AGM114 missile tweaking
-
potential
- Posts: 9
- Joined: 2019-08-13 21:57
value for physics rocket
Hello asking about missile modding
Last edited by potential on 2020-08-05 12:31, edited 4 times in total.
-
AlonTavor
- PR:BF2 Developer
- Posts: 2991
- Joined: 2009-08-10 18:58
Re: Battlefield 2 Performance/Maneuverability missile
...what
Are you asking about modding? Or are you giving a suggestion?
Are you asking about modding? Or are you giving a suggestion?
Last edited by AlonTavor on 2019-08-14 08:44, edited 1 time in total.
-
potential
- Posts: 9
- Joined: 2019-08-13 21:57
value for physics rocket
asking about modding physics of rocket
Last edited by potential on 2020-08-05 12:32, edited 3 times in total.
-
Arab
- PR:BF2 Developer
- Posts: 2898
- Joined: 2012-05-18 03:37
Re: AGM114 missile tweaking
Moved thread to Community Modding.
First thing is to make a copy of pr folder and rename it to pr_edit, then in mods/pr_edit/bin/PRLauncher.exe, create a shortcut on the desktop and rename it to something like pr_edit so you know that launches PR with modified changes. Be aware that you can't join any servers in pr_edit.
The file to modify is in C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_edit\content\objects_weapons_server.zip\weapons\Armament\missiles\agm114_hellfire.tweak
Open that with Notepad++ (Recommended as it is a much better version of Notepad, avoid using Wordpad due to formatting issues)
You can increase the values in the following lines to make it faster:
Manuevaribility can be tweaked by increasing the values here:
Most likely increasing changePitch, changeYaw can have a noticable difference but try increasing everything and having it the same value.
The best way to test this is in Test Airfield (COOP 64). This way, you can test your changes without organizing a playtest.
.zip files are recommended to be opened in WinRar since it's what most people use.
You can modify soldier HP to be really high by opening each soldier in objects_common_server.zip/soldiers/pr_usa (example)/and opening each .tweak file.
Then replace ObjectTemplate.armor.maxHitPoints 100 and ObjectTemplate.armor.hitPoints 100 to 99999 and save for each.
First thing is to make a copy of pr folder and rename it to pr_edit, then in mods/pr_edit/bin/PRLauncher.exe, create a shortcut on the desktop and rename it to something like pr_edit so you know that launches PR with modified changes. Be aware that you can't join any servers in pr_edit.
The file to modify is in C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_edit\content\objects_weapons_server.zip\weapons\Armament\missiles\agm114_hellfire.tweak
Open that with Notepad++ (Recommended as it is a much better version of Notepad, avoid using Wordpad due to formatting issues)
You can increase the values in the following lines to make it faster:
Code: Select all
ObjectTemplate.acceleration 300
ObjectTemplate.maxSpeed 125Code: Select all
rem ---BeginComp :D efaultFollowComp ---
ObjectTemplate.createComponent DefaultFollowComp
ObjectTemplate.follow.maxYaw 1.5
ObjectTemplate.follow.maxPitch 1.5
ObjectTemplate.follow.changePitch 0.2
ObjectTemplate.follow.changeYaw 0.2
ObjectTemplate.follow.minDist 10
rem ---EndComp ---
The best way to test this is in Test Airfield (COOP 64). This way, you can test your changes without organizing a playtest.
Code: Select all
rcon debug - turns debug mode on.
rcon oneman - allows you to get into any vehicle with no kit requirements.
rcon start - allows you to skip vehicle start delay.
rcon health (name) 100 - gives you 100 HP in health.
rcon damage (name) 100 - gives you 100 HP to the vehicle.
rcon damage - turns on/off vehicle damage.
rcon spawner (vehicle) - allows you to spawn a vehicle that's in the map (otherwise game will crash).
rcon teleport 100 - to teleport 100m.
!fly (name) 100 - to launch yourself 100m.
You can modify soldier HP to be really high by opening each soldier in objects_common_server.zip/soldiers/pr_usa (example)/and opening each .tweak file.
Then replace ObjectTemplate.armor.maxHitPoints 100 and ObjectTemplate.armor.hitPoints 100 to 99999 and save for each.
