Some modding questions

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MaxP
Posts: 117
Joined: 2008-09-08 19:18

Some modding questions

Post by MaxP »

Can I remove some parts from the ingame model, i.e. to remove tank turret?
I tried to remove it in con file, and I've got strange looking tank with turret underneath :)

Another odd question.
I'm trying to make helicopter wrecks to have some rotation after creation.
The only way I know is to link the template with ForceObject to ObjectTemplate.armor.addArmorEffect, but this doesn't work for me. Or I'm doing something wrong :)
Any ideas?

Last odd question.
Is there any way for heatseeking AA missile trajectories to be more realistic?
I had a lot of experiments with it to make its trajectory more "chaotic", but there is a heavy problem.
I've added some wobbling for missile with Mesh physics by adding some forces (like eryx spin with 3 axis) with some offset from center for missile with wings, but the mesh physics causes odd effects.
I.e. when I fire a missile with manpad, and the missile hit the target, I can't see the explosion at the right place, and the explosion effects (and camera shaking) is triggered at the start of the missile trajectory. It's terrible, especially when the explosion effect is the e_exp_xlargepr :)
But with the point physics the missile can only make translations, but not rotation - the point can't rotate :)
MaxP
Posts: 117
Joined: 2008-09-08 19:18

Re: Some modding questions

Post by MaxP »

Another one. Once I made large AA missile that detonates near an air vehicle, but continues flying. And I can't make it again.
Shortly: can the projectile detonates with trigger, but "stay alive"?
Or there is another way to simulate an engine part flying?
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Some modding questions

Post by rPoXoTauJIo »

MaxP wrote:Can I remove some parts from the ingame model, i.e. to remove tank turret?
I tried to remove it in con file, and I've got strange looking tank with turret underneath :)
That's something we've been experienced with boragh apc. You can for sure remove childs that aren't part of main mesh, but anything that's being in main mesh and not used resulting in being teleported to 0.0\0.0\0.0
MaxP wrote: Another odd question.
I'm trying to make helicopter wrecks to have some rotation after creation.
The only way I know is to link the template with ForceObject to ObjectTemplate.armor.addArmorEffect, but this doesn't work for me. Or I'm doing something wrong :)
Any ideas?
Try this?
ObjectTemplate.inertiaModifierForWreck 1.0/1.0/1.0
MaxP wrote: Last odd question.
Is there any way for heatseeking AA missile trajectories to be more realistic?
I had a lot of experiments with it to make its trajectory more "chaotic", but there is a heavy problem.
I've added some wobbling for missile with Mesh physics by adding some forces (like eryx spin with 3 axis) with some offset from center for missile with wings, but the mesh physics causes odd effects.
No, that's core issue in engine. After being locked, heat and laser guided weapons ignore any physics applied to them besides on z-axis.
Yet we've updated our python lib, sadly we can't have this and this :(
MaxP wrote:Another one. Once I made large AA missile that detonates near an air vehicle, but continues flying. And I can't make it again.
Shortly: can the projectile detonates with trigger, but "stay alive"?
Or there is another way to simulate an engine part flying?
Not that i know of besides firing somehow 2 missile simultaneously just one being non-explosive.
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.
MaxP
Posts: 117
Joined: 2008-09-08 19:18

Re: Some modding questions

Post by MaxP »

That's something we've been experienced with boragh apc. You can for sure remove childs that aren't part of main mesh, but anything that's being in main mesh and not used resulting in being teleported to 0.0\0.0\0.0
Yes, I've hide the turret for t62 into the hull too, but it's wider than the hull :)
Image
So now I'm looking for some appropriate hull slats or skirts to hide the hidden turret...
Will be glad if someone will give me an idea about it.
Try this?
ObjectTemplate.inertiaModifierForWreck 1.0/1.0/1.0
I've experimented with this parameter, but got nothing.
As I understand, when destroyed, the object "transfer" the rotation to the wreck.
Can we add some forces as the armor effects?
Not that i know of besides firing somehow 2 missile simultaneously just one being non-explosive.
But I've seen a missile flying after detonation (as shown in this old video https://www.youtube.com/watch?v=8KG7kY3t7QQ)
And can't make it again. F...ine...
All I have now is the missile that detonates, killing current target and rarely redirected to another one.
AFAIR, my old missile had a limited maneuverability and high inertia coefficients (about 5).

Another question.
I've spend a lot of time trying to make mines to be destroyable by explosions.
As I know, in the first BF2 versions the mines were affected by it, but not in 1.5
I've contacted with one of the the XWWII mod developer, and he said that "the collision mesh must have col 0 bigger than col 1". I don't have the appropriate mesh, and I'm not sure that he understand what I wanted - due to my poor english.
But I've tried BundledMesh with triggers, child templates, other col meshes - without result.
So... No way?

