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Battlefield Modding Tutorials BFMODS • View topic - Paintball!

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
It is currently Sat Apr 27, 2024 12:51 pm

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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 9 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: Paintball!
PostPosted: Sun Oct 22, 2006 1:39 am 
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Joined: Tue May 16, 2006 12:00 am
Posts: 130
Here we go! Big mod, this includes 2 or 3 versions of my paintball (I have several maps with 2 styles of changes).

Type one: All guns are Japanese assault. Should be obvious why, look at the green code. No grenades, look at dark red. Needs indigo for the one hit kills, and brown for the deviations. I included a No4sniper that was 1 hit KO, but has the changes in blue to keep a player from abusing it. The kit is in a good sniping place, obvious so the gun will be noticed. The Red changes are for my modded hits, the richo textures had a green splat on them. I need to find out how to make the splats appear on soldiers though.

Type Two: use all changes but the blue and green. Also, only certain kits were in the maps, so if a gun isn't modded, just compare the kit class to another and change it. The rifles use the same deviation amount, as do the other classes.

Tweak as neccessary, and have fun!


rem ***20 BPS type 99***

ObjectTemplate.active Type99
ObjectTemplate.magSize 250
ObjectTemplate.roundOfFire 20
ObjectTemplate.numOfMag 3
ObjectTemplate.reloadtime 10.0




rem ***BEGIN CUSTOM WEAPONS***

rem ***SUPERNO4***

ObjectTemplate.Active No4Projectile
ObjectTemplate.material 852

MaterialManager.material 852
MaterialManager.materialAttGroup 852
MaterialManager.materialDefGroup 852
MaterialManager.materialDamage 100

rem infantry
MaterialManager.attGroup 852
MaterialManager.defGroup 40
MaterialManager.damageMod 100
MaterialManager.setEffectTemplate e_blood01
MaterialManager.attGroup 852
MaterialManager.defGroup 41
MaterialManager.damageMod 100
MaterialManager.setEffectTemplate e_blood01
MaterialManager.attGroup 852
MaterialManager.defGroup 42
MaterialManager.damageMod 100
MaterialManager.setEffectTemplate e_blood01


rem ***limited no4 ammo***

ObjectTemplate.Active No4sniper
ObjectTemplate.magSize 3
ObjectTemplate.numOfMag 1


rem ***ALL GUNS FIRE SUPER No4 BULLETS***

ObjectTemplate.Active bar1918
ObjectTemplate.velocity 100
ObjectTemplate.projectileTemplate no4Projectile

ObjectTemplate.Active colt
ObjectTemplate.velocity 100
ObjectTemplate.projectileTemplate no4Projectile

ObjectTemplate.Active M1Garand
ObjectTemplate.velocity 100
ObjectTemplate.projectileTemplate no4Projectile

ObjectTemplate.active WalterP38
ObjectTemplate.velocity 100
ObjectTemplate.projectileTemplate no4Projectile

ObjectTemplate.Active Thompson
ObjectTemplate.velocity 100
ObjectTemplate.projectileTemplate no4Projectile

ObjectTemplate.Active Mp40
ObjectTemplate.velocity 100
ObjectTemplate.projectileTemplate no4Projectile

ObjectTemplate.Active sg44
ObjectTemplate.velocity 100
ObjectTemplate.projectileTemplate no4Projectile

ObjectTemplate.Active DP
ObjectTemplate.velocity 100
ObjectTemplate.projectileTemplate no4Projectile

ObjectTemplate.active Mp18
ObjectTemplate.velocity 100
ObjectTemplate.projectileTemplate no4Projectile

ObjectTemplate.active Type5
ObjectTemplate.velocity 100
ObjectTemplate.projectileTemplate no4Projectile

ObjectTemplate.active Type99
ObjectTemplate.velocity 100
ObjectTemplate.projectileTemplate no4Projectile

ObjectTemplate.active JohnsonLMG
ObjectTemplate.velocity 100
ObjectTemplate.projectileTemplate no4Projectile



Rem ***DEVIATIONS***

ObjectTemplate.Active Sg44
ObjectTemplate.setDevMod 3 0.5 0.01
ObjectTemplate.setMinDev 3

ObjectTemplate.Active Bar1918
ObjectTemplate.setDevMod 3 0.5 0.01
ObjectTemplate.setMinDev 3

ObjectTemplate.Active Colt
ObjectTemplate.setDevMod 3.5 0.5 0.01
ObjectTemplate.setMinDev 3.5

ObjectTemplate.Active DP
ObjectTemplate.setDevMod 3 0.5 0.01
ObjectTemplate.setMinDev 3

