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Battlefield Modding Tutorials BFMODS • View topic - Pack collision damage?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Pack collision damage?
PostPosted: Fri Jul 25, 2008 9:44 am 
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Posts: 12
Hey guys,

Been modding a lot and have put up a 24/7 gazala on quagmire's luv shack. I'm still tweaking stuff but people seem to be having a hoot.

The problem I am having is that the damage from soldiers is not enough if I correct it for my jet packs. You could push someone across the map with the wings of your plane without them dying. If I make the damage any less then people with the jetpack start getting killed.

How do I set speedmod 0 determined on the kit?

A few ideas I've tried:
Add a floater under the person so they never touch ground. Crashed game. I tried a lcvp floater.
Add another jetpack that is idle only and never runs out of fuel. Could not find the balance. The guy did not fall fast enough in the air by standing. Walking he fell fast but it would jsut kill him in the end.
Immediate health replenish tied to the type5 gun of the pack. This just was delayed too much from impact, because you died before it started to heal.

If I try to speedmod japanesesoldier it has no effect because the base skin for the team set in init.con is germansoldier.

Any ideas?


Thanks
tbonez


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PostPosted: Fri Jul 25, 2008 12:33 pm 
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Look in game.rfa collision damage settings.
Here you can set what ever material to do what ever damage to another material when it hit each other.
Speedmod is just for the lazy one.

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PostPosted: Fri Jul 25, 2008 1:52 pm 
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Right...



What I'm saying is the teamskin is what is 'modified' as of in terms of damage in collision. How do I make it that only the people with the certain kits become modified for their gravity damage?


I thought about conditional statements, but that is a one time check and not while the game is being played.

Or..... maybe an object below the player when they hold that pack so that collision doesn't hurt them.


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PostPosted: Fri Jul 25, 2008 7:59 pm 
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i think urg is right..

I've had the same problem ever since I started using jetpacks. Speedmod 0 is just the name of the game.

You could however probably change the damagemod a plane does to infantry and see if that does anything...maybe that and a speedmod of 0.01 for soldiers, so the damage actually counts..? :?

A static object under the soldier wouldn't work...it would push soldiers or vehicles around, but it wouldnt stop when it hits the ground, it would keep going.

I don't think you can make it so just ONE soldier has different speedmod settings than everyone else..


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PostPosted: Sat Jul 26, 2008 6:38 am 
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Last edited by Urglub on Sat Jul 26, 2008 6:57 am, edited 1 time in total.

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PostPosted: Sat Jul 26, 2008 6:50 am 
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Oooh! Leave the feet alone, add a damagemod to the head/torso. He was saying planes will wingclip soldiers, but they won't die. If you do that (damage from plane material, #60 I believe), they should die via wingclip. Keep the feet at zero, and they won't die when they land. ;-)

Oh urg, about the elasticity code..I remember someone here tried to mess with that, a year or years ago. I think it made the soldier bounce as he walked (changed the soldier material), lol.


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PostPosted: Sat Jul 26, 2008 6:54 am 
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PostPosted: Sat Jul 26, 2008 6:58 am 
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And nothing on mud! :twisted:

I thought he was speaking about damage on ground?
That's why he tryed a few jetpack codes.
I really didn't understand it all?! :?

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