[combine minimod & Help] AA shoulder launch vertical

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seanman
Posts: 7
Joined: 2012-10-30 23:37

[combine minimod & Help] AA shoulder launch vertical

Post by seanman »

Hi, i've just modified a mod.
it's not mine, i just combined from satnav javeline and aix fim92 and strela.
how to install
move your
std_archive_mod.md5
std_archive.md5
bst_archive_mod.md5
bst_archive.md5
serverarchive.con
clientarchive.con

from mods\bf2

all files from .rar content copy to mods\bf2
okay you can download it from here

Code: Select all

http://www.mediafire.com/download.php?x243b3du1ow788y
My problem now how to make the missile chasing more fast when the missiles locked the target?
the problem if i used maxspeed it's going horizontal, so i keep the max speed at 55, and the acc 215. But i found some code about speed :

ObjectTemplate.follow.predictionFactor 2
ObjectTemplate.follow.magneticBehaviour 1
ObjectTemplate.follow.useTargetSpeed 3
ObjectTemplate.follow.speedModifier 3
ObjectTemplate.follow.armingSpeed 7.2
ObjectTemplate.follow.targetActivation 1
ObjectTemplate.follow.followTime 6

targetspeed? speedmodifier? armingspeed?
can help me, i dont understand what's the code tell

and im sorry about my english.. im not very good at english.
here's my part of missile code:
Spoiler for missilecode:
rem ---BeginComp :D efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 53
ObjectTemplate.detonation.explosionRadius 4
ObjectTemplate.detonation.explosionForce 10
ObjectTemplate.detonation.explosionDamage 75
ObjectTemplate.detonation.endEffectTemplate e_exp_air
ObjectTemplate.detonation.useMMOnEndEffect 1
ObjectTemplate.detonation.allowFriendlyFireDetonation 0
rem ---EndComp ---
rem ---BeginComp :D efaultProjSoundComp ---
ObjectTemplate.createComponent DefaultProjSoundComp
rem ---EndComp ---
rem ---BeginComp:SeekClosestTargetComp ---
ObjectTemplate.createComponent SeekClosestTargetComp
ObjectTemplate.seek.targetType TTHeat
ObjectTemplate.seek.trackingDelay 0.05
ObjectTemplate.seek.maxAngleLock 360
ObjectTemplate.seek.maxDistLock 900
ObjectTemplate.seek.directionBonus 1
ObjectTemplate.seek.reLockTime 30

objecttemplate.seek.ignorefriendly 1
rem ---EndComp ---
rem ---BeginComp :D efaultFollowComp ---
ObjectTemplate.createComponent DefaultFollowComp
ObjectTemplate.follow.maxYaw 360
ObjectTemplate.follow.maxPitch 360
ObjectTemplate.follow.changePitch 360
ObjectTemplate.follow.changeYaw 360
ObjectTemplate.follow.minDist 10
ObjectTemplate.follow.predictionFactor 2
ObjectTemplate.follow.magneticBehaviour 1
ObjectTemplate.follow.useTargetSpeed 3
ObjectTemplate.follow.speedModifier 3
ObjectTemplate.follow.armingSpeed 7.2
ObjectTemplate.follow.targetActivation 1
ObjectTemplate.follow.followTime 6
rem ---EndComp ---
rem ---BeginComp :D efaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 0
ObjectTemplate.penetrate.allowLiquidPenetration 0
rem ---EndComp ---
ObjectTemplate.geometry javelin_missile
ObjectTemplate.setCollisionMesh javelin_missile
ObjectTemplate.mapMaterial 0 metal 0
ObjectTemplate.drag 1
ObjectTemplate.mass 1
ObjectTemplate.gravityModifier -30
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.collisionGroups 8
ObjectTemplate.material 52
rem -------------------------------------
ObjectTemplate.addTemplate S_javelin_laser_missile_Looping
ObjectTemplate.addTemplate e_javelin_trail
ObjectTemplate.setPosition 0/0/-0.665362
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/20/0/0
ObjectTemplate.material 52
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.armingDelay 2
ObjectTemplate.localPredictOnClient 1

