Battlefield Modding Tutorials BFMODS https://battlefieldmodding.com/ssm/phpBB3/ |
|
Paintball! https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=9&t=2400 |
Page 1 of 2 |
Author: | sephiroth [ Sun Oct 22, 2006 1:39 am ] |
Post subject: | Paintball! |
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 |
Author: | hardimpact [ Mon Oct 23, 2006 2:30 pm ] |
Post subject: | bullet speed |
Author: | Bullet-ProofMonk [ Mon Oct 23, 2006 7:26 pm ] |
Post subject: | |
Author: | sephiroth [ Mon Oct 23, 2006 10:22 pm ] |
Post subject: | |
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 ). 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 ). |
Author: | Bullet-ProofMonk [ Tue Oct 24, 2006 12:56 am ] |
Post subject: | |
Author: | hardimpact [ Tue Oct 24, 2006 3:09 am ] |
Post subject: | reference |
Author: | Bullet-ProofMonk [ Tue Oct 24, 2006 8:36 pm ] |
Post subject: | |
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. |
Author: | sephiroth [ Tue Oct 24, 2006 10:20 pm ] |
Post subject: | |
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 . 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. |
Page 1 of 2 | All times are UTC |
Powered by phpBB® Forum Software © phpBB Group http://www.phpbb.com/ |