location: New York City
Since I usually work on high performance jet aircraft coding, your request for self flying propeller planes in Midway made me think of a differant approach since Midway is mostly a water map.

Tweaking the wing lift and engine power/speed for each prop plane could be time consuming, so I thought that in order to have them spawn closer to the water and make them all fly nice and level, I added floaters to them such as in the following code.

Code:
rem --- Self Level Flying  BF109
ObjectTemplate.active BF109
ObjectTemplate.speedmod 1
ObjectTemplate.timetoliveafterdeath 1
ObjectTemplate.addTemplate Enterprise_Floater
ObjectTemplate.setPosition 0/-3/14
ObjectTemplate.addTemplate Enterprise_Floater
ObjectTemplate.setPosition -2/-3/8
ObjectTemplate.addTemplate Enterprise_Floater
ObjectTemplate.setPosition 2/-3/8
ObjectTemplate.addTemplate Enterprise_Floater
ObjectTemplate.setPosition -2/-3/-8
ObjectTemplate.addTemplate Enterprise_Floater
ObjectTemplate.setPosition 2/-3/-8

ObjectTemplate.active BF109Engine
ObjectTemplate.setMinRotation -0.3/0/-3000
ObjectTemplate.setMaxRotation 0.3/0/5000
ObjectTemplate.setMaxSpeed 1000/0/800
ObjectTemplate.setAcceleration 500/0/2000
ObjectTemplate.setEngineType c_ETRocket
ObjectTemplate.setTorque 18
ObjectTemplate.setDifferential 7

rem --- Self Level Flying  Spitfire
ObjectTemplate.active Spitfire
ObjectTemplate.speedmod 1
ObjectTemplate.timetoliveafterdeath 1
ObjectTemplate.addTemplate Enterprise_Floater
ObjectTemplate.setPosition 0/-3/14
ObjectTemplate.addTemplate Enterprise_Floater
ObjectTemplate.setPosition -2/-3/8
ObjectTemplate.addTemplate Enterprise_Floater
ObjectTemplate.setPosition 2/-3/8
ObjectTemplate.addTemplate Enterprise_Floater
ObjectTemplate.setPosition -2/-3/-8
ObjectTemplate.addTemplate Enterprise_Floater
ObjectTemplate.setPosition 2/-3/-8

ObjectTemplate.active SpitfireEngine
ObjectTemplate.setMinRotation -0.3/0/-3000
ObjectTemplate.setMaxRotation 0.3/0/5000
ObjectTemplate.setMaxSpeed 1000/0/800
ObjectTemplate.setAcceleration 500/0/2000
ObjectTemplate.setInputToRoll c_PIThrottle
ObjectTemplate.setEngineType c_ETRocket
ObjectTemplate.setTorque 18
ObjectTemplate.setDifferential 7

rem --- Self Level Flying  Stuka
ObjectTemplate.active Stuka
ObjectTemplate.speedmod 1
ObjectTemplate.timetoliveafterdeath 1
ObjectTemplate.addTemplate Enterprise_Floater
ObjectTemplate.setPosition 0/-6/14
ObjectTemplate.addTemplate Enterprise_Floater
ObjectTemplate.setPosition -2/-6/8
ObjectTemplate.addTemplate Enterprise_Floater
ObjectTemplate.setPosition 2/-6/8
ObjectTemplate.addTemplate Enterprise_Floater
ObjectTemplate.setPosition -2/-6/-8
ObjectTemplate.addTemplate Enterprise_Floater
ObjectTemplate.setPosition 2/-6/-8

ObjectTemplate.active StukaEngine
ObjectTemplate.setMinRotation -0.3/0/-3000
ObjectTemplate.setMaxRotation 0.3/0/5000
ObjectTemplate.setMaxSpeed 1000/0/1000
ObjectTemplate.setAcceleration 500/0/2000
ObjectTemplate.setInputToRoll c_PIThrottle
ObjectTemplate.setEngineType c_ETRocket
ObjectTemplate.setTorque 18
ObjectTemplate.setDifferential 7


Then with the following spawn locations, the result is self flying planes in formations such as in the ObjectSpawns.con coordinates shown below.