ObjectTemplate.Active JohnsonLMG
ObjectTemplate.setDevMod 3 0.5 0.01
ObjectTemplate.setMinDev 3

ObjectTemplate.Active M1Garand
ObjectTemplate.setDevMod 2 0.5 0.01
ObjectTemplate.setMinDev 2

ObjectTemplate.Active Mp18
ObjectTemplate.setDevMod 3 0.5 0.01
ObjectTemplate.setMinDev 3

ObjectTemplate.Active Mp40
ObjectTemplate.setDevMod 3 0.5 0.01
ObjectTemplate.setMinDev 3

ObjectTemplate.Active Thompson
ObjectTemplate.setDevMod 3 0.5 0.01
ObjectTemplate.setMinDev 3

ObjectTemplate.Active Type5
ObjectTemplate.setDevMod 3 0.5 0.01
ObjectTemplate.setMinDev 3

ObjectTemplate.Active Type99
ObjectTemplate.setDevMod 2 0.5 0.01
ObjectTemplate.setMinDev 2

ObjectTemplate.Active WalterP38
ObjectTemplate.setDevMod 3.5 0.5 0.01
ObjectTemplate.setMinDev 3.5


Rem ***NOGRENADES***

ObjectTemplate.Active GrenadeAllies
ObjectTemplate.setInputFire c_PIMouseLook
ObjectTemplate.velocityDependentOnHeat 0
ObjectTemplate.heatAddWhenFire 0

ObjectTemplate.Active GrenadeAxis
ObjectTemplate.setInputFire c_PIMouseLook
ObjectTemplate.velocityDependentOnHeat 0
ObjectTemplate.heatAddWhenFire 0

ObjectTemplate.Active Detonator
ObjectTemplate.setInputFire c_PIMouseLook
ObjectTemplate.velocityDependentOnHeat 0
ObjectTemplate.heatAddWhenFire 0

ObjectTemplate.Active ExpPack
ObjectTemplate.setInputFire c_PIMouseLook
ObjectTemplate.velocityDependentOnHeat 0
ObjectTemplate.heatAddWhenFire 0


rem ***No4 bullets can be seen***
rem *** BOAT WOOD ARMOR ***

MaterialManager.attGroup 852
MaterialManager.defGroup 65
MaterialManager.damageMod 0
MaterialManager.setEffectTemplate e_RichoWood

MaterialManager.attGroup 852
MaterialManager.defGroup 66
MaterialManager.damageMod 0
MaterialManager.setEffectTemplate e_RichoWood

rem * *************************************************
rem * Ptboat target
rem * *************************************************

MaterialManager.attGroup 852
MaterialManager.defGroup 72
MaterialManager.damageMod 0
MaterialManager.setEffectTemplate e_RichoMetal


rem * *************************************************
rem * Default
rem * *************************************************

MaterialManager.attGroup 852
MaterialManager.defGroup 0
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_richoStone

MaterialManager.attGroup 852
MaterialManager.defGroup 1
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_RichoWater

rem * *************************************************
rem * Other Materials
rem * *************************************************

rem * *** Dry Grass (yellow) ***
MaterialManager.attGroup 852
MaterialManager.defGroup 2
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_RichoGrass

rem * *** Juicy Grass (Green) ***
MaterialManager.attGroup 852
MaterialManager.defGroup 3
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_RichoGrass

rem * *** Dry Dirt ***
MaterialManager.attGroup 852
MaterialManager.defGroup 4
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_RichoGround

rem * *** Wet Dirt ***
MaterialManager.attGroup 852
MaterialManager.defGroup 5
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_RichoGround

rem * *** Mud ***
MaterialManager.attGroup 852
MaterialManager.defGroup 6
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_RichoGround

rem * *** Deep Mud ***
MaterialManager.attGroup 852
MaterialManager.defGroup 7
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_RichoGround

rem * *** Gravel ***
MaterialManager.attGroup 852
MaterialManager.defGroup 8
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_RichoGround

rem * *** Frozen ground ***
MaterialManager.attGroup 852
MaterialManager.defGroup 9
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_RichoGround

rem * *** Dry Sand ***
MaterialManager.attGroup 852
MaterialManager.defGroup 10
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_RichoGround

rem * *** Wet Sand ***
MaterialManager.attGroup 852
MaterialManager.defGroup 11
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_RichoGround

rem * *** Rock ***
MaterialManager.attGroup 852
MaterialManager.defGroup 12
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_RichoGround

rem * *** Forest Floor ***
MaterialManager.attGroup 852
MaterialManager.defGroup 13
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_RichoGround

rem * *** Dirt Road ***
MaterialManager.attGroup 852
MaterialManager.defGroup 14
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_RichoGround

