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Battlefield Modding Tutorials BFMODS • View topic - Completely Disabling Vechicles

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sun Sep 13, 2009 7:36 am 
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Joined: Tue Sep 08, 2009 10:35 am
Posts: 14
Iced Earth you are a life saver (and everyone else :p) it's just that was the biggest of my problems.

See what I'm doing is I have the AC 130 blow up at the start of the map with it's time to live and distance from spawn set to 0. Then I set it up so that the wreck mesh never dissapears BUT if someone started the map spawned in the AC 130 then it wouldn't blow up until they got out which was a problem if they moved it ha ha. FIXED NOW!!! thank you so much Wahoo! I definitely "filled the gaps" in the wrong way with the codes I was trying :p

With the response physics set to 0 no one could push the wreck around the map and I basically created a way to add the wreck like it's a static wreck (almost ha ha) Anyway this isn't such a big deal but the wreck jitters or bounces and sometimes explosions can make it slide. What code would I need to make it hold still ?

I tried turning up the ObjectTemplate.drag and ObjectTemplate.mass but that doesn't seem to help.

Any Ideas to make it hold still now ?


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PostPosted: Sun Sep 13, 2009 7:42 am 
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Joined: Sun Dec 31, 2006 12:13 am
Posts: 2027
ah, if you just want it to 'stay put', try this on its spawner:


ObjectTemplate.create ObjectSpawner GunshipSpawner
ObjectTemplate.setObjectTemplate 2 AC-130
ObjectTemplate.setObjectTemplate 1 AC-130
ObjectTemplate.MinSpawnDelay 95
ObjectTemplate.MaxSpawnDelay 120
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 45
ObjectTemplate.Distance 40
ObjectTemplate.DamageWhenLost 10
ObjectTemplate.HoldObject 1


That SOB will stick like glue, and the only way to move it is by driving it away...and that isn't happening now. JUST BE SURE to spawn it ON / ABOVE ground, with the wheels touching, or slightly floating in midair...otherwise it'll bounce around on the ground. If that happens, just move it up a bit (ObjectSpawns.con, increase the Y in x/y/z).


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PostPosted: Sun Sep 13, 2009 9:14 am 
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Joined: Tue Nov 27, 2007 7:56 pm
Posts: 1226
HoldObject is broken on some explosions.


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PostPosted: Sun Sep 13, 2009 9:48 am 
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Joined: Tue Sep 08, 2009 10:35 am
Posts: 14
But does it matter if the objects I want to "hold" are wrecked meshes that are rigged never to dissapear. Some of these meshes are not on flat ground and they jitter and bounce a little. I just want to stop them from jittering and slowly sliding. It's not that much of a big deal though.

So would "HoldObject" hold a wrecked mesh in the air if I spawned it high enough ? and would it require me to apply the line "holdobject" to the "wreckmeshname"


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PostPosted: Sun Sep 13, 2009 11:35 am 
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Joined: Tue Nov 27, 2007 7:56 pm
Posts: 1226
Just on the spawner is enough, altough I'm not quite sure if it still applies to the wreck on the AC130.
Can you change mass serverside on '42? You can in BFV.


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PostPosted: Sun Sep 13, 2009 3:44 pm 
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Posts: 14
HoldObject doesn't seem to do anything to stop the Jitters and bounciness. I already tried turning the mass and drag WAY up... one a side note it only seemed to make the AC 130 fly faster :p


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PostPosted: Tue Sep 15, 2009 8:45 am 
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Joined: Tue Sep 08, 2009 10:35 am
Posts: 14
*BUMP*

Does anyone know how to lock wrecked meshes from jittering and bouncing ?


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PostPosted: Tue Sep 15, 2009 9:23 am 
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Joined: Thu Feb 05, 2009 7:54 pm
Posts: 487
Location: Germany
It's not that easy, I fear...as a wreck basically is just another mesh being displayed instead of the regular "intact" one, all settings that applied to the original PCO still apply (the wreck is per se still the PCO, just the visible stuff changed). That means you would have to eliminate mobilephysics of the PCO as soon as the wreck appears...no idea how to do that...except if you don't care the original PCO becomes unusable and you only want to use the wreck...then just deactivate mobilephysics and you should be good to go, I guess.

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