Another one :)
I've found the implementation to make bullet drop more realistic (in my own scale, increasing the drop by adding the drag option of 20-50). But the AI doesn't want to share my joy, and refuses to shoot it, just aiming down (at the ground).
Image
Tried increasing the allowed deviation parameter, with no result.
I'm suppose the AI calculates the aiming as "painting" the straight line that passes through two points - the shooter and the target, and the angle is the function of the drop (gravity/speed).
Am I wrong? And is there any way to tell him how to use the new projectiles? :)


P.S. I've made some improvements for bomber cars, so the AI can use it.
If the PR team is interested, I can share it.
Last edited by MaxP on 2016-12-20 07:32, edited 6 times in total.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Some modding questions

Post by rPoXoTauJIo »

MaxP wrote:Yes, I've hide the turret for t62 into the hull too, but it's wider than the hull :)
Image
So now I'm looking for some appropriate hull slats or skirts to hide the hidden turret...
Will be glad if someone will give me an idea about it.
You'd really better to learn how to re-export in this case, as otherwise this hidden turret still will it's verts on model and eat performance.
MaxP wrote: I've experimented with this parameter, but got nothing.
As I understand, when destroyed, the object "transfer" the rotation to the wreck.
Can we add some forces as the armor effects?
As far as i know, no.
MaxP wrote: But I've seen a missile flying after detonation (as shown in this old video https://www.youtube.com/watch?v=8KG7kY3t7QQ)
And can't make it again. F...ine...
All I have now is the missile that detonates, killing current target and rarely redirected to another one.
AFAIR, my old missile had a limited maneuverability and high inertia coefficients (about 5).
I were speaking about our game engine rather than real life :)
MaxP wrote: Another question.
I've spend a lot of time trying to make mines to be destroyable by explosions.
As I know, in the first BF2 versions the mines were affected by it, but not in 1.5
I've contacted with one of the the XWWII mod developer, and he said that "the collision mesh must have col 0 bigger than col 1". I don't have the appropriate mesh, and I'm not sure that he understand what I wanted - due to my poor english.
But I've tried BundledMesh with triggers, child templates, other col meshes - without result.
So... No way?
No way that we known of.
Speaking of info that you got applied to PR:
1. Navigate to objects\weapons\Handheld\at_mine\at_mine_projectile\Meshes
2. Open both bundle and colmesh to overview them.
3. Notice that col0(projectile) and col1(vehicle) in colmesh are same size.
Image
Image
MaxP wrote: I've found the implementation to make bullet drop more realistic (in my own scale, increasing the drop by adding the drag option of 20-50). But the AI doesn't want to share my joy, and refuses to shoot it, just aiming down (at the ground).

Tried increasing the allowed deviation parameter, with no result.
I'm suppose the AI calculates the aiming as "painting" the straight line that passes through two points - the shooter and the target, and the angle is the function of the drop (gravity/speed).
Am I wrong? And is there any way to tell him how to use the new projectiles? :)
Try increasing weaponTemplate.allowedDeviation to values like 80.0
Also read this post on bfsp forums.
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.
MaxP
Posts: 117
Joined: 2008-09-08 19:18

Re: Some modding questions

Post by MaxP »

You'd really better to learn how to re-export in this case, as otherwise this hidden turret still will it's verts on model and eat performance
It's just a SimpleObject. There will be no perfomance impact, or I'm wrong?
I were speaking about our game engine rather than real life
I was speaking about missiles in BF2 also, and I've seen it, and I wasn't drunk :)
Try increasing weaponTemplate.allowedDeviation to values like 80.0
Also read this post on bfsp forums.
Thanks for the link, very useful info.
Tried 120. Very rare shots into the ground.
What values are the max?
Last edited by MaxP on 2016-12-20 12:02, edited 2 times in total.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Some modding questions

Post by rPoXoTauJIo »

MaxP wrote:It's just a SimpleObject. There will be no perfomance impact, or I'm wrong?
Verticles aren't simpleobjects :P
MaxP wrote: I was speaking about missiles in BF2 also, and I've seen it, and I wasn't drunk :)
I've yet to see anyone to make it work past years. Very doubt it's possible unless you provide video :)
MaxP wrote: Thanks for the link, very useful info.
Tried 120. Very rare shots into the ground.
What values are the max?
Infinity i guess, but that aren't a problem as bots facing ground is some predictor issue.
Drag on bullets are somewhat problematic, we've experienced similar problems with retarded bombs(covered in this article) having no effect with or without drag. Wings are worked through :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.
MaxP
Posts: 117
Joined: 2008-09-08 19:18

Re: Some modding questions

Post by MaxP »

[R-CON]rPoXoTauJIo wrote:Verticles aren't simpleobjects :P
Ops, fail :) I don't know about verticles...
I mean the turret is the simple object now, and thought you mean this too.
Very doubt it's possible unless you provide video
It is possible. I've seen the similar behavior today - the AA missile explodes near the plane, and reaimed (is it right?) at another target - as the PR players noticed in the original mod (but without proximity explosion). I have the explosion, and will try to experiment and to make video.
I would not to do this work for so long if I knew this isn't real.