ObjectTemplate.damage 275
ObjectTemplate.acceleration 215
ObjectTemplate.maxSpeed 55
ObjectTemplate.startDelay 0
Furrealz_22
Posts: 15
Joined: 2012-04-21 18:06

Re: [combine minimod & Help] AA shoulder launch vertical

Post by Furrealz_22 »

EDIT: Nevermind, i just read the part about how you are keeping the MaxSpeed and Acceleration values the same for a reason. Maybe try adding an ObjectTemplate.Velocity component to the weapon template and see if that works
Last edited by Furrealz_22 on 2012-11-02 01:01, edited 3 times in total.
seanman
Posts: 7
Joined: 2012-10-30 23:37

Re: [combine minimod & Help] AA shoulder launch vertical

Post by seanman »

i've try suggestion Furreealz_22
it doesnt work, and still have same speed as maxspeed.
if i subtitute maxspeed with velocity, the missile doesnt have speed :( .

my goal is make the AA shoulder like in bf3..
when aa shoulder fired, it's going up first then at current altitude its going chase the target.
Im sorry about arcade bf3.
like this video


nb: that's why i made the damage aa in bf2 more small.

my plan is maxspeed 100-125
but if i go there the missile going horizontal

i've search and finding it
https://www.realitymod.com/forum/f388-p ... odify.html
but the missile it's really slow.

and i have another question, can i make the weapons (fim92a and strela2) can not shoot before lock on.
my problem is the weapons can shoot before lock and after lock and acquire target.
In bf3 stinger cannot shoot if not lock the target.
Last edited by seanman on 2012-11-02 03:47, edited 5 times in total.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [combine minimod & Help] AA shoulder launch vertical

Post by AfterDune »

seanman wrote:how to install
move your
std_archive_mod.md5
std_archive.md5
bst_archive_mod.md5
bst_archive.md5
serverarchive.con
clientarchive.con

from mods\bf2

all files from .rar content copy to mods\bf2
No, no, don't ever mod inside the "bf2" directory. People that install this mod are bound to mess things up and not be able to play BF2 or any of its mods properly anymore. That's why you should just create a new, separate mod.

If you still want to mod things in your BF2-dir, put everything in the level-folder and load it through client/serverarchives, but not like this man.
Image
seanman
Posts: 7
Joined: 2012-10-30 23:37

Re: [combine minimod & Help] AA shoulder launch vertical

Post by seanman »

oohh thx AfterDune

okay i'll go separate it to another folder.
Now can you help me about making AA stinger like in bf3 stinger?

i got difficult to find objecttemplate
i always playing at accelration and maxspeed
the higher acceleration thats more fast goin vertical..
if higher maxspeed more horizontal move

i did like this

ObjectTemplate.acceleration 900
objectTemplate.deacceleration 700
ObjectTemplate.maxSpeed 100

and about mass and gravitation

ObjectTemplate.drag 0.01
ObjectTemplate.mass 1
ObjectTemplate.gravityModifier -180

2meter horizontal then goin vertical about 30meter and going down to chasing the target LOL. its very weird.
picture
Spoiler for picture:
Last edited by seanman on 2012-11-02 08:53, edited 10 times in total.
M42 Zwilling
Retired PR Developer
Posts: 613
Joined: 2012-06-10 11:27

Re: [combine minimod & Help] AA shoulder launch vertical

Post by M42 Zwilling »

So is the above picture what you want the missile's flight path to look like, or is it what it looks like now?
seanman
Posts: 7
Joined: 2012-10-30 23:37

Re: [combine minimod & Help] AA shoulder launch vertical

Post by seanman »

that's setting for now :( .. too fast. this video explain it




my first point make stinger like bf3, goin verticle first and chasing the target with good speed.
second point the weapon cannot fire if the target not locked.

