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DCX Suicide Boat to Regular Speed Boat Question https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=2560 |
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Author: | VOLTANO [ Wed Dec 27, 2006 5:36 am ] |
Post subject: | DCX Suicide Boat to Regular Speed Boat Question |
I have read the SSM tutorial on removing some weapons from vehicles ( Partially Disabling Vehicles ) and I have been successful thus far with most but this one, ( the DCX Suicide Boat ) has been a little tricky. I would like to remove the KamikazeBoatBomb from this boat to make it a regular speed boat and add some speed boosters on the secondary fire ( setInputFire c_PIAltFire ). ![]() I have tried using the following code in the ObjectSpawnTemplates.con for the DCX map "Midway_Brit" to remove code pointing to the weapons in the Objects.con for this vehicle (rem *** Weapons *** ObjectTemplate.addTemplate KamikazeBoatFireArmsInstant ObjectTemplate.addTemplate KamikazeBoatFireArms ) ObjectTemplate.active KamikazeBoatComplex ObjectTemplate.removeTemplate 16 ObjectTemplate.removeTemplate 16 The above code works only for clients whom I have sent the SSM file to ( Midway_Brit_024.rfa ) , all others without the file get disconnected from the server. When we were in the server testing out the speed boosters for the Speed Boat, we noticed that the boosters did NOT activate right away, instead there was like a 10 second delay untill the boosters kicked in. Could this be due because the boosters activation key is set to c_PIAltFire and the same key is used for the activation of the BoatBomb c_PIAltFire that has a line in the code that reads ObjectTemplate.FireDelay 10 ? I want this to be a true SSM so NO downloading is required for clients. Here is the code from the "objects\Vehicles\Sea\SuicideBoat\Weapons.con" rem ------------------------------------------------ rem *** Suicide boat Firearms *** rem ------------------------------------------------ ObjectTemplate.create FireArms KamikazeBoatFireArms ObjectTemplate.setNetworkableInfo KamikazeBoatGunInfo ObjectTemplate.setAsynchronyFire 1 ObjectTemplate.projectileTemplate KamikazeBoatBomb ObjectTemplate.projectilePosition 0/1/0 ObjectTemplate.magSize 1 ObjectTemplate.numOfMag 1 ObjectTemplate.velocity 0 ObjectTemplate.autoReload 0 ObjectTemplate.reloadtime 30 ObjectTemplate.roundOfFire 0.1 ObjectTemplate.fireingForce 0 ObjectTemplate.setInputFire c_PIAltFire ObjectTemplate.AmmoType 0 ObjectTemplate.DestroyVehicleWhenNoAmmo 1 ObjectTemplate.FireDelay 10 rem ------------------------------------------------ rem *** Suicide boat Firearms *** rem ------------------------------------------------ ObjectTemplate.create FireArms KamikazeBoatFireArmsInstant ObjectTemplate.setNetworkableInfo KamikazeBoatGunInfo ObjectTemplate.setAsynchronyFire 1 ObjectTemplate.projectileTemplate KamikazeBoatBomb ObjectTemplate.projectilePosition 0/1/0 ObjectTemplate.magSize 1 ObjectTemplate.numOfMag 1 ObjectTemplate.velocity 0 ObjectTemplate.autoReload 0 ObjectTemplate.reloadtime 30 ObjectTemplate.roundOfFire 0.1 ObjectTemplate.fireingForce 0 ObjectTemplate.setInputFire c_PIFire ObjectTemplate.AmmoType 0 ObjectTemplate.DestroyVehicleWhenNoAmmo 1 ObjectTemplate.FireDelay 0 rem ------------------------------------------------ rem *** Suicide Boat Bomb *** rem ------------------------------------------------ ObjectTemplate.create Projectile KamikazeBoatBomb ObjectTemplate.createNotInGrid 1 ObjectTemplate.loadSoundScript ../air/common/Sounds/Bomb.ssc ObjectTemplate.geometry Bomb_mk83 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.hasResponsePhysics 1 ObjectTemplate.timeToLive CRD_NONE/2/0/0 ObjectTemplate.damageType 1 ObjectTemplate.material 704 ObjectTemplate.material2 703 ObjectTemplate.radius 100 ObjectTemplate.ForceOnExplosion 200 ObjectTemplate.stopAtEndEffect 1 ObjectTemplate.dieAfterColl 1 ObjectTemplate.hasCollisionEffect 1 ObjectTemplate.mass 1000 ObjectTemplate.drag 0.04 ObjectTemplate.setHasPointPhysics 0 ObjectTemplate.invisible 1 Is there a way to completely remove