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Battlefield Modding Tutorials BFMODS • View topic - Zippo problem

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Zippo problem
PostPosted: Mon Nov 05, 2007 9:25 am 
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Joined: Fri Sep 14, 2007 5:27 pm
Posts: 56
I have made a gift for all campers in building at Stalingrad, add the Zippo Tank...
The Zippo spawn, shot fire....but doenst make any damage????
Image

The flame burn people, u see animation of the soldier that keeping strange dancing but no damage....and no animation on ground of fire...

How do i get the zippo on PoE to make damage, any help would be apreciate,
Regards,
Zomme


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 Post subject: Re: Zippo problem
PostPosted: Mon Nov 05, 2007 9:45 am 
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Joined: Thu Jun 15, 2006 9:36 am
Posts: 2015
Open game.rfa and ad zippo's damage to it, copy and past from bfv's game.rfa.
Is it serverside, then you will not be able to ad fire effect to zippo. Clientside it's possible.

If you look in Zippo's damage in BFV you will see that it always ends with an effect, that's the fire.

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 Post subject: Re: Zippo problem
PostPosted: Mon Nov 05, 2007 6:09 pm 
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Joined: Fri Sep 14, 2007 5:27 pm
Posts: 56
Thanks Urglub i will check it right now,

Thanx again best regards,
Zomme


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 Post subject: Re: Zippo problem
PostPosted: Mon Nov 05, 2007 8:13 pm 
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Joined: Fri Sep 14, 2007 5:27 pm
Posts: 56
Hmm something wrong,
All server side

I have open the game.rfa/damaged_system/zippoflamefuel.con copy and paste into PoE/game.rfa/damaged_system/

Did not work
i have than deleted all line with...
rem MaterialManager.setEffectTemplate e_ZippoFlamefuelGrnd

Did also not work...
soldier keep dancing like getting slap but dont get damage,

do i have forgotte something in the objects.template to add?
in the zippoflamefuel.con file is written this message.

rem **********************************************************************************
rem EXTRA ATTENTION ***************************************************\




rem IF A DAMAGE MODIFIER HAS 00123 AS ITS DECIMAL PART AFTER THE FIRST DECIMAL

REM FOR EXAMPLE 0.400123 OR 8.000123 (AND NOT 8.00123 F.I.) IT ACTS AS A SPECIAL FLAG FOR THE FLAMES SYSTEM

REM TO USE AN ALTERNATIVE DAMAGE DURATION THAT IS INPUT IN THE CON FILES


THanks for ur help,
Zomme


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 Post subject: Re: Zippo problem
PostPosted: Tue Nov 06, 2007 2:29 am 
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Joined: Thu Oct 19, 2006 5:03 am
Posts: 1209
Zippo flame damage is hard-coded like napalm.

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 Post subject: Re: Zippo problem
PostPosted: Tue Nov 06, 2007 7:14 am 
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Joined: Thu Jun 15, 2006 9:36 am
Posts: 2015
If it's hardcoded it should always work then ;-)

Look in material definer, you have to ad and define zippo fuel there aswell.

Forgot that one. :oops:

Happy BQ

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 Post subject: Re: Zippo problem
PostPosted: Tue Nov 06, 2007 11:14 am 
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Joined: Fri Sep 14, 2007 5:27 pm
Posts: 56
Yeah it works great... :D

Thanx a lot for Ur help,
all campers will be happy to get free BBQ on server :lol:


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 Post subject: Re: Zippo problem
PostPosted: Sun Nov 18, 2007 1:51 pm 
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Joined: Fri Sep 14, 2007 5:27 pm
Posts: 56
I tried to make fire going father and higher damaged,
that fire goes up to 2cond floor till roof on 3rd floor...

but somehow server crash, i am not at home right now, but later i'll post script later but if meantime somebody got a tipp would be very apreciated,

Cu later, thanks and regards,


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