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Battlefield Modding Tutorials BFMODS • View topic - Driveable Nimitz?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: Driveable Nimitz?
PostPosted: Sat Jan 03, 2009 8:52 pm 
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Joined: Sat Feb 12, 2005 12:00 am
Posts: 45
OK, I think I'm just egetting myself in deeper without really understanding what I'm doing. Rather than try to come across the magical combo, this is what I have in my OST.con for Wake. If you can tell me where I'm messing up I can fix it and hopefully learn seomething along the way.

ObjectTemplate.Active NimitzComplex
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.AddTemplate Nimitz_Engine
ObjectTemplate.AddTemplate Nimitz_Rudder
ObjectTemplate.AddTemplate Nimitz_HullWing
ObjectTemplate.AddTemplate Nimitz_Floater


ObjectTemplate.Active Nimitz_Engine
ObjectTemplate.setTorque 1.5
ObjectTemplate.setDifferential 1.5


If I understand you correctly, you say I should NOT have the mobilephysics and responsephysics in there. I will remove them and try again.

My thinking was I needed to activate the NimitzComplex and add those templates to it, although they are defined elsewhere. Did I need to include all the settings for those templates too?
After that, I activated the Nimitz_Engine and set the torque and differential.

Sorry in advance if I'm being thick - it's pretty much how I roll.

Thanks.


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 Post subject: Re: Driveable Nimitz?
PostPosted: Sat Jan 03, 2009 9:00 pm 
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Joined: Sat May 10, 2008 3:00 am
Posts: 1877
Well, if the hasMobilePhysics and HasResponsePhysics are set to 0, make them 1. Otherwise its just a static object that floats. All that stuff is already addTemplated to the vehicle according to objects.con, otherwise bad things would probably start happening when it spawned (I.E. Sinking) So don't do it again, you'll probly mess it up (besides the fact you need to find positions and rotations). I would keep only this
ObjectTemplate.Active NimitzComplex <<<I'm not sure this should be put on the complex, try it both ways
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasResponsePhysics 1

ObjectTemplate.Active Nimitz_Engine
ObjectTemplate.setTorque 1.5
ObjectTemplate.setDifferential 1.5

Are the SetTorque and SetDifferential at the values for the Shokaku? Problem: The Nimitz (being quite bigger) almost certainly has much more mass than the Shokaku. I would set those numbers much higher, see if you move then.

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 Post subject: Re: Driveable Nimitz?
PostPosted: Sat Jan 03, 2009 9:10 pm 
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Posts: 45
I did exactly that, but I tried the torque and diff variables at different values with no luck. I tried torque at 500 and differential at 30, which according to and are the maximum values.

Any other ideas?

Also, just to be clear, I have not tried this dedicated yet, only trying local games. I don't have ready access to a dedicated server at my current location, I'd have to wait until Monday to try it.

Thanks again.


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 Post subject: Re: Driveable Nimitz?
PostPosted: Sat Jan 03, 2009 9:31 pm 
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Posts: 1877
Well, if that didn't work...Then this is beyond my knowledge.

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 Post subject: Re: Driveable Nimitz?
PostPosted: Sat Jan 03, 2009 11:17 pm 
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Joined: Tue Nov 27, 2007 7:56 pm
Posts: 1226
It's not the complex, its just nimitz itself.
Or one of the other versions
I don't know if changing these work on SSM.
ObjectTemplate.Active Nimitz
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasResponsePhysics 1


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 Post subject: Re: Driveable Nimitz?
PostPosted: Sat Jan 03, 2009 11:31 pm 
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Posts: 45
No, unfortunately it still didn't work. It is the nimitz (vs nimitz_static, nimitz_heli, etc.) that is being called but it still won't move, even jacked up to 500/30 torque/diff.

If there are any other guesses or ideas I can build ras many rfas as it takes. :)

Would a local game allow changes that a SSM on a dedicated server would not in this case, or do you mean that you can't do it at all with only a patch, that the map would have to be rebuilt?

Thanks.


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 Post subject: Re: Driveable Nimitz?
PostPosted: Sun Jan 04, 2009 12:08 pm 
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Posts: 1226
I wasn't sure if it works server side.
But have you checked if the engine is lowered into the water?


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 Post subject: Re: Driveable Nimitz?
PostPosted: Sun Jan 04, 2009 4:54 pm 
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Joined: Sat May 10, 2008 3:00 am
Posts: 1877
Why didn't I think of that :shock:

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