btw in PR bf2, i've tried the aa shoulder like strela it can shoot when not lock or lock target.
Spoiler for aaverticalsettingmissile:
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe GenericProjectile javelin_laser_missile
ObjectTemplate.creator SatNav
ObjectTemplate.modifiedByUser "SatNav"
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.createNotInGrid 1
rem ---BeginComp :D efaultCollisionComp ---
ObjectTemplate.createComponent DefaultCollisionComp
ObjectTemplate.collision.hasCollisionEffect 1
rem ---EndComp ---
rem ---BeginComp :D efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 53
ObjectTemplate.detonation.explosionRadius 4
ObjectTemplate.detonation.explosionForce 10
ObjectTemplate.detonation.explosionDamage 40
ObjectTemplate.detonation.endEffectTemplate e_exp_air
ObjectTemplate.detonation.useMMOnEndEffect 1
ObjectTemplate.detonation.allowFriendlyFireDetonation 0
rem ---EndComp ---
rem ---BeginComp :D efaultProjSoundComp ---
ObjectTemplate.createComponent DefaultProjSoundComp
rem ---EndComp ---
rem ---BeginComp:SeekClosestTargetComp ---
ObjectTemplate.createComponent SeekClosestTargetComp
ObjectTemplate.seek.targetType TTHeat
ObjectTemplate.seek.trackingDelay 0
ObjectTemplate.seek.maxAngleLock 360
ObjectTemplate.seek.maxDistLock 650
ObjectTemplate.seek.directionBonus 1
ObjectTemplate.seek.reLockTime 30

objecttemplate.seek.ignorefriendly 1
rem ---EndComp ---


rem ---EndComp ---
rem ---BeginComp :D efaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 0
ObjectTemplate.penetrate.allowLiquidPenetration 0
rem ---BeginComp :D efaultFollowComp ---
ObjectTemplate.createComponent DefaultFollowComp
ObjectTemplate.follow.maxYaw 30
ObjectTemplate.follow.maxPitch 30
ObjectTemplate.follow.changePitch 1
ObjectTemplate.follow.changeYaw 1
ObjectTemplate.follow.minDist 5
ObjectTemplate.follow.predictionFactor 2
ObjectTemplate.follow.magneticBehaviour 1
ObjectTemplate.follow.followTime 6
ObjectTemplate.follow.targetActivation 1
rem ---EndComp ---
ObjectTemplate.geometry javelin_missile
ObjectTemplate.setCollisionMesh javelin_missile
ObjectTemplate.mapMaterial 0 metal 0
ObjectTemplate.drag 0.01
ObjectTemplate.mass 2
ObjectTemplate.gravityModifier -100
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.collisionGroups 8
ObjectTemplate.material 52
rem -------------------------------------
ObjectTemplate.addTemplate S_javelin_laser_missile_Looping
ObjectTemplate.addTemplate e_javelin_trail
ObjectTemplate.setPosition 0/0/-0.665362
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/20/0/0
ObjectTemplate.material 52
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.armingDelay 0
ObjectTemplate.localPredictOnClient 1

ObjectTemplate.setWingLift 75
ObjectTemplate.setLiftRegulated 0

ObjectTemplate.damage 185
ObjectTemplate.acceleration 275

ObjectTemplate.maxSpeed 115
ObjectTemplate.startDelay 0


ObjectTemplate.activeSafe Sound S_javelin_laser_missile_Looping
ObjectTemplate.modifiedByUser "SatNav"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/armament/missiles/javelin_missile/sounds/javelin_flight.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 1
ObjectTemplate.pitch 2
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 3
ObjectTemplate.halfVolumeDistance 6
my setting

mass
ObjectTemplate.drag 0.01
ObjectTemplate.mass 2
ObjectTemplate.gravityModifier -100

the speed and altitude

ObjectTemplate.setWingLift 75 << can not going vertical
ObjectTemplate.setLiftRegulated 0
ObjectTemplate.damage 185
ObjectTemplate.acceleration 275
ObjectTemplate.maxSpeed 115
ObjectTemplate.startDelay 0
Last edited by seanman on 2012-11-02 14:14, edited 3 times in total.
M42 Zwilling
Retired PR Developer
Posts: 613
Joined: 2012-06-10 11:27

