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Battlefield Modding Tutorials BFMODS :: View topic - Completely Disabling Vechicles
Battlefield Modding Tutorials BFMODS
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Completely Disabling Vechicles
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=5241
Page 3 of 4

Author:  nighthawk1942 [ Tue Sep 15, 2009 2:03 pm ]
Post subject:  Re: Completely Disabling Vechicles

Yeah I could care less about using the vehicles, I'm just just using their wreck meshes as "static meshes" that I am adding to an infantry map. Last time I tried using dissabling moblie physics I used this line "ObjectTemplate.hasMobilePhysics 0" it made my server crash, but I'll see if I can get it to work. Is there something wrong the way I typed that ?

Author:  Senshi [ Tue Sep 15, 2009 7:24 pm ]
Post subject:  Re: Completely Disabling Vechicles

Try
ObjectTemplate.sethasMobilePhysics 0
if you use ObjectTemplate.Active

According to the MDT it doesn't matter if you use "set" or not, but I recall some issues in the past where only one of them worked. Basic rule back then was: Use "set" if you change code by "Active"ating the object, don't use set if you create new code (CSM). Not quite sure if it works, however.

Author:  nighthawk1942 [ Tue Sep 15, 2009 8:20 pm ]
Post subject:  Re: Completely Disabling Vechicles


Author:  Sheppard [ Tue Sep 15, 2009 9:21 pm ]
Post subject:  Re: Completely Disabling Vechicles

Holdobject goes on the spawner, not the object.

Author:  Senshi [ Tue Sep 15, 2009 10:34 pm ]
Post subject:  Re: Completely Disabling Vechicles

The reason for the error message is because you now have an object without mobilephysics, but that still has all the physic elements like springs (which define where, how much and when the vehicle has friction with ground) attached. This apparently causes BF42 to go into lockdown, as it's pretty impossible to calculate physical parameters with an object you define to ignore physics ;) . Would be the same if you tried to attach springs to a building...

To make this work you would have to removetemplate all the physic elements too, I fear...
But first, try holdobject 1 in the correct place. As long as nobody seriously bumps the wreck, it should stay immobile. Ramming it with vehicles or heavy weapons will probably initiate the jittering again...

Author:  Iced Earth [ Tue Sep 15, 2009 10:51 pm ]
Post subject:  Re: Completely Disabling Vechicles

Yeah...there's really no way to have a wreck touching a building without it shaking like a crack addict.

Author:  freddy [ Tue Sep 15, 2009 11:18 pm ]
Post subject:  Re: Completely Disabling Vechicles


Author:  nighthawk1942 [ Tue Sep 15, 2009 11:19 pm ]
Post subject:  Re: Completely Disabling Vechicles

DUH! lol as you can see I am doing a lot of guessing at what goes where. Yeah putting ObjectTemplate.HoldObject 1 in the right spot will hold the object just above the ground until it blows up then it's back to it's normal jitter wreck lol. ObjectTemplate.hasResponsePhysics 0 stops you from being able to push the wreck models all over the map with other vehicles.

"ObjectTemplate.hasMobilePhysics 0" or "ObjectTemplate.sethasMobilePhysics 0" is what I can't get to work. Should it be ObjectTemplate.setMobilePhysics 0 ? "sethas" doesn't sound right together ? idk

So if I figure out how to remove all the springs/extras etc. then I set the MobilePhysics 0 my server shouldn't crash with it set at 0 ? And this might fix all the jitters ?

****************
Also I was trying to add this code to a vehicle so that it wouldn't show up on the mini map but it won't work any ideas where I need to place the code ?
ObjectTemplate.setMinimapIcon "Minimap/minimap_icon_none" (it's the mini map icon from the "lcvp" Patrol Boat)

I remember years ago I was able to use this code client side to hide a secret car in a map I made.

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