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Battlefield Modding Tutorials BFMODS :: View topic - Exploding Soldiers, Grenade Landmines, .50 CAL pistols
Battlefield Modding Tutorials BFMODS
https://battlefieldmodding.com/ssm/phpBB3/

Exploding Soldiers, Grenade Landmines, .50 CAL pistols
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=9&t=3686
Page 1 of 3

Author:  ZOOMER [ Thu Jan 10, 2008 6:36 pm ]
Post subject:  Exploding Soldiers, Grenade Landmines, .50 CAL pistols

SSM, DCFINAL:

ObjectTemplate.Active IraqSoldier
ObjectTemplate.timeToLiveAfterDeath 180 <=== 3 minutes to remind you of your kill
ObjectTemplate.explosionDamage 10 <=== enough to kill your enemy nearby...or teammate?
ObjectTemplate.explosionRadius 7 <=== your ammo pack explodes this distance...heehee
ObjectTemplate.WaterDamageDelay 3 <=== Seriously, can u swim with 60# or sink?

ObjectTemplate.Active USSoldier
ObjectTemplate.timeToLiveAfterDeath 180
ObjectTemplate.explosionDamage 10
ObjectTemplate.explosionRadius 7
ObjectTemplate.WaterDamageDelay 3


The dying soldier is launched 20 feet in the air when dead...cool!

I use this on a Bridge .50cal pistol map:
ObjectTemplate.Active M9_beretta
ObjectTemplate.projectileTemplate 50cal_Projectile
ObjectTemplate.setRecoilForceUp CRD_UNIFORM/-.25/.25/0
ObjectTemplate.setRecoilForceLeftRight CRD_UNIFORM/.125/-.125/0
ObjectTemplate.setHasRecoilForce 1
ObjectTemplate.setGoBackOnRecoil 0

ObjectTemplate.Active Browninghipo
ObjectTemplate.projectileTemplate 50cal_Projectile
ObjectTemplate.setRecoilForceUp CRD_UNIFORM/-.25/.25/0
ObjectTemplate.setRecoilForceLeftRight CRD_UNIFORM/.125/-.125/0
ObjectTemplate.setHasRecoilForce 1
ObjectTemplate.setGoBackOnRecoil 0

And Exploding landmines:
ObjectTemplate.Active LandmineProjectile
ObjectTemplate.addTemplate KatyushaRocket_Engine
ObjectTemplate.Active KatyushaRocket_Engine
ObjectTemplate.HeatIncrement 0.075 <=== about 4 seconds of propulsion then they fall.
ObjectTemplate.CoolingFactor 0.02

ObjectTemplate.Active LandmineProjectile
ObjectTemplate.timeToLive CRD_NONE/12/0/0 <=== 12 seconds till fireworks
ObjectTemplate.radius 12
ObjectTemplate.ForceOnExplosion 100
ObjectTemplate.DamageForce 1
ObjectTemplate.mass 20
ObjectTemplate.material 70
ObjectTemplate.material2 204
ObjectTemplate.damageType 1

ObjectTemplate.Active Landmine
ObjectTemplate.AmmoType 4 <=== no reammo

Author:  Iced Earth [ Fri Jan 11, 2008 1:30 am ]
Post subject:  Re: Exploding Soldiers, Grenade Landmines, .50 CAL pistols

LOL, landmines with propulsion? Have to see that..

Very nice man, haha...thanks for sharin'. :o

Author:  silver767 [ Sun Mar 09, 2008 1:49 pm ]
Post subject:  Re: Exploding Soldiers, Grenade Landmines, .50 CAL pistols

Nice i goto try this :D

Author:  WhatThe [ Sun Mar 09, 2008 7:47 pm ]
Post subject:  Re: Exploding Soldiers, Grenade Landmines, .50 CAL pistols


Author:  ZOOMER [ Mon Mar 10, 2008 1:38 am ]
Post subject:  Re: Exploding Soldiers, Grenade Landmines, .50 CAL pistols

Yea, ...read the post and try it. Exploding after X secs and kills humans....like frissbeeeeeeee grenades.

Author:  WhatThe [ Mon Mar 10, 2008 9:23 pm ]
Post subject:  Re: Exploding Soldiers, Grenade Landmines, .50 CAL pistols


Author:  ZOOMER [ Mon Mar 10, 2008 9:30 pm ]
Post subject:  Re: Exploding Soldiers, Grenade Landmines, .50 CAL pistols

Modding is fun, but time consuming.

Author:  WhatThe [ Wed Mar 12, 2008 7:42 pm ]
Post subject:  Re: Exploding Soldiers, Grenade Landmines, .50 CAL pistols

I have plenty of talent, :evil: I take great offence in your post infact, I show you some of my CSM work (none of it is imported though and I plan on making it for BFV and BF1942).
AH-007 ThunderStrike I am giving every view of it (left, right, top, bottom, back, front, and iso) (note: Voltano this is the newest version of this)
Front:
Image
Back:
Image
Left:
Image
Right:
Image
Top:
Image
Bottom:
Image
Iso:
Image
(I've got plenty more where that came from)

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