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Message |
Forum: Questions / Need Assistance Topic: atombomb |
Senshi |
Posted: Sun Oct 18, 2009 9:55 am
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Replies: 3 Views: 5405
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Everything is possible.
Just give the regular bomb a huge splash radius and huge damage and you kill everything. Of course the visual effect would be missing and would have to be created too by using emitters. |
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Forum: Questions / Need Assistance Topic: Bunker buster |
Senshi |
Posted: Sun Oct 18, 2009 9:59 am
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Replies: 6 Views: 10111
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Hi, have a question again ;) How can I define a projectile so it can pass solid walls and only explodes on ground impact? It would be even cooler if it could only pass one wall and would explode when hitting the second but I doubt that's possible...I want to simulate a bunker buster weapon which can... |
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Forum: Questions / Need Assistance Topic: Bunker buster |
Senshi |
Posted: Sun Oct 18, 2009 10:55 pm
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Replies: 6 Views: 10111
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Sounds good, didn't occur to me (yet ). Will give it a try, thanks! |
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Forum: Questions / Need Assistance Topic: BFV PathMapping |
Senshi |
Posted: Tue Oct 20, 2009 7:13 am
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Replies: 15 Views: 15564
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Treemeshes for Ed42: http://battlefieldsingleplayer.planetbattlefield.gamespy.com/bf_modding/tools/visible_tree_meshes.zip Many wonderful tutorials for all kind of things, heavy focus on AI coding: Battlefield Singleplayer Tutorial Page You'll find dozens of info regarding AI pathmapping there. You ... |
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Forum: Questions / Need Assistance Topic: BFV PathMapping |
Senshi |
Posted: Tue Oct 20, 2009 8:49 am
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Replies: 15 Views: 15564
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Yes, it's a "hack job". You paint the materials, then convert them. Dozens of tutorials on the link I provided.
But IIRC there should be tools working for BFV too. Botinator? BF Singleplayer Creator?
You even can let the BFV Debugger create good pathmaps for you... |
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Forum: Questions / Need Assistance Topic: Bunker buster |
Senshi |
Posted: Tue Oct 20, 2009 7:20 pm
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Replies: 6 Views: 10111
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That should be possible. As one only would move the collision mesh backwards, you could safely spawn impact effects with an offset too and they would appear "right". Will give it a shot, but don't have the time atm to test all this, sorry. |
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Forum: Questions / Need Assistance Topic: BFV PathMapping |
Senshi |
Posted: Wed Oct 21, 2009 6:00 am
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Replies: 15 Views: 15564
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No, you didn't do it right. If you had done it correctly, you would see the terrain, objects, etc. as in Iced' picture.
You must have messed up somewhere. |
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Forum: Questions / Need Assistance Topic: Attaching a PCO to another PCO or static object |
Senshi |
Posted: Thu Oct 22, 2009 10:26 pm
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Replies: 2 Views: 7303
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Add the PCOs as child objects (like the plane spawners on the aircraft carriers), give them the ObjectTemplate.holdObject 1 line and you have an attached PCO. Should work fine in this case, as you are adding PCOs without mobile physics which cannot "drive away". holdObject forces them to k... |
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