Re: [combine minimod & Help] AA shoulder launch vertical

Post by M42 Zwilling »

Hmm, I'm still not sure I am understanding you correctly. Try reducing

ObjectTemplate.follow.maxYaw xxx
ObjectTemplate.follow.maxPitch xxx
ObjectTemplate.follow.changePitch xxx
ObjectTemplate.follow.changeYaw xxx

If that doesn't do what you want, could you make another picture like the first one, this time with what you want it to do? I don't think I fully understand what you're saying.
simeon5541
Posts: 507
Joined: 2011-01-11 22:33
Location: Serbia

Re: [combine minimod & Help] AA shoulder launch vertical

Post by simeon5541 »

seanman wrote:
Spoiler for aaverticalsettingmissile:
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe GenericProjectile javelin_laser_missile
ObjectTemplate.creator SatNav
ObjectTemplate.modifiedByUser "SatNav"
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.createNotInGrid 1
rem ---BeginComp :D efaultCollisionComp ---
ObjectTemplate.createComponent DefaultCollisionComp
ObjectTemplate.collision.hasCollisionEffect 1
rem ---EndComp ---
rem ---BeginComp :D efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 53
ObjectTemplate.detonation.explosionRadius 4
ObjectTemplate.detonation.explosionForce 10
ObjectTemplate.detonation.explosionDamage 40
ObjectTemplate.detonation.endEffectTemplate e_exp_air
ObjectTemplate.detonation.useMMOnEndEffect 1
ObjectTemplate.detonation.allowFriendlyFireDetonation 0
rem ---EndComp ---
rem ---BeginComp :D efaultProjSoundComp ---
ObjectTemplate.createComponent DefaultProjSoundComp
rem ---EndComp ---
rem ---BeginComp:SeekClosestTargetComp ---
ObjectTemplate.createComponent SeekClosestTargetComp
ObjectTemplate.seek.targetType TTHeat
ObjectTemplate.seek.trackingDelay 0
ObjectTemplate.seek.maxAngleLock 360
ObjectTemplate.seek.maxDistLock 650
ObjectTemplate.seek.directionBonus 1
ObjectTemplate.seek.reLockTime 30

objecttemplate.seek.ignorefriendly 1
rem ---EndComp ---


rem ---EndComp ---
rem ---BeginComp :D efaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 0
ObjectTemplate.penetrate.allowLiquidPenetration 0
rem ---BeginComp :D efaultFollowComp ---
ObjectTemplate.createComponent DefaultFollowComp
ObjectTemplate.follow.maxYaw 30
ObjectTemplate.follow.maxPitch 30
ObjectTemplate.follow.changePitch 1
ObjectTemplate.follow.changeYaw 1
ObjectTemplate.follow.minDist 5
ObjectTemplate.follow.predictionFactor 2
ObjectTemplate.follow.magneticBehaviour 1
ObjectTemplate.follow.followTime 6
ObjectTemplate.follow.targetActivation 1
rem ---EndComp ---
ObjectTemplate.geometry javelin_missile
ObjectTemplate.setCollisionMesh javelin_missile
ObjectTemplate.mapMaterial 0 metal 0
ObjectTemplate.drag 0.01
ObjectTemplate.mass 2
ObjectTemplate.gravityModifier -100
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.collisionGroups 8
ObjectTemplate.material 52
rem -------------------------------------
ObjectTemplate.addTemplate S_javelin_laser_missile_Looping
ObjectTemplate.addTemplate e_javelin_trail
ObjectTemplate.setPosition 0/0/-0.665362
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/20/0/0
ObjectTemplate.material 52
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.armingDelay 0
ObjectTemplate.localPredictOnClient 1

