Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Fri Sep 15, 2006 9:18 pm 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
erased


Last edited by Zaitsef on Mon May 07, 2007 12:21 am, edited 1 time in total.

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PostPosted: Sat Sep 16, 2006 1:40 am 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
to be able to test this on ur own add this to objectspawns.con (conquest)

be aware that this script is for client use only, u will not be able to join multiplayer with this engine in ur file

ObjectTemplate.create AirwolfTurbo_Engine
ObjectTemplate.setMaxRotation 0/0/5000
ObjectTemplate.setMaxSpeed 0/0/100000
ObjectTemplate.setAcceleration 0/0/-100000
ObjectTemplate.setInputToRoll c_PIThrottle
ObjectTemplate.setAutomaticReset 1
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque 80
ObjectTemplate.setDifferential 50


and then add in ObjectspawnTemplates.con

ObjectTemplate.active AH64Complex
ObjectTemplate.addTemplate AirwolfTurbo_Engine


Note: I did not want to use existing Engines becuase they make to much noise already.
If Turbo is added Serverside , the add on does just dandy :)
We did spread itout among players ...

amazing to hear the howl when an apache just comes up over the hill and screams over ur tank ...


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PostPosted: Sat Sep 16, 2006 1:46 am 
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Joined: Tue May 16, 2006 12:00 am
Posts: 130
no offense, what you did sounds cool (might need to reinstall DCF to try it)...but why not copy the map, rename it, and add your files so the El_Al Day 2 isn't affected?


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PostPosted: Sat Sep 16, 2006 4:16 pm 
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Joined: Mon Nov 15, 2004 12:00 am
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Location: Germany, US Depot
In order for the sound to be attached to the Apache ,this was the only way i found.

If u modify the file , e.g. unpack and rename the level to gazala or dc_desertshield and repack as 001 for those it will work too.

U also may join other servers , as long as they dont run in pur mode. .

I have some custom Texures installed for some Vehicles , like the M1A1 (i brake for T72s) or the Hind (looks like an Eagles Head) and have found but one server since DC_Final release that md5 ed me.
Same goes for the sound add on here, the objecttemplates.con merely actives Apache Complex and tells it to run a soundscript which points to the map folder.

the code i posted above is for singleplayer only.
,
the website however holds the example file for clientt and will work best if the server u connect to has turbos added to Helicopter.

u will also be able to attach the sound script to other vehicles via

objectTemplate.active "vehicle"dummyengine
objecttemplate.loadsoundscritpt ../sounds/airwolfssc

This what it looks like for gazala , file named airwolf.ssc, responsilbe for the howl


#include EngineMap.ssc

newPatch

############
### Near ###
############
load @ROOT/bf1942/levels/gazala/carstereo/air.wav
loop
minDistance 20
randomStartPitch .05/.05
priority 10
*** Engine start ***
beginEffect
controlDestination Volume
controlSource Time
envelope Ramp
param .4
param 1.2
param 0
param 1
endEffect

*** Engine Pitch ***
beginEffect
controlDestination Pitch
controlSource Extern #map<Engine::Rpm>
envelope Ramp
param .6
param 1.05
param 0.70
param 0.30

endEffect

*** Engine Volume Start ***
beginEffect
controlDestination Volume
controlSource Extern #map<Engine::Rpm>
envelope Ramp
param 0.6
param 1
param 0
param 1
endEffect

*** Distance Volume ***
beginEffect
controlDestination Volume
controlSource Distance
envelope Ramp
param 30
param 180
param 1
param -1
endEffect

*** Engine stop ***
beginEffect
controlDestination Volume
controlSource TimeRelease
envelope Ramp
param 0
param 0.2
param 1
param -1
endEffect



And the directory structure is explained in this topic.

viewtopic.php?t=2331

All wav files i have "created" to be able to play in-game are included in the rfa file . These are original sounds from the airwolf series website :D


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