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Battlefield Modding Tutorials BFMODS • View topic - Heli Gunnner Tank Buster

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Heli Gunnner Tank Buster
PostPosted: Mon Aug 21, 2006 1:20 pm 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
I ve created a weapon for the Heli Gunner to bust Tanks. it works serverside but for it to really be enjoyed it requires a change on client side too.

The following was done for Gazala in DC_Final in Conquest Mode.

Changes to ObjectSpawns.con

ObjectTemplate.create FireArms F14RIO_Firearm
ObjectTemplate.projectileTemplate GBU27Bomb
ObjectTemplate.projectilePosition 0/0/2
ObjectTemplate.magSize 1
ObjectTemplate.numOfMag 10
ObjectTemplate.reloadtime 5
ObjectTemplate.autoReload 1
ObjectTemplate.fireingForce 0
ObjectTemplate.recoilSpeed 20
ObjectTemplate.recoilSize 3
ObjectTemplate.roundOfFire 1
ObjectTemplate.setInputFire c_PIAltFire
ObjectTemplate.fireInCameraDof 1
ObjectTemplate.velocity 100
ObjectTemplate.setPcoId 1


changes to ObjectSpawnTemplates.con

rem reduced radius to act like rocket hit
ObjectTemplate.Active GBU27Bomb
ObjectTemplate.radius 20

rem this will promt the gunner that next shot is ready ,
rem since he cant see the projectile or ammo stats unless
rem client has added PCO files
ObjectTemplate.Active Mi24D
ObjectTemplate.AddTemplate BRDM2SupplyDepot
ObjectTemplate.AddTemplate BRDM2VehicleSupplyDepot
objectTemplate.speedMod 0.8
ObjectTemplate.Active AH64
ObjectTemplate.AddTemplate BRDM2SupplyDepot
ObjectTemplate.AddTemplate BRDM2VehicleSupplyDepot
objectTemplate.speedMod 0.8

rem here comes the gadget
ObjectTemplate.active Mi24DGGunMount
ObjectTemplate.addTemplate F14RIO_Firearm
ObjectTemplate.setPosition 0/0/0
ObjectTemplate.setPcoId 1

ObjectTemplate.active AH64M230Rotation
ObjectTemplate.addTemplate F14RIO_Firearm
ObjectTemplate.setPosition 0/0/0
ObjectTemplate.setPcoId 1


For our players i created a file called
gazala_001.rfa
that contains only the folder conquest with Objectspawns.con and ObjectSpawnTemplates.con

it contains the original Client Os and OST with these change:

OS
ObjectTemplate.create FireArms F14RIO_Firearm
ObjectTemplate.projectileTemplate GBU27Bomb
ObjectTemplate.loadSoundScript ../common/Sounds/hellfire.ssc
ObjectTemplate.visibleDummyProjectileTemplate AH64HellfireDummy
ObjectTemplate.projectilePosition 0/0/2
ObjectTemplate.magSize 1
ObjectTemplate.numOfMag 10
ObjectTemplate.reloadtime 4
ObjectTemplate.autoReload 1
ObjectTemplate.fireingForce 0
ObjectTemplate.recoilSpeed 20
ObjectTemplate.recoilSize 3
ObjectTemplate.roundOfFire 1
ObjectTemplate.setInputFire c_PIAltFire
ObjectTemplate.fireInCameraDof 1
ObjectTemplate.velocity 100
ObjectTemplate.setPcoId 1


OST

ObjectTemplate.active AH64M230Control
ObjectTemplate.setNumberOfWeaponIcons 2
ObjectTemplate.setSecondaryAmmoIcon "Ammo/Icon_hellfire.dds"
ObjectTemplate.setSecondaryAmmoBar ABAmmoBarReloadBar

ObjectTemplate.active Mi24DGGunControl
ObjectTemplate.setNumberOfWeaponIcons 2
ObjectTemplate.setSecondaryAmmoIcon "Ammo/Icon_hellfire.dds"
ObjectTemplate.setSecondaryAmmoBar ABAmmoBarReloadBar

ObjectTemplate.active Mi24DGGunMount
ObjectTemplate.addTemplate F14RIO_Firearm
ObjectTemplate.setPosition 0/0/0
ObjectTemplate.setPcoId 1

ObjectTemplate.active AH64M230Rotation
ObjectTemplate.addTemplate F14RIO_Firearm
ObjectTemplate.setPosition 0/0/0
ObjectTemplate.setPcoId 1

ObjectTemplate.Active GBU27Bomb
ObjectTemplate.radius 20


rem, now the client can see the effects and ammobar

So there, enjoy and adjust the FIREAMR to youyr needs : )


Last edited by Zaitsef on Wed Sep 20, 2006 3:25 am, edited 2 times in total.

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 Post subject:
PostPosted: Mon Sep 18, 2006 3:30 am 
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Posts: 696
Location: Germany, US Depot


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PostPosted: Mon Sep 18, 2006 4:43 am 
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PostPosted: Mon Sep 18, 2006 1:07 pm 
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PostPosted: Mon Sep 18, 2006 4:44 pm 
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Last edited by ktr on Thu May 17, 2007 5:43 am, edited 1 time in total.

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 Post subject:
PostPosted: Wed Sep 20, 2006 3:23 am 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
lol, too funny ...

but i recommend u try the missile out.

this is not a superweapon, instead it requires gunner and pilot to work as a team. the pilot needs to steady for the gunner to be able to aim, see the speed of the projectile to understand whats happening.
and without the graphics add on for the client its hard to correct ur aim.

it requires practice to hit a target from the moving chopper since the missile deviates from the point u aim at according to movement of the helicopter, think of firing from a tank at full speed times 3.

... butt of course u already know that.

only a direct hit will disable a heavy tank or destroy a light one.
once fired it takes 10 seconds to reload..
... but u already read that in the script , dint ya ... ?


so ur idea of blowing up half the map is out of place here.
This also shows that an ObjectTemplate with networkable info can be re-created without networkable info and the be attached via active and it all works serverside, so be creative ;)


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PostPosted: Thu May 17, 2007 2:30 am 
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