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Battlefield Modding Tutorials BFMODS • View topic - Make aa-allies projectile only kill planes?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 7 posts ] 
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PostPosted: Fri Jan 08, 2010 10:37 am 
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PostPosted: Fri Jan 08, 2010 7:47 pm 
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Easiest way is to define a new custom material ID and asign it to the projectile. Then only define it for the objects you want it to cause damage to, it'll ignore the rest.


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PostPosted: Fri Jan 08, 2010 9:55 pm 
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Change projectile to stinger missle :shock:

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PostPosted: Sat Jan 09, 2010 12:13 am 
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You dont know who i am or what i do. im your friend, only if...


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PostPosted: Sat Jan 09, 2010 8:12 am 
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PostPosted: Sat Jan 09, 2010 9:30 am 
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Hey battlef13ldmad,

This is old example of mine I pulled from my forum... It'll give you the basic info you'll need to create your own.




First you have to activate the projectile you wish to alter then assign it the new material ID number that youre going to create.

ObjectTemplate.Active No4Projectile
ObjectTemplate.material 900

ObjectTemplate.Active K98Projectile
ObjectTemplate.material 900

Next we build the Damage System for that Material.
I created a new material ID of 900 and assigned it a base damage value of 30HP.

MaterialManager.material 900
MaterialManager.materialAttGroup 900
MaterialManager.materialDefGroup 900
MaterialManager.materialDamage 30


At this point it will do no damage to anything you fire it at, until we define what materials this material ID will inflict damage on.


rem ***** SuperSnipers *****

rem Set the material ID we created
MaterialManager.attGroup 900

rem ID 40, 41, 42 = are soldiers Head, Torso, Limbs

MaterialManager.defGroup 40
MaterialManager.damageMod 1

MaterialManager.defGroup 41
MaterialManager.damageMod 1

MaterialManager.defGroup 42
MaterialManager.damageMod 1

We've only defined this material ID 900 to inflict damage to materials 40, 41, 42

This means this projectile will do 0 damage to all other materials

Here's the best part.. you can tweak every surface this projectile now does damage to..

MaterialManager.damageMod << value is a multiplyer of the base value

MaterialManager.damageMod 1 = 1 times base value we assigned earlier 30

so when the projectile hits material 40 (Soldiers Head) it does 30HP Damage


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PostPosted: Sat Jan 09, 2010 3:41 pm 
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shall i write my code in objectSpawnTemplate?? Or where else, i want it server side.

Thanks

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