Last edited by Arab on 2019-08-14 13:37, edited 1 time in total.
-
potential
- Posts: 9
- Joined: 2019-08-13 21:57
value for physics rocket
Thank you so much
Last edited by potential on 2020-08-05 12:32, edited 2 times in total.
-
Arab
- PR:BF2 Developer
- Posts: 2898
- Joined: 2012-05-18 03:37
Re: AGM114 missile tweaking
Not sure what the max values are, but have a look at the list of BF2 Commands and see what does what:potential wrote:Thank you so much
i have alot more questions
what are the max values on those settings
--------------------------------------
ObjectTemplate.follow.maxYaw 1.5
ObjectTemplate.follow.maxPitch 1.5
ObjectTemplate.follow.changePitch 0.2
ObjectTemplate.follow.changeYaw 0.2
ObjectTemplate.follow.minDist 10
--------------------------------------
i have actually tried to change those values somewhile now, i am just going for more and more
what can be done, example there are a setting ObjectTemplate.Stiffness in that notepad file, that makes the missile very fast to move yes, i was wondering can i add anything in that section more, to make missile more ¤¤RESPONSIBLE¤¤ is the word, example can i bring in ObjectTemplate.softness or whatever more commands in the agm114,
(under)
ObjectTemplate.addTemplate S_agm114_hellfire_tv_Camera_RotationRpm
to make it even more better, i know it sounds funny or weird, but are there more ways?
keywords are:
1) best missile responsiveness
2) the most manuverable the missile can be tweaked
3) i am not necessarily looking the [faster] part of it
i am looking close to this one
https://www.youtube.com/watch?v=efNWODJ9s3c&t=101s
^ yes i know there are factors like macro
^ and of course the ping factor, video are made close to 40 ping
# can anything be changed elsewhere than agm114 file, example control.con
# or any other file, i dont know about
Thanks.
https://www.realitymod.com/forum/showth ... p?t=109751
-
potential
- Posts: 9
- Joined: 2019-08-13 21:57
value for physics rocket
there is no real description on those lines what does exactly what, there is only
std::string -> void
bool -> bool
float -> float
behind every command
but example can i use diffrent ObjectTemplate commands on diffrent tweak files
std::string -> void
bool -> bool
float -> float
behind every command
but example can i use diffrent ObjectTemplate commands on diffrent tweak files
Last edited by potential on 2020-08-05 12:33, edited 1 time in total.
-
Fastjack
- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: AGM114 missile tweaking
@Arab
I think he mean more like this : ObjectTemplate.target.connectionEffect e_towscope
@potential
After watching the YouTube clip ….
You want more responsiveness for your missile maneuverability right? If i understand you right, you trying to steer your missile directly with your crosshair without pressing leftclick over and over again right?
I dont have bf2vanilla installed on this Computer. Also i dont have the tweak of the vanilla agm114 and PR dont use the projectilecamera method like vanilla (The e_towscope_connectionEffect was used LONGTIME AGO).
But it should be possible because the OPK mod for BF2 has this option for the HOT Missiles you looking for in the Bölkow Bo-105 but they dont used the projectilecamera.
Try to add to your agm114 weaponlauncher :
I think he mean more like this : ObjectTemplate.target.connectionEffect e_towscope
@potential
After watching the YouTube clip ….
You want more responsiveness for your missile maneuverability right? If i understand you right, you trying to steer your missile directly with your crosshair without pressing leftclick over and over again right?
I dont have bf2vanilla installed on this Computer. Also i dont have the tweak of the vanilla agm114 and PR dont use the projectilecamera method like vanilla (The e_towscope_connectionEffect was used LONGTIME AGO).
But it should be possible because the OPK mod for BF2 has this option for the HOT Missiles you looking for in the Bölkow Bo-105 but they dont used the projectilecamera.
Try to add to your agm114 weaponlauncher :
Code: Select all
ObjectTemplate.[color=Red]target[/color].connectionEffect e_towscope-
potential
- Posts: 9
- Joined: 2019-08-13 21:57
value for physics rocket
okay thanks
Last edited by potential on 2020-08-05 12:33, edited 2 times in total.
