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Battlefield Modding Tutorials BFMODS • View topic - Forced PCO switching

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Forced PCO switching
PostPosted: Fri Jun 15, 2007 5:19 pm 
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Posts: 213
Location: West Yorks, UK
OK first off this isn't serverside and it's more of a question than a "gimme this code" sort of thing.

I was wondering if anyone here knows what part of the player guided weapons (such as SA-3, Wasserfall, guided tomahawk etc.) makes you automatically leave the vehicle you are firing from and enter the guided weapon. For example the SA-3 is a PCO and the SA-3 guided rocket is also a PCO. But if I fire it, I leave the SA-3 launcher behind and are automatically put in control of the rocket. I've looked and looked but I can't work out how this is done.

Any ideas?

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 Post subject: Re: Forced PCO switching
PostPosted: Fri Jun 15, 2007 8:08 pm 
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Location: Germany, US Depot
its because the firearms projectile is a pco also.

I have a logical theory.

i believe this is hardcoded.

U fire a projectile named: imaprojectile

bf looks for the objecttemplate named: imaprojectile

now, if imaprojectile is defined a projectile, e.g in wepons.con, OBJECTTEMPLATE.CREATE PROJECTILE, bf will read the settings for material, position, direction, speed etc. set in projectiles code and calculate collisions with other materials.

if iamaprojectile is created as pco (OBJECTTEMPLATE.CREATE PLAYERCONTROLOBJECT, bf will also include attributes like cameras amd pco_inputs,
therefor projectiles pco overrides the vehicles pco ur riding in, wich doesnt have a destroyed LOD, therefor u won't die, when the pco is destroyed ...

this is problably more of a bug that got exploited,than a desired feature of the refractor engine, cuz vanilla doesnt use pco projectiles.

makes sense ?

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 Post subject: Re: Forced PCO switching
PostPosted: Fri Jun 15, 2007 11:55 pm 
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In BFV, a few months back I searched long and hard about this and determined that it was hardcoded because I couldn't find anything. I also couldn't reproduce the effect on any other vehicles, even ones I created. I tried to make them fire PCOs, I edited cameras, and I tried things I don't remember anymore.

I just gave up on looking for an answer. I'm glad someone else is trying.

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 Post subject: Re: Forced PCO switching
PostPosted: Sat Jun 16, 2007 12:50 pm 
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it seems to me that these guided missiles only work because they use pcos not used by the vehicles PCO, e.g. throttle and steering inputs for the vehicle (A,D,S,W) vs the mille flight control (roll and pitch), also PCO firing the guided missile needs to be PCO0.

So if someone comes up with an alternate steering for the guided missile meeting the conditions described above, a guded missile can be fired from an airplane without confusing the return to the players seat.

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 Post subject: Re: Forced PCO switching
PostPosted: Sat Jun 16, 2007 1:50 pm 
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 Post subject: Re: Forced PCO switching
PostPosted: Sat Jun 16, 2007 6:32 pm 
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 Post subject: Re: Forced PCO switching
PostPosted: Mon Feb 18, 2008 10:23 am 
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Last edited by redatwar on Mon Feb 18, 2008 12:47 pm, edited 1 time in total.

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 Post subject: Re: Forced PCO switching
PostPosted: Mon Feb 18, 2008 10:43 am 
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Well, test it then!

Also, please shrink your ridiculous signature image.

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