But for those old missile... Of course I admit that it could be only trail continues after explosion, but I haven't seen this abnormal effect before.
I had this effect only for heavy missiles - hawk_missile to be clear.
And I moved the HeatObject near the tail, sometimes outside the plane's body.
MaxP
Posts: 117
Joined: 2008-09-08 19:18

Re: Some modding questions

Post by MaxP »

[R-CON]rPoXoTauJIo wrote: I've yet to see anyone to make it work past years. Very doubt it's possible unless you provide video :)
https://yadi.sk/i/IxqcYG-q35AXpK
https://yadi.sk/i/2jIWkjiL35AjjS
Last edited by MaxP on 2016-12-26 21:19, edited 1 time in total.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Some modding questions

Post by rPoXoTauJIo »

Well i see now. Were you testing that on dedicated server, or just ingame local?
Regarding detonation comp for missiles - vbf2 has pretty low frequency for triggerradius checks, those why missiles can explode at different distances to aircraft, and, in your case - lead to either missile explode or continued flight.
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.
MaxP
Posts: 117
Joined: 2008-09-08 19:18

Re: Some modding questions

Post by MaxP »

[R-CON]rPoXoTauJIo wrote:Well i see now. Were you testing that on dedicated server, or just ingame local?
Regarding detonation comp for missiles - vbf2 has pretty low frequency for triggerradius checks, those why missiles can explode at different distances to aircraft, and, in your case - lead to either missile explode or continued flight.
I've tested it on my own dedicated LAN server (original BF2 has problems with Win7 and can't be played locally as usually).
Yes, this is an engine hack, anyway.
As I have noticed, if the missile going straight to the aircraft body\col mesh, it will be destroyed, that's why high inertia helps.
MaxP
Posts: 117
Joined: 2008-09-08 19:18

Re: Some modding questions

Post by MaxP »

A couple of questions again.
Is there any way to destroy deployed mines, besides enabling trigger?
I've tried some things, like SupplyObject or ReplenishDetonationComp with RTHeal (material 84 vs mine default material), without result.

Is there any way to clear resources (or something similar) for server and client processes?
I.e, I have many maps on my dedicated server, with many resources that loads through Init.con.
After several maps in rotation the clients crashes due to the effect limit - so, as I understand, the server loads all the resources one by one, and doesn's clear it.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Some modding questions

Post by rPoXoTauJIo »

MaxP wrote:A couple of questions again.
Is there any way to destroy deployed mines, besides enabling trigger?
I've tried some things, like SupplyObject or ReplenishDetonationComp with RTHeal (material 84 vs mine default material), without result.
No, projectiles does not collide and those can't be destroyed.
MaxP wrote: Is there any way to clear resources (or something similar) for server and client processes?
I.e, I have many maps on my dedicated server, with many resources that loads through Init.con.
After several maps in rotation the clients crashes due to the effect limit - so, as I understand, the server loads all the resources one by one, and doesn's clear it.
Perhaps you can try playing with fileManager unmounting(although i failed at trying make it work at all).
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.
MaxP
Posts: 117
Joined: 2008-09-08 19:18

Re: Some modding questions

Post by MaxP »

[R-DEV]rPoXoTauJIo wrote:No, projectiles does not collide and those can't be destroyed.
Yes, I know it. But we can disarm it with wrench, and 84 material.
I wonder if there is a key to it...
I.e., make an object that "replenish" all objects around with that material, disarming it.
Or create dummy PCO at the engineer charge detonation, which will activate the mine trigger?