ObjectTemplate.setWingLift 75
ObjectTemplate.setLiftRegulated 0

ObjectTemplate.damage 185
ObjectTemplate.acceleration 275

ObjectTemplate.maxSpeed 115
ObjectTemplate.startDelay 0


ObjectTemplate.activeSafe Sound S_javelin_laser_missile_Looping
ObjectTemplate.modifiedByUser "SatNav"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/armament/missiles/javelin_missile/sounds/javelin_flight.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 1
ObjectTemplate.pitch 2
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 3
ObjectTemplate.halfVolumeDistance 6
my setting

mass
ObjectTemplate.drag 0.01
ObjectTemplate.mass 2
ObjectTemplate.gravityModifier -100

the speed and altitude

ObjectTemplate.setWingLift 75 << can not going vertical
ObjectTemplate.setLiftRegulated 0
ObjectTemplate.damage 185
ObjectTemplate.acceleration 275
ObjectTemplate.maxSpeed 115
ObjectTemplate.startDelay 0
Haha all those smileys in the con file :D
seanman
Posts: 7
Joined: 2012-10-30 23:37

Re: [combine minimod & Help] AA shoulder launch vertical

Post by seanman »

M42 Zwilling wrote:Hmm, I'm still not sure I am understanding you correctly. Try reducing

ObjectTemplate.follow.maxYaw xxx
ObjectTemplate.follow.maxPitch xxx
ObjectTemplate.follow.changePitch xxx
ObjectTemplate.follow.changeYaw xxx

If that doesn't do what you want, could you make another picture like the first one, this time with what you want it to do? I don't think I fully understand what you're saying.
change the xxx doesnt work
ooh sorry2 :( .
this what i want to do, stinger aa like bf3.
cannot firing if not locked, and has vertical missile and chasing movement.
simeon5541 wrote:Haha all those smileys in the con file :D
lol :D begincomp always stress
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [combine minimod & Help] AA shoulder launch vertical

Post by AfterDune »

simeon5541 wrote:Haha all those smileys in the con file :D
Yeah, use the

Code: Select all

 tags to avoid that :p .
Image
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: [combine minimod & Help] AA shoulder launch vertical

Post by SShadowFox »

seanman wrote:lol :D begincomp always stress
You can disable smiles at "Miscellaneous Options" down on the message editor/writer.
Image
[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

Shame doesn't work on me, Nor on men of my caliber.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: [combine minimod & Help] AA shoulder launch vertical

Post by rPoXoTauJIo »

Why you just can't use barrels?
Fire from rotated barrel missile that turning after some time = profit.

Also, i think you can use this:

Code: Select all

ObjectTemplate.fire.projectileStartPosition 0/[b]30[/b]/0
Just need to add some delay at start.

3rd way - you can use force objects, and engines for the missile, it should look like this:

Code: Select all

ObjectTemplate.addTemplate S_javelin_laser_missile_Looping
 ObjectTemplate.addTemplate e_javelin_trail
 ObjectTemplate.setPosition 0/0/-0.665362
[color=Blue] ObjectTemplate.addTemplate your_force_object[/color]
 ObjectTemplate.setPosition 0/0/0
 ObjectTemplate.setRotation 0/0/0
 [color=Blue] ObjectTemplate.addTemplate your_engine[/color]
 ObjectTemplate.setPosition 0/0/0
ObjectTemplate.setRotation 0/0/0

[color=blue]ObjectTemplate.create ForceObject your_force_object[/color]
ObjectTemplate.force 100500

ObjectTemplate.create Engine [color=blue]your_engine[/color]
ObjectTemplate.setMinRotation 0/0/0
ObjectTemplate.setMaxRotation 0/0/9000
ObjectTemplate.setMaxSpeed 0/0/9000
ObjectTemplate.setAcceleration 0/0/9000
ObjectTemplate.setInputToRoll PIThrottle
ObjectTemplate.setAutomaticReset 1
ObjectTemplate.restoreRotationOnExit 1
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque 9000
ObjectTemplate.setDifferential 100500
ObjectTemplate.setGearUp 0.7
ObjectTemplate.setGearDown 0.3
ObjectTemplate.noPropellerEffectAtSpeed 125
ObjectTemplate.noPropellerEffectAtSpeed 125
ObjectTemplate.noEffectAtPerpSpeed 125
ObjectTemplate.canReverse 0
But, you will have to experiment with new params many times, before you will get good result.
M42 Zwilling
Retired PR Developer
Posts: 613
Joined: 2012-06-10 11:27

