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Battlefield Modding Tutorials BFMODS • View topic - How can i get smoke on tanks ?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
It is currently Fri Apr 19, 2024 11:49 am

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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 7 posts ] 
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PostPosted: Wed Aug 16, 2006 6:17 pm 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot


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PostPosted: Fri Aug 18, 2006 2:07 am 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot


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PostPosted: Fri Aug 18, 2006 2:54 am 
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Posts: 2120
Well, I guess that's his right to hold the code. The idea of this website is to allow the sharing of ideas. If it had never opened, only a few servers would be modded, and more popular, but some of the modding techniques would not have been discovered.


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PostPosted: Fri Aug 18, 2006 3:49 pm 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
ok, since this has been bugging me, here is a working start, tested on our server, i am still working to position the grenades somewhere around the gunner pos.

ObjectTemplate.active T72MG_PCO1
ObjectTemplate.addTemplate AltCallArtillary

ObjectTemplate.active AltCallArtillary
rem ObjectTemplate.setNetworkableInfo StrykerSmokeInfo
rem ObjectTemplate.loadSoundScript /Sounds/Smoke.ssc
ObjectTemplate.projectileTemplate SmokeGrenadeProjectile
ObjectTemplate.velocity 15
ObjectTemplate.rotationalSpeed 5/0/0
ObjectTemplate.projectilePosition 2/3/2


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PostPosted: Fri Aug 18, 2006 8:15 pm 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
and this was something i found while getting desperate ...

it goes into objectspwn.con


ObjectTemplate.create FireArms smokezaitsev
rem ObjectTemplate.setNetworkableInfo smokezaitsev
ObjectTemplate.projectileTemplate SmokeGrenadeProjectile
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.velocity 8
ObjectTemplate.roundOfFire 2
ObjectTemplate.autoReload 1
ObjectTemplate.setAsynchronyFire 1
ObjectTemplate.setInputFire c_PIAltFire
ObjectTemplate.FireOnce 1

ObjectTemplate.addFireArmsPosition -.37/.2/0 -40/-15/0
ObjectTemplate.addFireArmsPosition -.24/.35/0 -15/-20/0
ObjectTemplate.addFireArmsPosition .24/.35/0 15/-20/0
ObjectTemplate.addFireArmsPosition .37/.2/0 40/-15/0

NetworkableInfo.createNewInfo smokezaitsev
NetworkableInfo.setPredictionMode PMLinear


then this into objectspawntemplates.con

ObjectTemplate.active NSVT
ObjectTemplate.addTemplate smokezaitsev
ObjectTemplate.setPosition 0/0/0


only problem here is that networkable info screws with the server so that after a while u get kicked.

where can i put a new networkable info file for it to be recognized or , what networkable info can one use ?


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PostPosted: Fri Aug 18, 2006 10:30 pm 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
OK, THIS IS IT !!!


put this in Objectspawns.con

ObjectTemplate.create FireArms smokezaitsev
ObjectTemplate.projectileTemplate SmokeGrenadeProjectile
ObjectTemplate.projectilePosition 0/0/2
ObjectTemplate.magSize 32
ObjectTemplate.numOfMag 3
ObjectTemplate.magType 0
ObjectTemplate.velocity 6
ObjectTemplate.reloadtime 5
rem ObjectTemplate.roundOfFire 1
ObjectTemplate.roundOfFire 8
ObjectTemplate.autoReload 1
ObjectTemplate.AmmoType 8
ObjectTemplate.setAsynchronyFire 1
ObjectTemplate.setInputFire c_PIAltFire
ObjectTemplate.FireOnce 1

ObjectTemplate.addFireArmsPosition -.37/.2/0 -40/-15/0
ObjectTemplate.addFireArmsPosition -.24/.35/0 -15/-20/0
ObjectTemplate.addFireArmsPosition .24/.35/0 15/-20/0
ObjectTemplate.addFireArmsPosition .37/.2/0 40/-15/0
ObjectTemplate.addFireArmsPosition -.37/.2/0 -40/-15/0
ObjectTemplate.addFireArmsPosition -.24/.35/0 -15/-20/0
ObjectTemplate.addFireArmsPosition .24/.35/0 15/-20/0
ObjectTemplate.addFireArmsPosition .37/.2/0 40/-15/0


put this in ObjectSpawnTemplates.con
ObjectTemplate.active T72_MG_console
ObjectTemplate.addTemplate smokezaitsev
ObjectTemplate.setPosition 0/0/0


and smoke away ...

it shows that if u want to add templates with networkable info, u hust take the script, rename it and change it to ur liking.

i hope this brings out some ne exiting SSMs.

off to work on guided missile for f 14 , have fun ...


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PostPosted: Sat Aug 19, 2006 12:44 am 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
found the fix for pb

set the pcoid like so:

ObjectTemplate.create FireArms smokezaitsev
ObjectTemplate.projectileTemplate SmokeGrenadeProjectile
ObjectTemplate.projectilePosition 0/0/2
ObjectTemplate.magSize 32
ObjectTemplate.numOfMag 3
ObjectTemplate.magType 0
ObjectTemplate.velocity 5
ObjectTemplate.reloadtime 20
ObjectTemplate.roundOfFire 4
ObjectTemplate.autoReload 1
ObjectTemplate.AmmoType 8
rem ObjectTemplate.setAsynchronyFire 1
ObjectTemplate.setInputFire c_PIAltFire
ObjectTemplate.FireOnce 1

ObjectTemplate.setPcoId 1

and here too

[color=red][color=red]ObjectTemplate.active T72_MG_console
ObjectTemplate.addTemplate smokezaitsev
ObjectTemplate.setPosition 0/0/0
[/color]
ObjectTemplate.setPcoId 1

ObjectTemplate.active M1A1_MG42_console
ObjectTemplate.addTemplate smokezaitsev
ObjectTemplate.setPosition 0/0/0[/color]
ObjectTemplate.setPcoId 1


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