French AT Riflegrenade disporportionate damage

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Allahu Akbar
Posts: 109
Joined: 2017-04-30 15:17

French AT Riflegrenade disporportionate damage

Post by Allahu Akbar »

l was looking into weapon files, I found this:

Code: Select all

GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.create GenericProjectile riflegrenade_at_projectile
ObjectTemplate.modifiedByUser "chuc"
ObjectTemplate.setNetworkableInfo BasicInfo
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 3701
ObjectTemplate.detonation.explosionRadius 11
ObjectTemplate.detonation.explosionForce 7
ObjectTemplate.detonation.explosionDamage 100
ObjectTemplate.detonation.endEffectTemplate e_exp_at_rockets
ObjectTemplate.detonation.useMMOnEndEffect 1
ObjectTemplate.detonation.detectionRadius 1
ObjectTemplate.detonation.maxDepthForExplosion 2
rem ---EndComp ---
rem ---BeginComp :D efaultFollowComp ---
ObjectTemplate.createComponent DefaultFollowComp
ObjectTemplate.follow.maxYaw 0
ObjectTemplate.follow.maxPitch 0
ObjectTemplate.follow.changePitch 0
ObjectTemplate.follow.changeYaw 0
ObjectTemplate.follow.minDist 0
rem ---EndComp ---
rem ---BeginComp :D efaultProjSoundComp ---
ObjectTemplate.createComponent DefaultProjSoundComp
rem ---EndComp ---
rem ---BeginComp :D efaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 0
ObjectTemplate.penetrate.allowLiquidPenetration 0
rem ---EndComp ---
ObjectTemplate.geometry frrgl_famas_at_projectile
ObjectTemplate.setCollisionMesh frrgl_famas_at_projectile
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.collisionGroups 8
ObjectTemplate.mapMaterial 0 Collision_Material 46
ObjectTemplate.timeToLive CRD_NONE/15/0/0
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.armingDelay 0.35
ObjectTemplate.gravityModifier 0.6667
ObjectTemplate.drag 1
ObjectTemplate.mass 0.34
ObjectTemplate.material 3701
[b]ObjectTemplate.damage 420[/b]
For comparison, here is damage file for M72 LAW projectile:

Code: Select all

rem *** Generated with Bf2Editor.exe [created: 2005/4/10 10:26]
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe GenericProjectile uslat_m72_projectile
ObjectTemplate.creator DSU-3 :d su
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.modifiedByUser ljo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.createNotInGrid 1
ObjectTemplate.cullRadiusScale 10
rem ---BeginComp :D efaultCollisionComp ---
ObjectTemplate.createComponent DefaultCollisionComp
ObjectTemplate.collision.hasCollisionEffect 1
rem ---EndComp ---
rem ---BeginComp :D efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 3069
ObjectTemplate.detonation.explosionRadius 11
ObjectTemplate.detonation.explosionForce 6
ObjectTemplate.detonation.explosionDamage 120
ObjectTemplate.detonation.endEffectTemplate e_exp_at_rockets
ObjectTemplate.detonation.useMMOnEndEffect 1
ObjectTemplate.detonation.detectionRadius 1
ObjectTemplate.detonation.maxDepthForExplosion 2
rem ---EndComp ---
rem ---BeginComp :D efaultProjSoundComp ---
ObjectTemplate.createComponent DefaultProjSoundComp
rem ---EndComp ---
rem ---BeginComp :D efaultFollowComp ---
ObjectTemplate.createComponent DefaultFollowComp
rem ---EndComp ---
rem ---BeginComp :D efaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 0
ObjectTemplate.penetrate.allowLiquidPenetration 0
rem ---EndComp ---
ObjectTemplate.geometry uslat_m72_projectile
rem ObjectTemplate.drag 1
ObjectTemplate.mass 0.305
ObjectTemplate.gravityModifier 0.6667
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.collisionGroups 8
rem -------------------------------------
ObjectTemplate.addTemplate S_uslat_m72_projectile_Looping
ObjectTemplate.addTemplate e_smallmissile_trail_lat
ObjectTemplate.setPosition 0/0/-0.2
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/8/0/0
ObjectTemplate.material 3701
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.localPredictOnClient 1
ObjectTemplate.damageOwner 1
ObjectTemplate.startDelay 0.1
[b]ObjectTemplate.damage 320[/b]
ObjectTemplate.armingDelay 0.07

