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Battlefield Modding Tutorials BFMODS • View topic - Calling in an artillery barrage with binoculars

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Wed Jul 11, 2007 4:19 am 
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Posts: 7
Well, more like a jeep barrage. Unfortunately, vanilla BF1942 doesn't allow you to spawn projectiles.

This is a SSM for vanilla BF1942 that will drop a barrage of jeeps, or any other spawnable item, in the area where your binoculars are aimed.


Add these definitions to the ObjectSpawnTemplates.con file.

ObjectTemplate.create ObjectSpawner willyspawner
ObjectTemplate.setObjectTemplate 2 Willy
ObjectTemplate.setObjectTemplate 1 Kubelwagen
ObjectTemplate.MinSpawnDelay 999
ObjectTemplate.MaxSpawnDelay 999
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 45
ObjectTemplate.Distance 40
ObjectTemplate.DamageWhenLost 10
ObjectTemplate.holdObject 1 <-- jeep starts to free-fall after projectile collision
ObjectTemplate.CreatNotInGrid 1 <-- unfortunately, this doesn't keep the jeeps from getting destroyed if they spawn off the map. any other ideas?
ObjectTemplate.setTeam 1

ObjectTemplate.Active Binoculars
ObjectTemplate.MagType 0
ObjectTemplate.NumOfMag 2 <-- limit to 2 barrages per life of the kit
ObjectTemplate.MagSize 23
ObjectTemplate.FireOnce 1
ObjectTemplate.Reloadtime 60 <-- limit consecutive barrages
ObjectTemplate.Velocity 100
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.AmmoType 14 <-- don't allow ammo reload
ObjectTemplate.projectileTemplate RifleProjectile
ObjectTemplate.addFireArmsPosition -1/0/0 0/0/0
ObjectTemplate.addFireArmsPosition -2/0/0 0/0/0
ObjectTemplate.addFireArmsPosition -3/0/0 0/0/0
ObjectTemplate.addFireArmsPosition -5/0/0 0/0/0
ObjectTemplate.addFireArmsPosition -7/0/0 0/0/0
ObjectTemplate.addFireArmsPosition -10/0/0 0/0/0
ObjectTemplate.addFireArmsPosition -14/0/0 0/0/0
ObjectTemplate.addFireArmsPosition -18/0/0 0/0/0
ObjectTemplate.addFireArmsPosition -25/0/0 0/0/0
ObjectTemplate.addFireArmsPosition -30/0/0 0/0/0
ObjectTemplate.addFireArmsPosition 1/0/0 0/0/0
ObjectTemplate.addFireArmsPosition 2/0/0 0/0/0
ObjectTemplate.addFireArmsPosition 3/0/0 0/0/0
ObjectTemplate.addFireArmsPosition 5/0/0 0/0/0
ObjectTemplate.addFireArmsPosition 7/0/0 0/0/0
ObjectTemplate.addFireArmsPosition 10/0/0 0/0/0
ObjectTemplate.addFireArmsPosition 14/0/0 0/0/0
ObjectTemplate.addFireArmsPosition 18/0/0 0/0/0
ObjectTemplate.addFireArmsPosition 25/0/0 0/0/0
ObjectTemplate.addFireArmsPosition 30/0/0 0/0/0
ObjectTemplate.addFireArmsPosition 0/0/0 0/0/0
ObjectTemplate.addFireArmsPosition -0.5/0/-3 0/0/0
ObjectTemplate.addFireArmsPosition 0.5/0/-3 0/0/0

ObjectTemplate.Active RifleProjectile
ObjectTemplate.timeToLive CRD_NONE/20/0/0 <-- allow projectile to travel long distances

ObjectTemplate.addTemplate willyspawner
ObjectTemplate.SetPosition 0/100/-375 <-- adjust for distance along Y axis during free-fall from 100 meters up


It seems to work best when aiming down from an elevated position. Just aim at the ground in front of the target, and click.

This is a work in progress, and I'm still experimenting. But, I really like the effect that this mod produces, so I wanted to share it. Also, I hope some of you can improve on it.


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PostPosted: Wed Jul 11, 2007 6:07 am 
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Posts: 2015

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BFV SSM on server 66.55.142.243
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PostPosted: Wed Jul 11, 2007 6:12 am 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
excellent find, thank you very much for sharing.

Note: created template, changed magsize (SSM!)

Is this done map or modbased ?

If mapbased, which map ?

:arrow:

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PostPosted: Wed Jul 11, 2007 6:34 am 
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Joined: Mon Aug 16, 2004 12:00 am
Posts: 2120
There are limited times you can change magsize server-side, for example you can change the Thompson's magsize to 60 server-side and it works. All the bullets to damage and everything. You can also change the numofmags sometimes for things like the k98sniper/no4sniper, I know you can add 1 more clip. Other than that, no idea, but such a thing may hold true for an odd object like binocs.

Changing ammotype is possible, I've made up new ammotypes too and added them to ammoboxes and it works.


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PostPosted: Wed Jul 11, 2007 8:05 am 
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Posts: 7


Last edited by Crispy on Wed Jul 11, 2007 8:31 am, edited 1 time in total.

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PostPosted: Wed Jul 11, 2007 8:18 am 
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PostPosted: Wed Jul 11, 2007 9:12 pm 
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Posts: 1209
bout time to call in a BRDM missile strike in nam!

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PostPosted: Mon Jul 23, 2007 4:09 am 
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Joined: Wed Nov 24, 2004 12:00 am
Posts: 257
Location: New York City
Nice work there !

Would you please post your game server info ( IP / server name, etc. )

thanks

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