Code:
rem --- BF109  Far Left SouthBound
Object.create DefgunSpawner
Object.absolutePosition 2136/40/2420
Object.rotation 180/0/0
Object.setteam 3

rem --- BF109 Far Right SouthBound
Object.create DefgunSpawner
Object.absolutePosition 2088/40/2420
Object.rotation 180/0/0
Object.setteam 3

rem --- Spitfire Middle Forward Formation
Object.create DefgunSpawner
Object.absolutePosition 2112/40/2400
Object.rotation 180/0/0
Object.setteam 4

rem --- Spitfire Right Back Formation
Object.create DefgunSpawner
Object.absolutePosition 2100/40/2410
Object.rotation 180/0/0
Object.setteam 4

rem --- Spitfire Left Back Formation
Object.create DefgunSpawner
Object.absolutePosition 2124/40/2410
Object.rotation 180/0/0
Object.setteam 4

rem --- Stuka West Island Fly Over
Object.create DefgunSpawner
Object.absolutePosition 1888/45/2450
Object.rotation 180/0/0
Object.setteam 5


Here are some screenshots of the results.
Image
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Image
Image
Image

I also have both Naval Fleets spawning in opposite corners of Midway.
Image
Image

Have you noticed that the southeast corner of the main island in Midway is open to naval attack because it lacks a defgun ?

Well, there is a bunker located there where I added a defgun to the top of it as shown below.
Image
If any of you want to add the defgun to that bunker, below are the coordinates.
( Just add it to Midway's ObjectSpawns.con )
Code:
rem --- Midway SouthEast Bunker Defgun
Object.create DefgunSpawner
Object.absolutePosition 2150/31.8/1939.265
Object.rotation 176/0/0
Object.setteam  2


I just tested this file on one of my servers and it works great.

Below is the server info ;
------ Game Server INFO Located in the United States ------

Game Server Name = DC MAFIA Modded
Game Server IP = 63.211.110.33
Game Port = 14567

----- Ventrilo Server Info United States ----
Ventrilo Server Name = DCMM
Ventrilo Server Host Name or IP = vent11.gameservers.com
Ventrilo Server Port = 4539

If you would like to have this map on your server, you can download it by clicking the link below ;
http://www.thescreamingmonkeyscompany.c ... ay_729.rfa


Let me know if you want to have more complex formations in other areas of the map or if you want them to spawn surrounding the island for aerial target practice ( BF42 version of anti-air Bazooka/Panzershreck stinger included ) ;-)

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Do everything to the best of your ability and you will find yourself in the future doing everything better than you thought possible.
Anthony Voltano 7/7/4777
VXF VOLT


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 Post subject: Re: planes fly on own?
PostPosted: Mon Jul 28, 2008 9:41 am 
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Joined: Tue Nov 27, 2007 7:56 pm
Posts: 1226
Damn, that's a good idea.
But, why limiting it to Midway? In every map there is water, right?


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 Post subject: Re: planes fly on own?
PostPosted: Mon Jul 28, 2008 11:20 am 
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Joined: Sun Jul 13, 2008 7:29 pm
Posts: 168
no not every map has water only some.

wait... i may stand corrected i think every map does at some point in it

but who said its limited to midway you can do it any where, explore and experiment diffrent things thats what help you learn

and thatnks volt some awsome looking pics of it to may i say :D

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 Post subject: Re: planes fly on own?
PostPosted: Mon Jul 28, 2008 2:36 pm 
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Joined: Sun Jul 13, 2008 7:29 pm
Posts: 168
hmm the plans slowly rise into air its not a problem but is there anyway of like adding a weight to the planes so that the floats keep on the water and plane stays at same hight??

im only asking as it would b nice if they did go in a straight line, well they do go in straight line but when they get to a certian speed they fly up.

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 Post subject: Re: planes fly on own?
PostPosted: Mon Jul 28, 2008 4:53 pm 
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Joined: Tue Nov 27, 2007 7:56 pm
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Set the damn winglift to zero!


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 Post subject: Re: planes fly on own?
PostPosted: Mon Jul 28, 2008 5:00 pm 
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Joined: Sun Jul 13, 2008 7:29 pm
Posts: 168
[TKO]Twist wrote:
Set the damn winglift to zero!


if you say so boss XD as last time i did what u said putting wing lift to zero gave it zero gravity and held it in one place so that doesnt work try testing this your self and you will know.

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