ObjectTemplate.activeSafe Sound S_uslat_m72_projectile_Looping
ObjectTemplate.modifiedByUser ljo
ObjectTemplate.soundFilename "objects/weapons/armament/missiles/sounds/mono/at_rocket_idle.ogg"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 6
ObjectTemplate.halfVolumeDistance 20
Is it intentional that a 58mm rifle grenade does more damage than a 66mm and 85mm rocket?(rpg-7 pg-7v-ins, which does 310).

This is only 30 damage less than AT4, which does 450.

https://en.wikipedia.org/wiki/AC58
Weight of the entire rifle grenade is 500 grams.
https://en.wikipedia.org/wiki/APAV40
Similarly-sized APAV40 only has 80g filling.

https://en.wikipedia.org/wiki/AT4
AT4 filling itself is 440g.
Last edited by Mats391 on 2017-05-19 08:43, edited 7 times in total.
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Mats391
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Joined: 2010-08-06 18:06

Re: French AT Riflegrenade disporportionate damage

Post by Mats391 »

From what I remember the AT grenade has almost the same penetration as the AT-4 and M72 has way lower, but I guess the AT grenade would have way weaker post penetration effect. Size does not always matter ;)
Image

Mineral: TIL that Wire-guided missiles actually use wire
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: French AT Riflegrenade disporportionate damage

Post by rPoXoTauJIo »

Those values are based on AT rate of fire, and not so systematic. We'll probably ask zwilling to rework AT system aswell :p
Image

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
Allahu Akbar
Posts: 109
Joined: 2017-04-30 15:17

Re: French AT Riflegrenade disporportionate damage

Post by Allahu Akbar »

[R-DEV]Mats391 wrote:From what I remember the AT grenade has almost the same penetration as the AT-4 and M72 has way lower, but I guess the AT grenade would have way weaker post penetration effect. Size does not always matter ;)
I just tested it, it would 2-hit(warning sound starts) rear a of Leclerc and ~3-4 hits to side.
It plus AT4 can instantly kill MBT from rear.

Seems a bit too much, no?

I haven't found an official source on the penetration value of it other than the same one referenced on wikipedia on every other website.