rem * *** Paved Road ***
MaterialManager.attGroup 852
MaterialManager.defGroup 15
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_RichoGround

rem * *** Solid Wood ***
MaterialManager.attGroup 852
MaterialManager.defGroup 80
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoWoodDecal

rem * *** Wood ***
MaterialManager.attGroup 852
MaterialManager.defGroup 81
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoWoodDecal

rem * *** Thin Wood ***
MaterialManager.attGroup 852
MaterialManager.defGroup 82
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_richoWood

rem * *** Hollow Wood ***
MaterialManager.attGroup 852
MaterialManager.defGroup 83
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoWoodDecal

rem * *** Solid Metal ***
MaterialManager.attGroup 852
MaterialManager.defGroup 84
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoWoodDecal

rem * *** Metal ***
MaterialManager.attGroup 852
MaterialManager.defGroup 85
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichometalDecal

rem * *** Thin Metal ***
MaterialManager.attGroup 852
MaterialManager.defGroup 86
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichometalDecal

rem * *** Hollow Metal ***
MaterialManager.attGroup 852
MaterialManager.defGroup 87
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_richometal

rem * *** Solid Stone (Rock) ***
MaterialManager.attGroup 852
MaterialManager.defGroup 88
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoStoneDecal

rem * *** Concrete ***
MaterialManager.attGroup 852
MaterialManager.defGroup 92
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoStoneDecal

rem * *** Reinforced Concrete ***
MaterialManager.attGroup 852
MaterialManager.defGroup 93
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoStoneDecal

rem * *** Flesh ***
MaterialManager.attGroup 852
MaterialManager.defGroup 94
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_richoStone

rem * *** Rubber ***
MaterialManager.attGroup 852
MaterialManager.defGroup 95
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_richoStone

rem * *** Stairs ***
MaterialManager.attGroup 852
MaterialManager.defGroup 96
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_richoStone

MaterialManager.attGroup 852
MaterialManager.defGroup 97
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_richoWood

MaterialManager.attGroup 852
MaterialManager.defGroup 98
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_richoMetal

rem * *** Exterior Stone Wall ***
MaterialManager.attGroup 852
MaterialManager.defGroup 100
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoStoneDecal

rem * *** Interior Stone Wall ***
MaterialManager.attGroup 852
MaterialManager.defGroup 101
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoStoneDecal

rem * *** Exterior brick Wall ***
MaterialManager.attGroup 852
MaterialManager.defGroup 102
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoStoneDecal

rem * *** Interior brick Wall ***
MaterialManager.attGroup 852
MaterialManager.defGroup 103
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoStoneDecal

rem * *** Exterior wooden Wall ***
MaterialManager.attGroup 852
MaterialManager.defGroup 104
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoWoodDecal

rem * *** Interior wooden Wall ***
MaterialManager.attGroup 852
MaterialManager.defGroup 105
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoWoodDecal

rem * *** Wooden Fence ***
MaterialManager.attGroup 852
MaterialManager.defGroup 106
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoWoodDecal

rem * *** Sandbags ***
MaterialManager.attGroup 852
MaterialManager.defGroup 107
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_RichoSandbag

rem * *** Grate ***
MaterialManager.attGroup 852
MaterialManager.defGroup 108
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoMetalDecal

rem * *** Wooden Fence ***
MaterialManager.attGroup 852
MaterialManager.defGroup 109
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoWoodDecal

rem * *** Wire Fence ***
MaterialManager.attGroup 852
MaterialManager.defGroup 110
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoMetalDecal

rem * *** Grated Fence ***
MaterialManager.attGroup 852
MaterialManager.defGroup 111
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoMetalDecal

rem * *** Mesh Fence ***
MaterialManager.attGroup 852
MaterialManager.defGroup 112
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoMetalDecal

rem * *** Bamboo Exterior wall ***
MaterialManager.attGroup 852
MaterialManager.defGroup 113
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoWoodDecal

rem * *** Bamboo Interior wall ***
MaterialManager.attGroup 852
MaterialManager.defGroup 114
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoWoodDecal

rem * *** Bamboo Fence ***
MaterialManager.attGroup 852
MaterialManager.defGroup 115
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoWoodDecal

rem * *** Bamboo Fence ***
MaterialManager.attGroup 852
MaterialManager.defGroup 116
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoWoodDecal

rem * *** Wooden Floor ***
MaterialManager.attGroup 852
MaterialManager.defGroup 117
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoWoodDecal

rem * *** Stone Floor ***
MaterialManager.attGroup 852
MaterialManager.defGroup 118
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoStoneDecal

rem * *** Glass Pane ***
MaterialManager.attGroup 852
MaterialManager.defGroup 119
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichometalDecal

rem * *** Tree Trunk ***
MaterialManager.attGroup 852
MaterialManager.defGroup 165
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate e_RichoWood

rem * *************************************************
rem * Special items
rem * *************************************************

rem * *** Wooden door ***
MaterialManager.attGroup 852
MaterialManager.defGroup 190
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoWoodDecal

rem * *** Metal Door ***
MaterialManager.attGroup 852
MaterialManager.defGroup 191
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoMetalDecal

rem * *** Wooden Ladder ***
MaterialManager.attGroup 852
MaterialManager.defGroup 192
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoWoodDecal

rem * *** Metal Ladder ***
MaterialManager.attGroup 852
MaterialManager.defGroup 193
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoMetalDecal

rem * *** Switch/control panel ***
MaterialManager.attGroup 852
MaterialManager.defGroup 194
MaterialManager.damageMod 0.0
MaterialManager.setEffectTemplate RichoMetalDecal

rem * *** Climbing net ***
MaterialManager.attGroup 852
MaterialManager.defGroup 195
MaterialManager.damageMod 0.0


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 Post subject: bullet speed
PostPosted: Mon Oct 23, 2006 2:30 pm 
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Joined: Sat Sep 16, 2006 3:57 pm
Posts: 68


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 Post subject:
PostPosted: Mon Oct 23, 2006 7:26 pm 
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Joined: Sun Jun 18, 2006 3:07 pm
Posts: 319
Location: Ontario, Canada


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 Post subject:
PostPosted: Mon Oct 23, 2006 10:22 pm 
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Joined: Tue May 16, 2006 12:00 am
Posts: 130
Good idea Monk, but all that is a little out of my league.

from wikipedia -

Paintball Velocity - In addition to the mandatory use of masks, paintball markers must not fire paintballs that exceed a certain velocity. The industry standard maximum velocity is 280 feet per second (about 180 miles per hour). Paintballs traveling faster than 300 ft/s (90 m/s) will leave large bruises and can potentially break the skin or even fingers. Many commercial paintball facilities mandate a lower velocity, usually 250 to 295 ft/s (75 to 90 m/s) in order to create an extra margin of safety. Lower velocities can still be painful at point blank range, and should be avoided when possible. Players sometimes wear thick jackets and gloves to cover any exposed skin.


The game engine seems to run on meters. If you notice, for low grav, you only notice changes if you set the gravity above or below -9.8. The reason is that 9.8 meters per second squared is the pull of gravity, and the negative means down (I once tried to change gravity with a positive number, I floated up :lol: ). I am an AP Physics nerd (so you don't need to ask).

Anyway, if 90 m/s is the industry maximum for paintball speeds, for ease of game purposes, I made it 100. I did that because I was too lazy to convert from the feet per second and approximated it. If you notice, when you watch paintball tournaments on TV, you can see the paintballs flying. 1000m/s is comparable to the 975 m/s velocity of a real M16 rifle, but paintballs are propelled by Carbon Dioxide (or other gases), not explosions in real bullets. Alright, enough physics, I have...physics homework to do (seriously :lol: ).


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 Post subject:
PostPosted: Tue Oct 24, 2006 12:56 am 
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Location: Ontario, Canada


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 Post subject: reference
PostPosted: Tue Oct 24, 2006 3:09 am 
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 Post subject:
PostPosted: Tue Oct 24, 2006 8:36 pm 
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Joined: Sun Jun 18, 2006 3:07 pm
Posts: 319
Location: Ontario, Canada
Heh yeah! All you would really have to do is add a colourful explosion smoke for the nade, if it really is that simple to do that.

_________________
xfire: bulletpr00fmonk


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 Post subject:
PostPosted: Tue Oct 24, 2006 10:20 pm 
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Joined: Tue May 16, 2006 12:00 am
Posts: 130
Toy with this:

http://img.photobucket.com/albums/v440/ ... 06copy.jpg

I made a reskin for the soldier head from a few pictures of a mask...but I forgot about the facial animations the soldiers do :lol: . Reskinning the COLOR of smoke is somewhat easy, but making it look like something other than colored smoke isn't. But I've never like paint grenades anyway. They blow up on you half the time anyway.

Monk:

If you can help put the team together, I could do my best to help out. I'm inexperienced with making new mods, but I think I could manage to make the weapon characteristic files and the maps, and we could all pool in our knowledge and what we want out of the mod as we go. I won't, however, be available until at least next weekend. If my school does well in our One Act play and we get into state competition, it will be one more week before I can do anything. Right now, I don't even walk out of my school until 5:30, and always have a nice, large backpack full of :!: to do.


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