Re: [combine minimod & Help] AA shoulder launch vertical

Post by M42 Zwilling »

rPoXoTauJIo wrote:Also, i think you can use this:

Code: Select all

ObjectTemplate.fire.projectileStart[b][B][u]Rotation[/u][/b][/B] 0/[b]30[/b]/0
Just need to add some delay at start.
Fixed it.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: [combine minimod & Help] AA shoulder launch vertical

Post by rPoXoTauJIo »

No, i mean Position.
Missile just starting 30m higher. Maybe it could look strange, but can be useful.
seanman
Posts: 7
Joined: 2012-10-30 23:37

Re: [combine minimod & Help] AA shoulder launch vertical

Post by seanman »

rPoXoTauJIo wrote:No, i mean Position.
Missile just starting 30m higher. Maybe it could look strange, but can be useful.
no that's not what i mean :-) . Maybe about the rotation 30-60 at y.
The AA from normal position then launch missile, the missile going horizontal 1meter stop, then going vertical about 1.5 meter stop, then chasing the locked target (in bf3 do this rite?) nb:sorry about bf3
rPoXoTauJIo wrote:Why you just can't use barrels?
Fire from rotated barrel missile that turning after some time = profit.
i dont understand :shock: which barrels missile mean? can give any example? from PR missiles?
and how can i make a rotated barrel missile? have a tutorial i've been googling and just dont understand about how to create it.
it's adding in javelin missile?
rPoXoTauJIo wrote: Also, i think you can use this:

Code: Select all

ObjectTemplate.fire.projectileStartPosition 0/[b]30[/b]/0
Just need to add some delay at start.
:D that's not what i mean, so ObjectTemplate.fire.projectileStartPosition from normal position.
rPoXoTauJIo wrote: 3rd way - you can use force objects, and engines for the missile, it should look like this:
Spoiler for thecode:

Code: Select all

ObjectTemplate.addTemplate S_javelin_laser_missile_Looping
 ObjectTemplate.addTemplate e_javelin_trail
 ObjectTemplate.setPosition 0/0/-0.665362
[color=Blue] ObjectTemplate.addTemplate your_force_object[/color]
 ObjectTemplate.setPosition 0/0/0
 ObjectTemplate.setRotation 0/0/0
 [color=Blue] ObjectTemplate.addTemplate your_engine[/color]
 ObjectTemplate.setPosition 0/0/0
ObjectTemplate.setRotation 0/0/0

[color=blue]ObjectTemplate.create ForceObject your_force_object[/color]
ObjectTemplate.force 100500

ObjectTemplate.create Engine [color=blue]your_engine[/color]
ObjectTemplate.setMinRotation 0/0/0
ObjectTemplate.setMaxRotation 0/0/9000
ObjectTemplate.setMaxSpeed 0/0/9000
ObjectTemplate.setAcceleration 0/0/9000
ObjectTemplate.setInputToRoll PIThrottle
ObjectTemplate.setAutomaticReset 1
ObjectTemplate.restoreRotationOnExit 1
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque 9000
ObjectTemplate.setDifferential 100500
ObjectTemplate.setGearUp 0.7
ObjectTemplate.setGearDown 0.3
ObjectTemplate.noPropellerEffectAtSpeed 125
ObjectTemplate.noPropellerEffectAtSpeed 125
ObjectTemplate.noEffectAtPerpSpeed 125
ObjectTemplate.canReverse 0
But, you will have to experiment with new params many times, before you will get good result.
:shock: :shock: wow, i think i must read tutorial first with a missile for example. can you give good missile for example? like this one?
Missile Ballistics modify


the picture :
my missile gonna works like this
Image
upload pictures

i take the picture from that thread (missiles ballistics modify)
M42 Zwilling wrote:Fixed it.
not like that :( and not work