Code: Select all

rem *** Generated with Bf2Editor.exe [created: 2005/4/11 15:13]
GeometryTemplate.setSubGeometryLodDistance 1 0 7
GeometryTemplate.setSubGeometryLodDistance 1 1 10
GeometryTemplate.setMaterialReflectionScale 0 0 0 0.25
GeometryTemplate.setSpecularStaticGloss 0 0 0 0.15
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe GenericFireArm uslat_at4
ObjectTemplate.creator Happy
ObjectTemplate.modifiedByUser Happy
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.castsDynamicShadow 1
ObjectTemplate.cullRadiusScale 10
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.selectIcon Ingame/Weapons/Icons/Hud/selection/uslat_at4.tga
ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\SpecialKitIcons\antiTank.tga
ObjectTemplate.weaponHud.hudName "killed"
ObjectTemplate.weaponHud.guiIndex 224
ObjectTemplate.weaponHud.altGuiIndex 22101
ObjectTemplate.weaponHud.hasMag 1
ObjectTemplate.weaponHud.hasFireRate 0
ObjectTemplate.weaponHud.showAmmo 1
ObjectTemplate.weaponHud.showClips 1
ObjectTemplate.weaponHud.disableOnSprint 0
rem ---EndComp ---
rem ---BeginComp:SingleFireComp ---
ObjectTemplate.createComponent SingleFireComp
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.projectileStartPosition 0/0/0
ObjectTemplate.fire.showWeaponAfterReloadDelay 2.125
ObjectTemplate.fire.dropWeaponAfterFiringDelay 1.5
ObjectTemplate.fire.busyUntilButtonRelease 1
rem ---EndComp ---
rem ---BeginComp :D efaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.ammoType 1
ObjectTemplate.ammo.nrOfMags 1
ObjectTemplate.ammo.magSize 1
ObjectTemplate.ammo.reloadTime 8
ObjectTemplate.ammo.minimumTimeUntilReload 1.2
ObjectTemplate.ammo.autoReload 0
ObjectTemplate.ammo.instantReloadOnEnable 1
ObjectTemplate.ammo.toggleWhenNoAmmo 1
ObjectTemplate.ammo.reloadWithoutPlayer 0
rem ---EndComp ---
rem ---BeginComp:SoldierBasedRecoilComp ---
include ../../common/recoil.con "antiarmor" "lat"
rem ---EndComp ---
rem ---BeginComp:SoldierDeviationComp ---
include ../../common/deviation.con "antiarmor" "lat"
rem ---EndComp ---
rem ---BeginComp :D efaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp :D efaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
rem ---BeginComp :D efaultZoomComp ---
ObjectTemplate.createComponent DefaultZoomComp
ObjectTemplate.zoom.zoomDelay 1.2
ObjectTemplate.zoom.zoomLod 0
ObjectTemplate.zoom.addZoomFactor 0
ObjectTemplate.zoom.addZoomFactor 1.099
ObjectTemplate.zoom.mouseSpeedMod 0.5
rem ---EndComp ---
ObjectTemplate.geometry uslat_at4
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.aiTemplate at_light_ai
rem -------------------------------------
ObjectTemplate.addTemplate S_uslat_at4_Fire1P
ObjectTemplate.addTemplate S_uslat_at4_Fire1P_Outdoor
ObjectTemplate.addTemplate S_uslat_at4_Fire3P
ObjectTemplate.setPosition 0/0/0.72444
ObjectTemplate.addTemplate S_uslat_at4_BoltClick
ObjectTemplate.addTemplate S_uslat_at4_TriggerClick
ObjectTemplate.addTemplate S_uslat_at4_SwitchFireRate
ObjectTemplate.addTemplate S_uslat_at4_Reload1P
ObjectTemplate.addTemplate S_uslat_at4_Reload3P
ObjectTemplate.addTemplate S_uslat_at4_Deploy1P
ObjectTemplate.addTemplate S_uslat_at4_Deploy3P
ObjectTemplate.addTemplate S_uslat_at4_Zoom
ObjectTemplate.addTemplate e_eject_tube_at4
ObjectTemplate.addTemplate e_muzz_at4
ObjectTemplate.setPosition 0/0/0.58418
ObjectTemplate.addTemplate e_rifle_Prone
ObjectTemplate.addTemplate e_rifle_from_prone
rem -------------------------------------
ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/uslat_at4/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/uslat_at4/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate uslat_at4_projectile
ObjectTemplate.keepProjectiles 15
[b]ObjectTemplate.velocity 290[/b]
ObjectTemplate.itemIndex 4
ObjectTemplate.delayToUse 5.4

ObjectTemplate.activeSafe Sound S_uslat_at4_Fire1P
ObjectTemplate.modifiedByUser "Happy"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/uslat_at4/sounds/at4_fire1p_indoor.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_uslat_at4_Fire1P_Outdoor
ObjectTemplate.modifiedByUser "Happy"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/uslat_at4/sounds/at4_fire1p.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_uslat_at4_Fire3P
ObjectTemplate.modifiedByUser "Happy"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/uslat_at4/sounds/at4_fire3p.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.position 0/0/0.72444
ObjectTemplate.minDistance 20
ObjectTemplate.halfVolumeDistance 40

