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Battlefield Modding Tutorials BFMODS • View topic - Performance tuning '42 vehicles.

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Tue Dec 23, 2008 3:17 am 
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Anyway, I've decided to just spawn the PT boats on the Coastal Defenses island on Midway.
However, having the same crash issue.

Any ideas?


~Lev


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PostPosted: Tue Dec 23, 2008 9:38 am 
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PostPosted: Tue Dec 23, 2008 6:36 pm 
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By the way if it's any help I got Shermans and Chi-has to spawn where the lcvps are on carriers just fine so the PT boats shouldn't be a problem.

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PostPosted: Mon Dec 29, 2008 12:27 am 
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Well, the problem hasn't been resolved, but let's put that on the back burner for now.

I have a new one, which you may be able to help with.

SO, here goes.

I want to give the M10 and Sherman the same 'lob' trajectory as the Panzer.
Further, I want to give them armor-piercing bullets for machine gun projectiles.
I've also considered replacing the main gun on the M10 with the explosive shot from the Wespe.

Why?
I want to tune and tweak '42 tanks to compete with DC tanks.
I've already improved speed, but they need more firepower to survive.

Whadya think guys?


~Lev


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PostPosted: Mon Dec 29, 2008 2:22 am 
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Um...Well the projectiles changing shouldn't be difficult.
Ex.
ObjectTemplate.Active whatevergunyouwant
ObjectTemplate.projectileTemplate whateverprojectileyouwant
Look up the names you need in objects.rfa and your set.

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PostPosted: Tue Dec 30, 2008 11:52 am 
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PostPosted: Tue Dec 30, 2008 5:41 pm 
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The projectiles are in the objects.con of the vehicle or the weapons.con inside the vehicles file in objects.rfa.
It will have the weapon the the projectile, and velocities, reloadtimes, magsizes, etc.

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PostPosted: Wed Dec 31, 2008 12:56 am 
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I mean a list of all the projectile types so that I may choose which one I want? :p


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