Projectile modding

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Mr.Pfannenschmidt
Posts: 25
Joined: 2013-02-04 16:47

Projectile modding

Post by Mr.Pfannenschmidt »

Hi guys,
I'm modifiying another mod (just for me!) and
I can't figure out how your projectile system is working. A script?
How are the entrys in the weapon .tweaks linked tho the .cons in the projectiles folder.
I don't get it 'cause when I made a projectile .con and placed it in the projectiles
folder of the other mod, and changed the entry in the tweak to then ame of the .con,
nothing happens ingame, there's no projectile anyway. Can you help me?
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Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: Projectile modding

Post by Mats391 »

Hi,
im a bit confused what your problem is. Are you trying to make a new projectile and set that to a weapon?
The projectile name in "ObjectTemplate.projectileTemplate ..." has to match the projectiles name, i guess you know that. However the projectile name is not necessary the same as the name of the .con file. When you create the new projectile by copy-pasting an existing one make sure to also change the name inside the file (the string that comes after "ObjectTemplate.create GenericProjectile"). That is what at the end defines how the projectile is called.
If your mod does not have .tweak files like "projectiles_common.tweak" in PR, you will have to add the content of those to each projectile as well. Otherwise you will get default values and who knows what those are :)
Mr.Pfannenschmidt
Posts: 25
Joined: 2013-02-04 16:47

Re: Projectile modding

Post by Mr.Pfannenschmidt »

That was exactly what I wanted to know, thanks. Now I know where my mistake was. Thanks!
Last edited by Mr.Pfannenschmidt on 2014-06-24 18:51, edited 1 time in total.
Reason: grammar mistakes
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