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Battlefield Modding Tutorials BFMODS • View topic - Smokelauncher on Alt Fire Serverside

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Thu Sep 21, 2006 7:35 am 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
add smokelauncher to unused pco input, in this case AltFire
example on T72, code to be added is red, remarks greenm pcoid reset neccessary to avoid probs like being positioned out of vehiclle


ObjectSpawns.con

ObjectTemplate.create FireArms smokezaitsev <= create new Template w/o networkable info
ObjectTemplate.projectileTemplate SmokeGrenadeProjectile
ObjectTemplate.projectilePosition 0/0/2
ObjectTemplate.magSize 32
ObjectTemplate.numOfMag 4
ObjectTemplate.magType 0
ObjectTemplate.velocity 5
ObjectTemplate.reloadtime 15
ObjectTemplate.roundOfFire 8
ObjectTemplate.autoReload 1
ObjectTemplate.AmmoType 8
rem ObjectTemplate.setAsynchronyFire 1
ObjectTemplate.setInputFire c_PIAltFire
ObjectTemplate.FireOnce 1
ObjectTemplate.setPcoId 1
<= to be pb save & stable

ObjectTemplate.addFireArmsPosition -.90/.2/0 -45/-15/0
ObjectTemplate.addFireArmsPosition -.45/.35/0 -90/-20/0
ObjectTemplate.addFireArmsPosition .45/.35/0 90/-20/0
ObjectTemplate.addFireArmsPosition .90/.2/0 45/-15/0

ObjectTemplate.addFireArmsPosition -.180/.2/0 -45/-150
ObjectTemplate.addFireArmsPosition -.45/.35/0 -90/-20/
ObjectTemplate.addFireArmsPosition .45/.35/0 90/-20/0
ObjectTemplate.addFireArmsPosition 0/.2/0 45/-15/0

ObjectTemplate.addFireArmsPosition -.90/.2/0 -45/-15/0
ObjectTemplate.addFireArmsPosition 0/.35/0 -90/-20/0
ObjectTemplate.addFireArmsPosition .180/.35/0 90/-20/0
ObjectTemplate.addFireArmsPosition .90/.2/0 45/-15/0

ObjectTemplate.addFireArmsPosition -.37/.2/0 -40/-15/0
ObjectTemplate.addFireArmsPosition -.24/.35/0 -15/-20/0
ObjectTemplate.addFireArmsPosition .24/.35/0 15/-20/0
ObjectTemplate.addFireArmsPosition .37/.2/0 40/-15/0


ObjectSpawnTemplates.con

ObjectTemplate.active NSVT <= the turret gunners MG42
ObjectTemplate.addTemplate smokezaitsev
ObjectTemplate.setPosition 0/0/0
ObjectTemplate.setPcoId 1


creates a half circle of thick smoke in the direction MG 42 gunner is aiming


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PostPosted: Thu Nov 30, 2006 6:26 pm 
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PostPosted: Thu Nov 30, 2006 6:42 pm 
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Location: Germany, US Depot

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PostPosted: Thu Nov 30, 2006 7:25 pm 
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Joined: Fri Jul 14, 2006 5:16 am
Posts: 131
Location: United States
Still interested in having say... an Mg42 shoot a Mustang that you would "jump" into just like a Wasserfall, or I think an SA3? And when it blows up you go back to the original Mg42 firing position. So basicly putting the wasserfall into Van. BF is what I'm trying to do. (SS of course)

EDIT: Like with a ketten, a plane as the "rocket", and in Van. bf. BTW, before you say impossible I have been able to make a Wasserfall shoot a Stuka, however haven't added it to a new vehicles successfully. AND I HAVE SEEN THIS DONE WITH VAN. BF BEFORE!


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PostPosted: Fri Dec 01, 2006 7:19 pm 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
Lets see if i can follow ...

Serverside i changed the Guided Missile Tomahawk into a plane which would put u back on the destruyer when shot down, so the way do do this in vanilla bf would be to "recreate" that firearms code including the vehicle of ur choice as projectile, then add it to the vehicle using ACTIVE.

right ?

the Wasserfall is a guided rocket from secret weapons ?

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PostPosted: Fri Dec 01, 2006 8:09 pm 
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Joined: Fri Jul 14, 2006 5:16 am
Posts: 131
Location: United States
EXACTLY!!! And yes the wasserfall is from sw.. im using that code as my example. I have been able to get an Mg42 to shoot out a wasserfall easily, but thats only for sw. I need this to be ss for those not running sw, which is my problem.


BTW Just in case you were wondering what I am gunna use this for:
I'm going to mod Aberdeen to be a "Plane Training Map". This way when you get shot down you just shoot out another one.


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PostPosted: Fri Dec 01, 2006 9:33 pm 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
try this on for size, i dont have time to test it ...

for OS.con
rem *** TomahawkTub Code modified***
ObjectTemplate.create FireArms planetrainer
ObjectTemplate.projectileTemplate >ur vehicle<
ObjectTemplate.projectilePosition 0/0/2
ObjectTemplate.magSize 1
ObjectTemplate.numOfMag 1
ObjectTemplate.reloadtime 10
ObjectTemplate.autoReload 1
ObjectTemplate.fireingForce 0
ObjectTemplate.recoilSpeed 20
ObjectTemplate.recoilSize 3
ObjectTemplate.roundOfFire 1
ObjectTemplate.setInputFire c_PIFire
ObjectTemplate.fireInCameraDof 1
ObjectTemplate.setPcoId 0

OST.con
objectttemplate.active MG42
objecttemplate.projectiletemplate planetrainer

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PostPosted: Fri Dec 01, 2006 10:21 pm 
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Posts: 131
Location: United States
oddly... nothing at all happened! No CTD and no success. Just a normal MG projectile!


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