[quote=""'[R-DEV"]AfterDune;1830310']Yeah, use the

Code: Select all

 tags to avoid that :p .[/quote]

[quote="SShadowFox""]You can disable smiles at "Miscellaneous Options" down on the message editor/writer.[/quote]
ahahaha thx im newbie here and i'll learn for that.

anyway thx to pr community :D . I get hard finding community who still modding bf2 today, maybe i late to realize PR community. Im sorry :( .
and for now i still really need help about modding @@.

btw i've try the suggestion.. i dont understand :( .
Last edited by seanman on 2012-11-03 02:17, edited 5 times in total.
M42 Zwilling
Retired PR Developer
Posts: 613
Joined: 2012-06-10 11:27

Re: [combine minimod & Help] AA shoulder launch vertical

Post by M42 Zwilling »

Oh, okay! Then a ForceObject should do what you want. I'll test it and post the code if I can get it to work.

EDIT: Try this. It might need some tweaking, but I think it will basically do what you want. The important bits are in red.

Code: Select all

rem *** Generated with Bf2Editor.exe [created: 2005/4/10 10:26]
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe GenericProjectile aix_stinger
ObjectTemplate.creator Velocity
ObjectTemplate.modifiedByUser Velocity
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.createNotInGrid 1
ObjectTemplate.createdInEditor 1
rem ---BeginComp :D efaultCollisionComp ---
ObjectTemplate.createComponent DefaultCollisionComp
ObjectTemplate.collision.hasCollisionEffect 1
rem ---EndComp ---
rem ---BeginComp :D efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 53
ObjectTemplate.detonation.explosionRadius 20
ObjectTemplate.detonation.explosionForce 10
ObjectTemplate.detonation.explosionDamage 150
ObjectTemplate.detonation.endEffectTemplate e_exp_air
ObjectTemplate.detonation.useMMOnEndEffect 1
rem ---EndComp ---
rem ---BeginComp :D efaultProjSoundComp ---
ObjectTemplate.createComponent DefaultProjSoundComp
rem ---EndComp ---
rem ---BeginComp:SeekClosestTargetComp ---
ObjectTemplate.createComponent SeekClosestTargetComp
ObjectTemplate.seek.targetType TTHeat
[color=Red]ObjectTemplate.seek.trackingDelay 0.5[/color]
ObjectTemplate.seek.maxAngleLock 45
ObjectTemplate.seek.maxDistLock 1000
ObjectTemplate.seek.directionBonus 0.8
ObjectTemplate.seek.reLockTime 30
rem ---EndComp ---
rem ---BeginComp :D efaultFollowComp ---
ObjectTemplate.createComponent DefaultFollowComp
ObjectTemplate.follow.maxYaw 30
ObjectTemplate.follow.maxPitch 30
ObjectTemplate.follow.changePitch 1
ObjectTemplate.follow.changeYaw 1
ObjectTemplate.follow.minDist 10
rem ---EndComp ---
rem ---BeginComp :D efaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 0
ObjectTemplate.penetrate.allowLiquidPenetration 0
rem ---EndComp ---
ObjectTemplate.geometry aix_stinger
ObjectTemplate.setCollisionMesh aix_stinger
ObjectTemplate.mapMaterial 0 metal 0
ObjectTemplate.drag 1
ObjectTemplate.mass 10.1
ObjectTemplate.gravityModifier 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.collisionGroups 8
ObjectTemplate.material 53
rem -------------------------------------
ObjectTemplate.addTemplate S_aix_stinger_Looping
ObjectTemplate.addTemplate e_missile_trail
ObjectTemplate.setPosition 0/0/-0.752903
[color=Red]ObjectTemplate.addTemplate aix_stinger_force
ObjectTemplate.setPosition 0/0.5/0
ObjectTemplate.setRotation 0/-90/0[/color]
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/12/0/0
ObjectTemplate.material 53
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.damage 650
ObjectTemplate.acceleration 50
ObjectTemplate.maxSpeed 200

