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Working solution to AP Mine https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=5190 |
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Author: | Coroner47 [ Thu Aug 20, 2009 6:10 am ] |
Post subject: | Working solution to AP Mine |
Author: | [TKO]Twist [ Thu Aug 20, 2009 7:03 am ] |
Post subject: | Re: Working solution to AP Mine |
more mass. |
Author: | BoBD@N!tr¤ [ Thu Aug 20, 2009 4:36 pm ] |
Post subject: | Re: Working solution to AP Mine |
Author: | Apache Thunder [ Thu Aug 20, 2009 7:25 pm ] |
Post subject: | Re: Working solution to AP Mine |
Author: | Coroner47 [ Fri Aug 21, 2009 3:54 am ] |
Post subject: | Re: Working solution to AP Mine |
Wow i still thought nobody had a working AP mine! Guess ive been out of the loop for a while. I did what "BoBD@N!tr¤" said & it doesn't slide anymore. Thanx BoBD@N!tr¤! Apache... WOW!! Thats some awesome stuff uve done. I played a couple of your maps. The 1st map i was like... wtf these bots really suck at driving the lada's... then im pretty sure that i didn't see a driver behind the wheel. I looked at your AP mine code & ya i never thought of attaching a spawner to a projectile. Good idea! |
Author: | Apache Thunder [ Fri Aug 21, 2009 6:05 am ] |
Post subject: | Re: Working solution to AP Mine |
The basic concept of attaching a spawner to a projectile isn't my idea....Nor was the original APMine system that I basically enhanced. The original APMIne code had the deathbubbles attached to all the handweapons instead of the main soldier (the part of the code that set's off the mine when players get near) and you had to manually arm then after firing them inorder to get credited kills. (thanks goes out to Marshall Nord for the original concept) I made it self arming, revamped the detonation code and gave it a nice beep sound effect when it spawns. I basically rewrote all the code for the APMine system as it was envisioned by Marshall Nord. He is the creator of the upcoming . Also I did one other mod: GCN Mario Kart Double Dash http://www.filefront.com/13823980/GCN_Mario_Kart.exe It's a mod that ported a few levels and a vehicle from the Nintendo Gamecube game "Super Mario Kart: Double Dash". It features fully ported levels and a working vehicle from the orginal game. I streamlined the mod so that it no longer uses DesertCombat as a base (as the only remnent of DC was the soldiers). So I made it only need the vanilla WW2 mod that the game comes with. You might enjoy it! Just be warned....Because this mod centers around "racing" instead of "shooting", the singleplayer mode won't work for this mod. (though I did put in SP with idle bots for one of the maps lol ) EDIT: LOL Just now remembered the self driving Ladas...There is no bots driving them, I assure you of that! They were put in to simulate traffic. Or traffic driven by crazy civilians trying to get out of the war zone.... They are bascially normal vehicles that just have a different engine type that makes them always drive foward. They can't steer themselves and will collide randomly with things. |
Author: | Coroner47 [ Fri Aug 21, 2009 2:30 pm ] |
Post subject: | Re: Working solution to AP Mine |
Well the fact that you can have attached spawner to a projectile really opens things up for me. Just off the top off my head i can see things possible like, an air strike, trip traps, maybe sticky bombs, supply & vehicle paradrops, maybe ladders. You could most likely throw/drop anything onto the ground using a projectile i suppose. Wow am gonna have lots to do now! I like the tv object also. I would be nice to be able to put the movies within a map .rfa. I was thinking of maybe using an animated texture on an effect to simulate a tv. |
Author: | Apache Thunder [ Fri Aug 21, 2009 4:24 pm ] |
Post subject: | Re: Working solution to AP Mine |
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