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Battlefield Modding Tutorials BFMODS • View topic - Anti Personel Mines

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Anti Personel Mines
PostPosted: Mon May 30, 2005 12:48 am 
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Posts: 8

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 Post subject:
PostPosted: Mon May 30, 2005 8:20 am 
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Joined: Sun May 08, 2005 12:00 am
Posts: 68
Location: Germany
Hi!

in BF1942/mods/dcFinal/archives/Objects/Handweapons/Landmine



You'll see this.
ObjectTemplate.create Projectile LandmineProjectile
ObjectTemplate.setnetworkableInfo ProjectileInfo
ObjectTemplate.geometry Landmine
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.setHasMobilePhysics 1
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.setHasResponsePhysics 1
ObjectTemplate.setHasPointPhysics 0
ObjectTemplate.hasCollisionEffect 0
ObjectTemplate.invisibleAtEndEffect 1
rem *** Landmines explodes after 120 seconds, if not detonated by hand first.
ObjectTemplate.timeToLive CRD_NONE/360/0/0
ObjectTemplate.dieAfterColl 0
ObjectTemplate.radius 4
ObjectTemplate.ForceOnExplosion 30
ObjectTemplate.ProximityFusePrimer 0.1
ObjectTemplate.explodeNearEnemyDistance 3
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.mass 130
ObjectTemplate.material 230
ObjectTemplate.material2 232

ObjectTemplate.damageType 4
rem ObjectTemplate.endEffectTemplate e_ExplGranade
ObjectTemplate.endEffectTemplate e_ExplArtillery_ground
beginrem
ObjectTemplate.fadeOnDist 1
ObjectTemplate.minDist 2
ObjectTemplate.maxDist 20
ObjectTemplate.minDistAlpha 5
ObjectTemplate.maxDistAlpha 25

I'm not sure why you would have to change this, but you can do this.

ObjectTemplate.Active Landmine
ObjectTemplate.Material 750
ObjectTemplate.Material2 751

or a lesser number,wich ever way you need to go. I'm gonna mess with this and tell ya what happend!


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 Post subject:
PostPosted: Mon May 30, 2005 12:34 pm 
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Posts: 68
Location: Germany
ok i've bin messing with this and tried many variations and still don't have anything that works. you will find the files with the materialmanager.attgroup in the files bf1942/mods/dcfinal/archives/objects/soldiers/common. there is everything having to do with the soldier properties. I tried adding a folder to easting game/Damage_system and adding the landmine properties like the one in your post, also tried to activeTemplate it in objectspawn templates. i was also thinking about just changing the soldiers mass to something like a bmp 25000. haven't tried it yet, i don't know if that can be activetemplated? but it seems to me?this should be possible,i just don't know how yet! maybe someone else can help.


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 Post subject:
PostPosted: Mon May 30, 2005 1:41 pm 
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Joined: Wed May 04, 2005 12:00 am
Posts: 546
Might be helpful: modules.php?name=Forums&file=viewtopic&t=1057&


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PostPosted: Mon May 30, 2005 2:04 pm 
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Joined: Sun May 08, 2005 12:00 am
Posts: 68
Location: Germany
@Natt;

i read that as well but noone wrote if they had figured it out. and the deal with basecamping,inthat other thread doesn't matter,in my server if you camp you get one warning and then ya get kicked,possibbly banned,at any rate i would like to just see if it works!


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PostPosted: Mon May 30, 2005 3:59 pm 
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Location: 1.80m above the ground

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