-
rPoXoTauJIo
- PR:BF2 Developer
- Posts: 1979
- Joined: 2011-07-20 10:02
Re: AGM114 missile tweaking
You have other options to do so.
1. Decrease missile speed + increase TTL
2. Move camera back, so you'll get larger FOV to use TV guidance
3. Increase FOV itself on camera, so you can target larger area
other than that, you've already heard options, change values in FollowComp...
1. Decrease missile speed + increase TTL
Code: Select all
ObjectTemplate.maxSpeed [color=Red]125[/color]
ObjectTemplate.timeToLive CRD_NONE/[color=Red]3.5[/color]/0/0Code: Select all
ObjectTemplate.addTemplate agm114_hellfire_tv_Camera
ObjectTemplate.setPosition 0/0/[color=Red]0.986687[/color]Code: Select all
ObjectTemplate.worldFOV [color=red]0.6[/color]
ObjectTemplate.insideFOV [color=red]0.6[/color]
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.
-
AlonTavor
- PR:BF2 Developer
- Posts: 2991
- Joined: 2009-08-10 18:58
Re: AGM114 missile tweaking
Are you trying to host a BF2 server with these modifications? Or are you trying to join an existing BF2 heli-war server?
I'm asking again as it seemed like that from Discord. It does not sound like you want to mess around with creating a mod, rather you want tweaks to help you in heli-wars on an existing server, evident by your example where you claimed that "each player has different tweak".
We are talking about server-side modifications. You are talking about player configurations. You cannot change these things as the client.
I'm asking again as it seemed like that from Discord. It does not sound like you want to mess around with creating a mod, rather you want tweaks to help you in heli-wars on an existing server, evident by your example where you claimed that "each player has different tweak".
We are talking about server-side modifications. You are talking about player configurations. You cannot change these things as the client.
-
potential
- Posts: 9
- Joined: 2019-08-13 21:57
value for physics rocket
First of all Thank you for answering, when i first saw your name answering people, i think it was (Chopper flight models)
Last edited by potential on 2020-08-05 12:34, edited 2 times in total.
-
rPoXoTauJIo
- PR:BF2 Developer
- Posts: 1979
- Joined: 2011-07-20 10:02
Re: AGM114 missile tweaking
Yes. Combined with decreased speed you can hit targets easier.potential wrote:what does TimeToLive has to do with missile responsiveness,manuverability? - this is the setting, how long missile will stay in air i think
On Z axis it should be negative value to move it back. So change to -15 or something, play with values.potential wrote:# ObjectTemplate.setPosition 0/0/0.986687 - that is a interesting one, i have never changed that before, as you say it will give you larger FOV to use TV guidance, does MOVE CAMERA BACK mean decreasing the value or increasing it? and more detailed should i change it in 100s or 1000s
Pretty much everything that could be used already described in thread.potential wrote: ObjectTemplate.Stiffness is also something that makes missile fly faster and more manuverable,but i have always thoughts like, can i bring in other commands like example Objecttemplate.softness or any other physics commands
Other variants, like using actual rocket engine or wings would rather produce negative effect on missile performance.

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.
-
potential
- Posts: 9
- Joined: 2019-08-13 21:57
value for physics rocket
okay got it thanks
Last edited by potential on 2020-08-05 12:34, edited 2 times in total.
-
rPoXoTauJIo
- PR:BF2 Developer
- Posts: 1979
- Joined: 2011-07-20 10:02
Re: AGM114 missile tweaking
Effects, nothing to do with missile physics.potential wrote: 1) what about e_missile_trail in agm114 file
Client side control settings, nothing to do with missile physics.potential wrote: # ControlMap.addButtonToTriggerMapping c_GIOk IDFMouse IDButton_ 0 0 0 default
Tweaked:
ControlMap.addButtonToTriggerMapping c_GIOk IDFMouse IDButton_0 0.0334 0
Client side control settings, nothing to do with missile physics.potential wrote: controlMap.setPitchFactor 1
controlMap.setYawFactor 1
Hud, nothing to do with missile physics.potential wrote: HudElementsAh1zCoPilot.con
HudElementsZ10CoPilot.con
FOV defined in camera, already explained above.

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.
-
potential
- Posts: 9
- Joined: 2019-08-13 21:57