ObjectTemplate.activeSafe Sound S_aix_stinger_Looping
ObjectTemplate.modifiedByUser Velocity
ObjectTemplate.soundFilename "objects/weapons/armament/missiles/sounds/mono/rocket_engine_start_idle.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.85
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 10
ObjectTemplate.halfVolumeDistance 50

[color=Red]ObjectTemplate.create ForceObject aix_stinger_force
ObjectTemplate.createdInEditor 1
ObjectTemplate.modifiedByUser jab
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.constantForce 50
ObjectTemplate.timeToLive CRD_NONE/0.5/0/0[/color]
Last edited by M42 Zwilling on 2012-11-03 10:59, edited 1 time in total.
seanman
Posts: 7
Joined: 2012-10-30 23:37

Re: [combine minimod & Help] AA shoulder launch vertical

Post by seanman »

M42 Zwilling wrote:Oh, okay! Then a ForceObject should do what you want. I'll test it and post the code if I can get it to work.

EDIT: Try this. It might need some tweaking, but I think it will basically do what you want. The important bits are in red.
ew it's really2 strange i've made it for it. use fim92 30magz for testing
video:

lol lol strange but it's good almost like bf3 just almost lol.. and i still research for more like bf3 with this :
ObjectTemplate.addTemplate your_force_object
ObjectTemplate.setPosition 0/0/0
ObjectTemplate.setRotation 0/0/0
ObjectTemplate.addTemplate your_engine
ObjectTemplate.setPosition 0/0/0
ObjectTemplate.setRotation 0/0/0
dont understand :shock: :shock:
about using force and engine yes i still need help.
and how about missile barrel? is there a tutorial for missile barrel?

here's the code from video.
Spoiler for codescript:
here's just part of changed script

Code: Select all

rem ---BeginComp:SeekClosestTargetComp ---
ObjectTemplate.createComponent SeekClosestTargetComp
ObjectTemplate.seek.targetType TTHeat
ObjectTemplate.seek.trackingDelay 1
ObjectTemplate.seek.maxAngleLock 360
ObjectTemplate.seek.maxDistLock 500
ObjectTemplate.seek.directionBonus 1
ObjectTemplate.seek.reLockTime 30
ObjectTemplate.seek.trackingDelay 0.1
objecttemplate.seek.ignorefriendly 1

ObjectTemplate.geometry javelin_missile
ObjectTemplate.setCollisionMesh javelin_missile
ObjectTemplate.mapMaterial 0 metal 0
ObjectTemplate.drag 1
ObjectTemplate.mass 10
ObjectTemplate.gravityModifier -2
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.collisionGroups 8
ObjectTemplate.material 52


[color=Red]
ObjectTemplate.addTemplate aix_stinger_force
ObjectTemplate.setPosition 0.16/-0.5/0
ObjectTemplate.setRotation 0/-90/0[/color]

ObjectTemplate.timeToLive CRD_NONE/20/0/0
ObjectTemplate.material 52
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.armingDelay 0
ObjectTemplate.localPredictOnClient 1
ObjectTemplate.damage 185
ObjectTemplate.acceleration 150
ObjectTemplate.maxSpeed 285
ObjectTemplate.startDelay 0

[color=Red]ObjectTemplate.create ForceObject aix_stinger_force
ObjectTemplate.createdInEditor 1
ObjectTemplate.modifiedByUser jab
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.mass 0.01
ObjectTemplate.gravityModifier -999
ObjectTemplate.acceleration 800/50/0
ObjectTemplate.maxSpeed 1/800/0
ObjectTemplate.constantForce 100
ObjectTemplate.timeToLive CRD_NONE/1/0/0[/color]


@weapons AA fim92stinger i set
ObjectTemplate.velocity 1
update
if the same height gonna straight horizontal. u can see it here
Last edited by seanman on 2012-11-04 13:41, edited 1 time in total.
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