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Battlefield Modding Tutorials BFMODS • View topic - How to make any wepaon shoot a spawnable item

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sat Dec 16, 2006 1:43 am 
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PostPosted: Sat Dec 16, 2006 12:02 pm 
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lissen to meah ... Ize uses dis ... bf1942


ObjectTemplate.create Projectile ZaitsevPlaneProjectile
ObjectTemplate.createNotInGrid 1
ObjectTemplate.geometry ExpPack
ObjectTemplate.timeToLive CRD_NONE/0.1/0/0
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.setHasPointPhysics 0
ObjectTemplate.hasCollisionEffect 1
ObjectTemplate.gravityModifier 1.0
ObjectTemplate.invisibleAtEndEffect 1
ObjectTemplate.drag 1.0
ObjectTemplate.mass 200
ObjectTemplate.hasOnTimeEffect 0
ObjectTemplate.invisibleAtEndEffect 1
ObjectTemplate.dieAfterColl 1
ObjectTemplate.stopAtEndEffect 0
ObjectTemplate.invisible 0
ObjectTemplate.damageType 1
ObjectTemplate.material 50
ObjectTemplate.material2 50
ObjectTemplate.radius 15
ObjectTemplate.ForceOnExplosion 0
ObjectTemplate.addTemplate ZaitsevPlaneSpawner
rem ObjectTemplate.setPosition 0/1.5/1.5
ObjectTemplate.setPosition 0/0.5/0.5


ObjectTemplate.create ObjectSpawner ZaitsevPlaneSpawner
ObjectTemplate.setObjectTemplate 1 Mustang
ObjectTemplate.setObjectTemplate 2 Mustang
ObjectTemplate.minSpawnDelay 999
ObjectTemplate.maxSpawnDelay 999
ObjectTemplate.TimeToLive 30
ObjectTemplate.Distance 15
ObjectTemplate.spawnOffset 0/0/0
ObjectTemplate.holdObject 1
ObjectTemplate.team 1


put above in common/weapons.con , and only in one ...
then call it like so:

in Walters Objects.con change the
ObjectTemplate.projectileTemplate p38Projectile

to

ObjectTemplate.projectileTemplate ZaitsevPlaneProjectile

works like a champ ... these plane shoot out and do loops ... tweak the projectile to make em do somethin else ...


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PostPosted: Sat Dec 16, 2006 3:49 pm 
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I recently had a guy PM me for how to do it mapside. Here's how I did it (and it works). This is a copy of 2 PMs.

First, copy any .con file into a folder on your HD. Rename it to whatever you want (I used objectshooter), and copy this code in:

ObjectTemplate.create Projectile fueldrumProjectile
ObjectTemplate.createNotInGrid 1
ObjectTemplate.timeToLive CRD_NONE/0.1/0/0
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.setHasPointPhysics 0
ObjectTemplate.hasCollisionEffect 1
ObjectTemplate.gravityModifier 1.0
ObjectTemplate.invisibleAtEndEffect 1
ObjectTemplate.drag 1.0
ObjectTemplate.mass 200
ObjectTemplate.hasOnTimeEffect 0
ObjectTemplate.invisibleAtEndEffect 1
ObjectTemplate.dieAfterColl 1
ObjectTemplate.stopAtEndEffect 0
ObjectTemplate.invisible 0
ObjectTemplate.damageType 1
ObjectTemplate.material 50
ObjectTemplate.material2 50
ObjectTemplate.radius 0
ObjectTemplate.ForceOnExplosion 0
ObjectTemplate.addTemplate FueldrumSpawner
rem ObjectTemplate.setPosition 0/1.5/1.5
ObjectTemplate.setPosition 0/0.5/0.5


ObjectTemplate.create ObjectSpawner FueldrumSpawner
ObjectTemplate.setObjectTemplate 1 Fueldrum
ObjectTemplate.setObjectTemplate 2 Fueldrum
ObjectTemplate.minSpawnDelay 999
ObjectTemplate.maxSpawnDelay 999
ObjectTemplate.TimeToLive 30
ObjectTemplate.Distance 15
ObjectTemplate.spawnOffset 0/0/0
ObjectTemplate.holdObject 1
ObjectTemplate.team 1


Add the file to your map, I used:
mapname/bf1942/levels/mapname/objects/spawnshooter

then copy a con file and call it "objects". Enter:

run spawnshooter/objectshooter

add that .con file to the map in
mapname/bf1942/levels/mapname/objects

now go to your init.con file in your map, and scroll down to the line

run sounds/environment

make a new line right beneath it, and type in
run objects/objects

finally, go to your objectspawntemplates.con in your map (in the folder of whatever gametype you want this in, Conquest, etc). Enter the lines

ObjectTemplate.active Colt
ObjectTemplate.velocity 50
ObjectTemplate.ProjectileTemplate fueldrumProjectile


the velocity needs to be adjusted according to what you're shooting. 50 and 10 both worked with a Yak as long as I didn't fire too far up or down. Good luck! Oh, you can create as many different shooters as you want, just do the same process with another name for the projectiles and such.

After that PM, he sent me another stating he thought the fueldrum method only worked in DC. I sent this reply:

the fueldrum only works serverside in DC. This method makes it a new item in the bf42 mod (in the maps you put it in anyway).

If you renamed it to "hakalokie", and changed every use of "fueldrum" to "hakalokie", it would still work.

I haven't figured this out yet, but you can actually add new vehicles and weapons to maps (ie bf42 guns/vehicles to DC or vice versa). I tried adding a car from the Interstate 82 mod to a vanilla 42 map, but there is a LOT of coding involved to add new stuff, and it wouldn't work. I did get to make an MG42 to look like a laser, but without the right sound and projectiles, I scrubbed it.


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