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Battlefield Modding Tutorials BFMODS • View topic - Making armor of a ship super weak?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Fri Sep 14, 2007 7:33 pm 
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You may be wondering "why the hell would you want to do that?!?" well...I'm working on a coral sea mod with two carriers, and I'll just say I have to steal spawners from submarines. :o When I'm done I'll post the code for everyone; it should be cool. /end teaser

Basically I want a sinking ship (carrier in this case) to destroy a sub (thus destroying its spawner). By itself(no damage system mods), a sinking carrier does about 1/2 or 1/3 damage to a upside-down submarine directly under it...I need 100% damage.

Would this change just be in modifying the damage system? Projectiles and armor is easy and all, but what about armor v. armor damage (ship colliding with ship)...or would that be the same as projectile v. armor? :?

Should I mod subs armor and damagemod 100 everything? I say "everything" because I'm not sure how collisions point values are determined with the damage system.

Any pointers would be greatly appreciated.

Thanks guys!

(p.s., great to have ssm.com back!! :D )


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PostPosted: Sat Sep 15, 2007 7:56 am 
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PostPosted: Sat Sep 15, 2007 4:58 pm 
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Ah haaa....that may work grasshopper. :lol:

I suppose you could activate it, even though its remmed in game...worth trying.


Anyways, last night after I logged off I managed to get it working! There was a neat little line of code that I missed the first time around in the sub7c/gato's objects file..: speedmod. DUH! I hadn't even noticed this when I first started tinkering weeks ago. Anyhow, on the gato I just put that sucker at 100, and as soon as the enterprise starts sinking, whammo, its history.

The sub7c was a big ol PAIN IN THE REAR! It took me a few tries (4-6) to get the sub where it would spawn in the carrier but also not have the tower/parascope sticking out of the deck. I finally got it, with a more reasonable SpeedMod of 1.2. The spawn disappears, the sub is still there (0 health), but it will do.


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PostPosted: Sat Sep 15, 2007 7:07 pm 
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PostPosted: Sat Sep 15, 2007 7:54 pm 
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PostPosted: Sun Sep 16, 2007 3:40 am 
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Ur code looks correct.

there is some bug in elco code,
try the debugger, i ran into this bout a year ago, but didn't look into it.

maybe something in maps precache ... ?

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PostPosted: Sun Sep 16, 2007 4:45 am 
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thanks zaitsef. i'll try the debugger.

if battlecraft was working i would simply remove the LCPV spawner (leave team 1 and 2 blank) and spawn PT's on the side...but alas coral sea doesn't like to load now for some reason...so i made a boo-boo somewhere. I'll try modding it on my other PC.

i'll look at the elco as well


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PostPosted: Sun Sep 16, 2007 11:47 am 
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uh i have spawned Elco80´s at hornets LcvpSpawner and Type38 from Hiryus ShokakuDaiHatsuSpawner for a while now, only time i run into some trouble was when i added some bots, but works now. so it should work :?
i include the file if you want to take a look. theres 1 bot at each team spawning in own "airfeilds" high up in the air.


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