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Battlefield Modding Tutorials BFMODS • View topic - negative force on explosion

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Wed Dec 12, 2007 8:19 am 
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Posts: 1209
Funny you mention a tornado, cause I'm working on one CSM.

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PostPosted: Wed Dec 12, 2007 11:59 am 
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Posts: 576
Location: 10 Missed Meals From Total Barbarism
soylent green mod
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"Send in the Scoop's"
:lol:

this aint for BFV urglub but I guess it can be
I was just thinkin out loud if it worked using negative's in the cons
looks like a couple mods just came to life right in this post or were
brought to light
I like the novelty stuff much.
Maybe you could tie a bunch to the smoke bomb poison gas thing pigg emitter
and instead of emitting pain,just suck stuff in for a timelimit.
meh,..sounds like a tornado ( the kleptomania continues :lol:)


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PostPosted: Thu Dec 13, 2007 7:38 am 
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Posts: 2015
Nancy with moved implosion horn was pretty damn funny.

ObjectTemplate.ProjectilePosition NancyHorn 0/2/10
ObjectTemplate.roundOfFire 10
ObjectTemplate.fireOnce 0

ObjectTemplate.material 210
ObjectTemplate.material2 210
ObjectTemplate.damageType 1
ObjectTemplate.radius 4
ObjectTemplate.ForceOnExplosion -50

Sneek up on a tank from behind.
When he's 5 meters infront of you.
HONK!!!
Hold button down and see Tank hover 1 meter above ground and slowly shaken around.
If driver jumps out, he will tumble around in air with tank.
:twisted: :lol: :razz: :shock:
For some strange reason knife will cut tank in half after a while. :?

Is it time for a Corsair with implosion horn now.
Sneek up on a Mig17 and honk!
Hold him in your grip until he explodes.

Or a OH-6 with Kleptomania gun.
Grab what you want, where you want. ;-)

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PostPosted: Thu Dec 13, 2007 8:03 am 
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PostPosted: Thu Dec 13, 2007 10:21 am 
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Posts: 576
Location: 10 Missed Meals From Total Barbarism
almost deserves its own sound mod "humiliation!" like a gauntlet kill
from Q3 :lol:
I pity the fewel who let someone with a souped up horn sneak up on their tank.
I've seen y-mod on su25 this somehow directs weapons or blst effects/launches?


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PostPosted: Thu Dec 13, 2007 11:24 am 
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Yes, Ymod change radius in Y direction.
Ymod 2 is half hight.
Ymod .5 is double hight.

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PostPosted: Fri Dec 21, 2007 2:05 pm 
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Location: 10 Missed Meals From Total Barbarism
would this be how to DC_F humvee_minigun this?
rem
ObjectTemplate.active Hummerhorn
ObjectTemplate.projectileTemplate KnifeProjectile
ObjectTemplate.projectilePosition 0/10/32
ObjectTemplate.material 210
ObjectTemplate.material2 210
ObjectTemplate.damageType 1
ObjectTemplate.radius 25
ObjectTemplate.ForceOnExplosion -170
ObjectTemplate.YModOnExplosion .2


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PostPosted: Fri Dec 21, 2007 4:13 pm 
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Posts: 2015
First of all...
Fire once 0
round of fire 10-15

Your implosion has radiushight 125m from center, so it's a bit low with 32 there.
Implosion radiuswidth is 25 still.
Projectile possition 0/10/100 could be the magic number.

Play with forceOnExplosion -75 maby
As low as possible, tweak with firerate, if it's to strong/fast it will throw vehicles/soldiers to the m.o.o.n.
Not hold and shake them.

But that's up to you what you want for effect.

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