ObjectTemplate.activeSafe Sound S_uslat_at4_BoltClick
ObjectTemplate.modifiedByUser "Happy"

ObjectTemplate.activeSafe Sound S_uslat_at4_TriggerClick
ObjectTemplate.modifiedByUser "Happy"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/uslat_at4/sounds/at4_trigger.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.49
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_uslat_at4_SwitchFireRate
ObjectTemplate.modifiedByUser "Happy"

ObjectTemplate.activeSafe Sound S_uslat_at4_Reload1P
ObjectTemplate.modifiedByUser "Happy"

ObjectTemplate.activeSafe Sound S_uslat_at4_Reload3P
ObjectTemplate.modifiedByUser "Happy"

ObjectTemplate.activeSafe Sound S_uslat_at4_Deploy1P
ObjectTemplate.modifiedByUser "Happy"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/uslat_at4/sounds/AT4_deploy_1p.ogg"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.39
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_uslat_at4_Deploy3P
ObjectTemplate.modifiedByUser "Happy"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/usatp_predator/sounds/mono/deploy_3p.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.42
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 0
ObjectTemplate.minDistance 0.5
ObjectTemplate.halfVolumeDistance 1

ObjectTemplate.activeSafe Sound S_uslat_at4_Zoom
ObjectTemplate.modifiedByUser "Happy"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/uslat_at4/sounds/at4_aim.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.8
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

[R-DEV]rPoXoTauJIo wrote:Those values are based on AT rate of fire, and not so systematic. We'll probably ask zwilling to rework AT system aswell :p
Maybe ask someone who will finish working on it before pushing it onto live server?
Last edited by Allahu Akbar on 2017-05-19 08:48, edited 3 times in total.
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Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: French AT Riflegrenade disporportionate damage

Post by Mats391 »

No need to post entire tweak files and if you do, use code tags.
Whats wrong with AT-4 velocity?
Image

Mineral: TIL that Wire-guided missiles actually use wire
Allahu Akbar
Posts: 109
Joined: 2017-04-30 15:17

Re: French AT Riflegrenade disporportionate damage

Post by Allahu Akbar »

[R-DEV]Mats391 wrote:No need to post entire tweak files and if you do, use code tags.
Whats wrong with AT-4 velocity?
Wikipedia said it was 220m/s.
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Mats391
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Posts: 7643
Joined: 2010-08-06 18:06

Re: French AT Riflegrenade disporportionate damage

Post by Mats391 »

Allahu Akbar wrote:Wikipedia said it was 220m/s.
English wiki says 290m/s https://en.wikipedia.org/wiki/AT4
Image

Mineral: TIL that Wire-guided missiles actually use wire
Allahu Akbar
Posts: 109
Joined: 2017-04-30 15:17

Re: French AT Riflegrenade disporportionate damage

Post by Allahu Akbar »

'[R-DEV wrote:Mats391;2164322']English wiki says 290m/s https://en.wikipedia.org/wiki/AT4
It should be noted that the AT4-CS version also reduced its muzzle velocity from the original 290 m/s to 220 m/s as part of its effort to be user-safe in a confined space, making the AT4-CS version somewhat less effective.
The one in game is AT4-CS.
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Mats391
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Re: French AT Riflegrenade disporportionate damage

Post by Mats391 »

Allahu Akbar wrote:The one in game is AT4-CS.
Only in HUD tbh. The model is not the CS I think. I remember it getting renamed to explain lack of backblast :D
Either way, wont change the speed as it will fuck up the zeroing and it is a ***** to redo.
Image

Mineral: TIL that Wire-guided missiles actually use wire
Allahu Akbar
Posts: 109
Joined: 2017-04-30 15:17

