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Battlefield Modding Tutorials BFMODS • View topic - DCX Suicide Boat to Regular Speed Boat Question

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Wed Dec 27, 2006 5:36 am 
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Posts: 257
Location: New York City
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 ).

Image

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.
:wink:

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 :D

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. :wink: 8-) :D

I thank you all & keep up the good work. :wink:

Below is a link to a movie we made with the speed boats in DCX Midway_Brit. . . check it out 8-)

http://www.youtube.com/watch?v=cODS4gLqgEA

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PostPosted: Wed Dec 27, 2006 10:07 am 
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Location: West Yorks, UK

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PostPosted: Wed Dec 27, 2006 12:14 pm 
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PostPosted: Thu Dec 28, 2006 3:27 am 
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PostPosted: Thu Dec 28, 2006 1:50 pm 
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Joined: Wed Nov 24, 2004 12:00 am
Posts: 257
Location: New York City
I thank you all for your help and advice. :D :wink:

I was able to change the setinputFire c_PIFire and it works well server sided from learning the proceedure from this cool site. 8-)

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 ) :oops: ( From one of my custom DC client side texture packs ).

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. 8-)

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Do everything to the best of your ability and you will find yourself in the future doing everything better than you thought possible.
Anthony Voltano 7/7/4777
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PostPosted: Thu Dec 28, 2006 1:55 pm 
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PostPosted: Fri Dec 29, 2006 4:59 am 
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Joined: Wed Nov 24, 2004 12:00 am
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Location: New York City

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Anthony Voltano 7/7/4777
VXF VOLT


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