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Battlefield Modding Tutorials BFMODS • View topic - Invincible Vehicles

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 18 posts ]  Go to page Previous  1, 2, 3  Next
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 Post subject:
PostPosted: Fri Apr 15, 2005 9:49 pm 
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Joined: Tue Feb 15, 2005 12:00 am
Posts: 87
ProgrammerOne,

First, I am personally suspect of just how much research you actually did before looking for the quick answer of having someone else do it for you. Maybe you just weren't looking in the right places? This isn't the only bf42 modding community nor is there anything wrong with looking for the quick answer (why re-invent the wheel?), but the hostile tone in the thread might have gotten things off on the wrong foot. I found the answer to your problem in about 10 minutes. A link to my source is posted at the bottom of this post. You're not going to like the answer though.


What you are wanting to happen IS NOT POSSIBLE VIA SSM. The speedmod property is a well documented & well accepted SSM that serves just fine for most purposes. In addition, changing the material id's is also an acceptable solution in most cases. As previously stated, this is primarily a self-learn & share community. I'm sorry you haven't been satisified with solutions given but you haven't really given us a lot to go off of either. Enough of the scolding, and on to the learning.... :D

It all ultimately comes down to this:

Any object that has hitpoints and collision physics turned on and collides with another object will ALWAYS lose hitpoints. To put it in simple terms, every vehicle has a collision mesh. Anytime this mesh collides with another mesh, the game engine calculates the difference between the attacking material & the defending material and subtracts the hitpoints if it meets certain criteria and until one of them reaches 0. The only plausible solution is to make the hitpoints a vehicle has so high that to destroy it would take an insane amount of time. As is highly repeated around here, upping the hitpoints an object starts off with is a big no-no & will cause a crash to desktop. Now, someone here may post a ghetto-rigged workaround (and I hope they do) but this is just how the bf42 engine works.

Sorry it's not the answer you're looking for, but it is the full & correct answer. If you wanted to do a custom map then you could have unbreakable DPV's. :)




Dweller Benthos is a highly respected & well known modder/hacker of bf42 and is highly knowledgable about the bf42 engine.

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 Post subject:
PostPosted: Sat Apr 16, 2005 12:17 am 
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Joined: Mon Oct 25, 2004 12:00 am
Posts: 576
Location: 10 Missed Meals From Total Barbarism
I think the blame can squarely be placed on the non-working search
box.Doesn't any one know php and how to fix/remove it?
This is probably just a misunderstanding. 8)


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 Post subject:
PostPosted: Sat Apr 16, 2005 12:59 am 
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Joined: Thu Apr 14, 2005 12:00 am
Posts: 5
That can't be all true. I've seen this done on a clan server before. I know it can be done.

This is the questions forum right? Then why is everybody going stark mad and arguing with me that I am making demands and I am demanding that all of you help me instantly. I am not. I'm not even close to asking for help like that.

I've done my research. I'd thought I could talk to a few people in a forum who could maybe tell me a thing or two. Apparantly not. It just seems that you all hate questions. Hell, two people in this thread have already basically told me that I must not have done enough research. Has anybody ever considered that maybe just because you don't think something is possible that it may actually still be possible?

ObjectTemplate.Active [vehicle name]
ObjectTemplate.speedMod [value]

This works to a certain point. If you slam hard enough into a building or the ground - you will explode. I know for certain from playing on certain modded servers that it is totally possible to make a vehicle that does not have collision damage at ALL - not even with other player controllable objects. I know this for a fact, do not go telling me otherwise. From speaking with the people who run these servers, speedMod is NOT the solution so stop thinking it is. (I was not told how they did it because I wasen't in their clan).

If you do not know you could just say, "I don't know". I do not want anybody to actually try and find this out for me. I can do my own dirty work. I was thinking that there might be a person on this forum that may have done exactly what I am trying to do.

I am not a damn newbie. Hell, I could probably write the whole damn game engine by myself. I'm not your everyday person that registers on the forum, asks a stupid question, and then still has no idea what to do.

"lol wut do i need to no 2 make a map modlifationz lolz wtf."
^ NOT ME.

"Hey, is there perhaps anybody here who has done something like..."
^ ME.

If all of you hate people asking questions, then close the damn questions forum!


By the way, I am not being hostile. I'm just simply making a point. Dig me?


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 Post subject:
PostPosted: Sat Apr 16, 2005 2:25 am 
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Joined: Wed Oct 13, 2004 12:00 am
Posts: 298
Well, here it goes.

I never worked on any code of that sort, so I don't know. Since I did not
know, I did not post it. I did see one person try and help and an imediate
responce of "read' it. I took that as offensive and oderly.

I appologize.

I also never called you or anyone here a noob. I said "new guys."
Are you or not new to these forums?

Sorry. What sensible name should I call "you guys" that would be more
politically correct?

It is getting difficult to not return flames or chew on persons that seem to
call me names of what they do.

You never asked a true question in the second post. Anything sarcastic
will most likely be taken as insulting. There could have been the "J/K"
following the sentence or a laughing smiley face. That would have helped.

You made your choice of syntax, not me.
I just responded poorly. :roll:

The problems I have found with the DPV are in the locations of the
Springs/Wheels. If the model body touches and drags the ground, it takes
serious damage. A change will make the vehicle appear to float when
persons are in it but it will allow more clearance from objects and relative
invinceability in conjunction with the speed mod attribute afore mentioned.

If I have to be more PC in this forum, then I am going to get worse long
before better.

If you want any more help, PLEASE be much more patient. That way,
those of us who do help out are not offended when you seem to order us
around and be impatient.


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PostPosted: Sat Apr 16, 2005 2:54 am 
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Posts: 78

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PostPosted: Sat Apr 16, 2005 11:04 am 
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Joined: Fri Sep 17, 2004 12:00 am
Posts: 986
Location: 1.80m above the ground

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 Post subject:
PostPosted: Sat Apr 16, 2005 4:16 pm 
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Joined: Fri Apr 01, 2005 12:00 am
Posts: 1
ObjectTemplate.hpLostWhileDamageFromWater 0

That should do right there it works in the Omha beach i just did for my friend.


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 Post subject:
PostPosted: Sat Apr 16, 2005 5:22 pm 
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Joined: Wed Oct 27, 2004 12:00 am
Posts: 170
Location: USA
On some vehicles (have no clue why) I had to active the vehicle and the complex and set the water damage to zero to get it to work. Like I said I have NO CLUE why, but I had to do it a few times.


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