Re: French AT Riflegrenade disporportionate damage

Post by Allahu Akbar »

[R-DEV]Mats391 wrote:Only in HUD tbh. The model is not the CS I think. I remember it getting renamed to explain lack of backblast :D
Either way, wont change the speed as it will fuck up the zeroing and it is a ***** to redo.
Will it be changed if someone re do zeroing?
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Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: French AT Riflegrenade disporportionate damage

Post by Mats391 »

Allahu Akbar wrote:Will it be changed if someone re do zeroing?
Probably would end up having both, a normal and a CS version as I dont know what the British and French use. But ye, if you want to redo animations and physics etc, feel free.
Image

Mineral: TIL that Wire-guided missiles actually use wire
Allahu Akbar
Posts: 109
Joined: 2017-04-30 15:17

Re: French AT Riflegrenade disporportionate damage

Post by Allahu Akbar »

[R-DEV]Mats391 wrote:Probably would end up having both, a normal and a CS version as I dont know what the British and French use. But ye, if you want to redo animations and physics etc, feel free.
France orders additional AT4 CS anti-armor weapons | AWIN content from Aviation Week
http://saab.com/about-saab/sites/europe ... or-france/
The Roquette NG range provides anti-tank capabilities through a weapon tentatively designated AT4 CS ER HP, anti-structure and breach capabilities through Saab’s AT4 CS AST weapon, and anti-personnel capabilities through the AT4 CS HE weapon. The weapons utilizes the same trainer and logistic support.
British Military Weapons - ILAW Rocket Launcher
UK forces use the CS variant of the weapon which is optimised for urban warfare and has less of a back blast. In theory the CS should be firable from within buildings.
So is there documentation on how to adjust zeroing?


I just got through looking at Chinese HAT:

Code: Select all

rem *** Generated with Bf2Editor.exe [created: 2006/1/4 7:47]
GeometryTemplate.setSubGeometryLodDistance 1 0 10
GeometryTemplate.setSubGeometryLodDistance 1 1 15
GeometryTemplate.maxSkip3pLods 0
GeometryTemplate.setMaterialReflectionScale 0 0 0 0.25
GeometryTemplate.setSpecularStaticGloss 0 0 0 0.15
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe GenericFireArm chat_pf98
ObjectTemplate.creator Happy
ObjectTemplate.modifiedByUser "Happy"
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.castsDynamicShadow 1
ObjectTemplate.cullRadiusScale 10
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\chat_PF98.tga
ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\SpecialKitIcons\antiTank.tga
ObjectTemplate.weaponHud.hudName "killed"
ObjectTemplate.weaponHud.guiIndex 222
ObjectTemplate.weaponHud.altGuiIndex 20002
ObjectTemplate.weaponHud.disableOnSprint 0
ObjectTemplate.weaponHud.hasRangeFinder 1
rem ---EndComp ---
rem ---BeginComp:SingleFireComp ---
ObjectTemplate.createComponent SingleFireComp
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.projectileStartPosition 0/0.027/0
ObjectTemplate.fire.showWeaponAfterReloadDelay 1.6
ObjectTemplate.fire.dropWeaponAfterFiringDelay 1.5
ObjectTemplate.fire.busyUntilButtonRelease 1
rem ---EndComp ---
rem ---BeginComp :D efaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.ammoType 1
ObjectTemplate.ammo.nrOfMags 2
ObjectTemplate.ammo.magSize 1
ObjectTemplate.ammo.reloadTime 8
ObjectTemplate.ammo.minimumTimeUntilReload 1.2
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.toggleWhenNoAmmo 1
ObjectTemplate.ammo.reloadWithoutPlayer 0
rem ---EndComp ---
rem ---BeginComp:SoldierBasedRecoilComp ---
include ../../common/recoil.con "antiarmor" "lat"
rem ---EndComp ---
rem ---BeginComp:SoldierDeviationComp ---
include ../../common/deviation.con "antiarmor" "lat"
rem ---EndComp ---
rem ---BeginComp :D efaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp :D efaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
rem ---BeginComp :D efaultZoomComp ---
ObjectTemplate.createComponent DefaultZoomComp
ObjectTemplate.zoom.zoomDelay 1.5
ObjectTemplate.zoom.zoomLod 1
ObjectTemplate.zoom.addZoomFactor 0
ObjectTemplate.zoom.addZoomFactor 0.306
ObjectTemplate.zoom.changeFovDelay 1.5
ObjectTemplate.zoom.mouseSpeedMod 0.2
ObjectTemplate.zoom.disableMuzzleWhenZoomed 1
rem ---EndComp ---
ObjectTemplate.geometry chat_pf98
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.aiTemplate at_heavy_ai
rem -------------------------------------
ObjectTemplate.addTemplate S_chat_pf98_Fire1P
ObjectTemplate.addTemplate S_chat_pf98_Fire1P_Outdoor
ObjectTemplate.addTemplate S_chat_pf98_Fire3P
ObjectTemplate.setPosition 0/0.027/0.7085
ObjectTemplate.addTemplate S_chat_pf98_BoltClick
ObjectTemplate.addTemplate S_chat_pf98_TriggerClick
ObjectTemplate.addTemplate S_chat_pf98_SwitchFireRate
ObjectTemplate.addTemplate S_chat_pf98_Reload1P
ObjectTemplate.addTemplate S_chat_pf98_Reload3P
ObjectTemplate.addTemplate S_chat_pf98_Deploy1P
ObjectTemplate.addTemplate S_chat_pf98_Deploy3P
ObjectTemplate.addTemplate S_chat_pf98_Zoom
ObjectTemplate.addTemplate e_muzz_at4
ObjectTemplate.setPosition 0/0.02703/0.32419
ObjectTemplate.addTemplate e_rifle_Prone
ObjectTemplate.addTemplate e_rifle_from_prone
rem -------------------------------------
ObjectTemplate.animationSystem1P objects/Weapons/Handheld/chat_PF98/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P objects/Weapons/Handheld/chat_PF98/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate pf98_missile
ObjectTemplate.keepProjectiles 15
[b]ObjectTemplate.velocity 205[/b]
ObjectTemplate.itemIndex 4
ObjectTemplate.delayToUse 8

ObjectTemplate.activeSafe Sound S_chat_pf98_Fire1P
ObjectTemplate.modifiedByUser "Owner"
ObjectTemplate.soundFilename "objects/weapons/handheld/chat_eryx/sounds/eryx_fire_1p.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1.0
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_chat_pf98_Fire3P
ObjectTemplate.modifiedByUser "Owner"
ObjectTemplate.soundFilename "objects/weapons/handheld/chat_eryx/sounds/eryx_fire_3p.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.position 0/0.027/0.7085
ObjectTemplate.minDistance 15
ObjectTemplate.halfVolumeDistance 40

ObjectTemplate.activeSafe Sound S_chat_pf98_BoltClick
ObjectTemplate.modifiedByUser "Owner"

ObjectTemplate.activeSafe Sound S_chat_pf98_TriggerClick
ObjectTemplate.modifiedByUser "Owner"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/uslat_at4/sounds/at4_trigger.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.49
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_chat_pf98_SwitchFireRate
ObjectTemplate.modifiedByUser "Owner"

ObjectTemplate.activeSafe Sound S_chat_pf98_Reload1P
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/chat_PF98/sounds/pf98_deploy_1p.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.39
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.modifiedByUser "Owner"

ObjectTemplate.activeSafe Sound S_chat_pf98_Reload3P
ObjectTemplate.modifiedByUser "Owner"