the "ObjectTemplate.create FireArms KamikazeBoatFireArms" complex ? Including the other two complexes as well such as below ? ObjectTemplate.create FireArms KamikazeBoatFireArmsInstant ObjectTemplate.create Projectile KamikazeBoatBomb Wouldn't it be nice if the following code would work ? ObjectTemplate.Active FireArms KamikazeBoatFireArms ObjectTemplate.remove FireArms KamikazeBoatFireArms ObjectTemplate.Active FireArms KamikazeBoatFireArmsInstant ObjectTemplate.remove FireArms KamikazeBoatFireArmsInstant ObjectTemplate.Active FireArms KamikazeBoatBomb ObjectTemplate.remove FireArms KamikazeBoatBomb I trust that one of you "Server Sided Modders" can shed some light on this or help us toward the right direction. ![]() I have learned many server side modding techniques from this website / forums and have applied them to increase the fun factor on my game servers ![]() It's because of all the cool people in here sharing their good ideas and helpful advice that makes online gaming so much mo' fun. ![]() ![]() ![]() I thank you all & keep up the good work. ![]() Below is a link to a movie we made with the speed boats in DCX Midway_Brit. . . check it out ![]() http://www.youtube.com/watch?v=cODS4gLqgEA ___________________________________ |
Author: | Bigboom [ Wed Dec 27, 2006 10:07 am ] |
Post subject: | Re: DCX Suicide Boat to Regular Speed Boat Question |
Author: | Natt [ Wed Dec 27, 2006 12:14 pm ] |
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Author: | Archimonde0_0 [ Thu Dec 28, 2006 3:27 am ] |
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Author: | VOLTANO [ Thu Dec 28, 2006 1:50 pm ] |
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I thank you all for your help and advice. ![]() ![]() I was able to change the setinputFire c_PIFire and it works well server sided from learning the proceedure from this cool site. ![]() The screenshot shown above is from one of my custom maps and I posted it just to show the object of this subject. ( actually it was the first one that showed up in my image folder so I used it to show it's skin ) ![]() The problem we had with this boat is that when it got shot by enemy fire, it would explode and effect everything & everyone around it in it's . . . ObjectTemplate.material 704 ObjectTemplate.material2 703 ObjectTemplate.radius 100 ObjectTemplate.ForceOnExplosion 200 ObjectTemplate.stopAtEndEffect 1 ObjectTemplate.dieAfterColl 1 ObjectTemplate.hasCollisionEffect 1 ObjectTemplate.mass 1000 Other than the exploding thing when destroyed, the speed boosters work now but with just one more hitch. ![]() As the boat is speeding along the water, it has a tendency to dip into the water, slow down then resume speed. I am using the 'Silkworm2' engine for the boosters as follows. ObjectTemplate.Active SuicideBoat ObjectTemplate.addTemplate Silkworm_Engine2 ObjectTemplate.setPosition 0/0/0 ObjectTemplate.setRotation 0/0/0 ObjectTemplate.Active Silkworm_Engine2 ObjectTemplate.setAutomaticReset 1 ObjectTemplate.setInputToRoll c_PIFire ObjectTemplate.setEngineType c_ETPlane ObjectTemplate.setMaxSpeed 0/0/10000 ObjectTemplate.setAcceleration 0/0/10000 ObjectTemplate.setTorque 100.0 ObjectTemplate.setDifferential 20.0 And I am trying this following code to help reduce the exploding when destroyed effect. ObjectTemplate.active SuicideBoat ObjectTemplate.hasArmor 0 ObjectTemplate.hitpoints 100 ObjectTemplate.maxhitpoints 100 ObjectTemplate.material 45 ObjectTemplate.criticalDamage 2 ObjectTemplate.explosionForceMod 2 ObjectTemplate.explosionRadius 1 ObjectTemplate.explosionDamage 2 ObjectTemplate.explosionForce 2 ObjectTemplate.hpLostWhileUpSideDown 0.001 ObjectTemplate.speedmod 0 Is there something I'm doing wrong in the above code that causes clients to get disconnected from server ? Thank you and thanks to this site for making this game more fun without having to download files. ![]() |
Author: | Natt [ Thu Dec 28, 2006 1:55 pm ] |
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Author: | VOLTANO [ Fri Dec 29, 2006 4:59 am ] |
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