I noticed that claymores detonates at player death (maybe at moving kit?) and empty vehicles that player leaves.
Why? Maybe it can help?
Perhaps you can try playing with fileManager unmounting(although i failed at trying make it work at all).
Do you have any documentation on it? I've seen only fileManager.mountArchive command.
Last edited by MaxP on 2017-04-08 22:36, edited 2 times in total.
MaxP
Posts: 117
Joined: 2008-09-08 19:18

Re: Some modding questions

Post by MaxP »

One more quesstion, about AI.
Is there any way to make the passengers at open seats (with child HUD) to rotate?
I.e. stock HMMVW, Dongfeng or RIB boat has the open seats, with soldiers at the knees, that can theoretically rotate over vertical axe (like the MG gunner do).
Is it possible?
Fastjack
PR:BF2 Contributor
Posts: 525
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Re: Some modding questions

Post by Fastjack »

MaxP wrote:A couple of questions again.
Is there any way to destroy deployed mines, besides enabling trigger?
If you want, that something can be destroyed in BF ....... it needs an armorcomp.
I did it with bipods and it works fine.
DICE added in BF2142 a armorcomp to RDX that was only destroyable by the (???unlocked??? i dont remember) sniperrifle or Defusor weapon.
MaxP wrote:One more quesstion, about AI.
Is there any way to make the passengers at open seats (with child HUD) to rotate?
I.e. stock HMMVW, Dongfeng or RIB boat has the open seats, with soldiers at the knees, that can theoretically rotate over vertical axe (like the MG gunner do).
Is it possible?
Yes its possible but you have also to change the objects.ai rotation angles, not only the angles in the tweaks.
MaxP
Posts: 117
Joined: 2008-09-08 19:18

Re: Some modding questions

Post by MaxP »

[R-CON]Fastjack wrote:If you want, that something can be destroyed in BF ....... it needs an armorcomp.
I worked for a long time with it, and I think there is a changes in 1.4 or 1.5 patch that makes the triggered projectile undestructible until it detonates itself by the trigger.
Or being unarmed by wrench.
Yes its possible but you have also to change the objects.ai rotation angles, not only the angles in the tweaks.
Oh, I've changed it by many ways, many times - with no result :)
Maybe you can point me to some tweaks?
Fastjack
PR:BF2 Contributor
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Re: Some modding questions

Post by Fastjack »

I worked for a long time with it, and I think there is a changes in 1.4 or 1.5 patch that makes the triggered projectile undestructible until it detonates itself by the trigger.
Or being unarmed by wrench.
... or, the armorcomp had a defense material, that is immune to every damagesource.
I dont remember vanilla gamemechanics and if they was destroyable.

Maybe the wrench is the only material, that can damage the mine material and you never got explosion damage or saw any explosion because it was tweaked like an invisible, soundless, damageless explosion.

Other possibilties you can play around with:

TBH. the wrench, or the mechanic behind was never really interresting for me and i never tinkered around with but in general, with armorcomp and normal material settings, it should work. I dont think DICE hardcodded something like indestructable mines when it would be so easy to fix it with GODMODE materials.
MaxP
Posts: 117
Joined: 2008-09-08 19:18

Re: Some modding questions

Post by MaxP »

[R-CON]Fastjack wrote:... or, the armorcomp had a defense material, that is immune to every damagesource.
I
No, I'm sure about the armorcomp and materials, hanging with it for about a month.
Don't sure if is was really destoyable before 1.4, but the people say so.
Maybe the wrench is the only material, that can damage the mine material and you never got explosion damage or saw any explosion because it was tweaked like an invisible, soundless, damageless explosion.
I don't think the wrench material is the key - the ability is matters.
Anyway, the triggered projectiles doesn't have the collision mesh actually. You can simply check it with claymores (giving it the working armour material, like 30) and bullets - they just goes through the mine, splashing the ground behind it.
The mesh can interact with the surface material, static objects and others (at the deploying process), but not with other projectiles. So yes, it's hardcoded ((

Also I've tried the idea of a splash damage of 84 material - and it's failed.

So now I almost forgot about this, although it would grant the great opportinities for a gameplay, like disarming the mines with demolition charges...

For now I'm more interested in bots behaviour.
Last edited by MaxP on 2018-02-02 01:49, edited 2 times in total.
Fastjack
PR:BF2 Contributor
Posts: 525
Joined: 2011-09-04 19:47

Re: Some modding questions

Post by Fastjack »

Hmm,

i made once for some prsp experiments a destroyable object and choosed the arty_ied geometry but used another collisionmesh from an ied projectile. I dont remember exactly which it was but it was one from the insurgents that drop a dirtpile.
Was a little bit offset in height but for my experiments enough.

My goal was to give the player the illusion, that the botsside already placed IED's at random spots on the map (possible with some random python scripts like the random ammocache objectspawners in insurgency), so the IED's dont spawn every round on the same spot.

As i fired on my fake IED, it blew up like a boss. When i rammed or cruised over it with a vehicle, got the desired boooombastic effect.

My conclusions when i look back on my tests, my M4 projectiles was actually able to hit the projectile collisionmesh from the insurgents ied's.

You ever tried to give the claymores a collisionmesh from another object and armorcomp, doesn't matter if fits or not, only to test if you can hit the mine?
Last edited by Arab on 2018-02-02 06:11, edited 1 time in total.
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