ObjectTemplate.activeSafe Sound S_chat_pf98_Deploy1P
ObjectTemplate.modifiedByUser "Owner"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/chat_PF98/sounds/pf98_deploy_1p.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.39
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_chat_pf98_Deploy3P
ObjectTemplate.modifiedByUser "Owner"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/chat_PF98/sounds/pf98_deploy_3p.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.42
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 0
ObjectTemplate.minDistance 0.5
ObjectTemplate.halfVolumeDistance 1

ObjectTemplate.activeSafe Sound S_chat_pf98_Zoom
ObjectTemplate.modifiedByUser "Owner"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/uslat_at4/sounds/at4_aim.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.8
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

Velocity 205

http://www.military-today.com/firearms/pf_98.htm
Muzzle velocity 310 m/s
This should be easy fix by changing scope reticle.

Velocity of 205m/s may have been for balance when it flew forward without affected by gravity, but now it is affected by gravity.
Last edited by Allahu Akbar on 2017-05-19 09:49, edited 4 times in total.
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Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: French AT Riflegrenade disporportionate damage

Post by Mats391 »

205 m/s might be cause its hard to find proper data on anything chinese. I have no idea if 310 or 205 would be more close to what it really happens. I mean they claim the thing has effective range of 2km. :D
For zeroing you have to play around with something like this until you get the angles and distances you want.
Then adjust the animations to be at that animation.
Then go in game and test.
Then rage that it is not working cause calculation does not always give correct values. Then try and error until you have it right.
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Mineral: TIL that Wire-guided missiles actually use wire
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: French AT Riflegrenade disporportionate damage

Post by PLODDITHANLEY »

The IRL problem with the FAMAS grenade is the recoil, the french have had to make a special way to hold the rifle and even with that it's a nose breaker.

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Aleon
PR:BF2 Contributor
Posts: 98
Joined: 2009-11-14 18:25

Re: French AT Riflegrenade disporportionate damage

Post by Aleon »

[R-DEV]rPoXoTauJIo wrote:Those values are based on AT rate of fire, and not so systematic. We'll probably ask zwilling to rework AT system aswell :p
Way too soon :cry:
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mectus11
PR:BF2 Developer
Posts: 805
Joined: 2015-09-05 19:44

Re: French AT Riflegrenade disporportionate damage

Post by mectus11 »

Aleon wrote:Way too soon :cry:
but muh realism
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rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: French AT Riflegrenade disporportionate damage

Post by rPoXoTauJIo »

PLODDITHANLEY wrote:The IRL problem with the FAMAS grenade is the recoil, the french have had to make a special way to hold the rifle and even with that it's a nose breaker.
I guess for realism part we should add damage to shooter when firing :D
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
Allahu Akbar
Posts: 109
Joined: 2017-04-30 15:17

Re: French AT Riflegrenade disporportionate damage

Post by Allahu Akbar »

'[R-DEV wrote:Mats391;2164332']205 m/s might be cause its hard to find proper data on anything chinese. I have no idea if 310 or 205 would be more close to what it really happens. I mean they claim the thing has effective range of 2km. :D
For zeroing you have to play around with something like this until you get the angles and distances you want.
Then adjust the animations to be at that animation.
Then go in game and test.
Then rage that it is not working cause calculation does not always give correct values. Then try and error until you have it right.
I'm sure if you fire it at 45 degrees it might reach out to 2km and kill someone! :D
(HATillery is do-able in-game?)
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: French AT Riflegrenade disporportionate damage

Post by X-Alt »

Allahu Akbar wrote:The one in game is AT4-CS.
It's an intentional buff. Non-CS ballistics with the name slapped on, it used to be 220 a long while back.
Allahu Akbar
Posts: 109
Joined: 2017-04-30 15:17

Re: French AT Riflegrenade disporportionate damage

Post by Allahu Akbar »

X-Alt wrote:It's an intentional buff. Non-CS ballistics with the name slapped on, it used to be 220 a long while back.
A buff no one asked for, because 290 is better than every other LAT that does similar/less damage.
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