[Question] bf2 guided bomb?

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zangoo
Posts: 978
Joined: 2007-09-01 03:42

[Question] bf2 guided bomb?

Post by zangoo »

ok so i am trying to make a guided bomb. now i will try to make it lock on to markers but right now all i need it to do is to lock on to fire.

so this is what i have done so far, i just need the bomb to lock on to a heat source and turn and hit it. i have made it so the bomb has no thrust so it shouldnt speed up i hope. i just need some help i have never done this, just messed around with things like 9999bombs for a jet or bomb power.

Code: Select all

rem *** Generated with Bf2Editor.exe [created: 2005/5/2 12:12]
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe GenericProjectile mk82_dumbbomb
ObjectTemplate.creator DSU-3 :d su
ObjectTemplate.modifiedByUser mei
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.createNotInGrid 1
ObjectTemplate.cullRadiusScale 5
rem ---BeginComp :D efaultCollisionComp ---
ObjectTemplate.createComponent DefaultCollisionComp
ObjectTemplate.collision.hasCollisionEffect 1
rem ---EndComp ---
rem ---BeginComp :D efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 56
ObjectTemplate.detonation.explosionRadius 17
ObjectTemplate.detonation.explosionForce 20
ObjectTemplate.detonation.explosionDamage 350
ObjectTemplate.detonation.endEffectTemplate e_exp_Xlarge
ObjectTemplate.detonation.useMMOnEndEffect 1
ObjectTemplate.detonation.detectionRadius 1.5
ObjectTemplate.detonation.maxDepthForExplosion 2
rem ---EndComp ---
rem ---BeginComp :D efaultProjSoundComp ---
ObjectTemplate.createComponent DefaultProjSoundComp
rem ---EndComp ---
rem ---BeginComp:SeekClosestTargetComp ---
ObjectTemplate.createComponent SeekClosestTargetComp
ObjectTemplate.seek.targetType TTLaser
ObjectTemplate.seek.trackingDelay 0.2
ObjectTemplate.seek.maxAngleLock 90
ObjectTemplate.seek.maxDistLock 500
ObjectTemplate.seek.directionBonus 0.5
ObjectTemplate.seek.reLockTime 60
rem ---EndComp ---
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 ---
rem ---BeginComp :D efaultRicochetComp ---
ObjectTemplate.createComponent DefaultRicochetComp
rem ---EndComp ---
rem ---BeginComp :D efaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 0
ObjectTemplate.penetrate.allowLiquidPenetration 0
rem ---EndComp ---
ObjectTemplate.geometry mk82_dumbbomb
ObjectTemplate.setCollisionMesh MK82_dumbbomb
ObjectTemplate.mapMaterial 0 metal 32
ObjectTemplate.drag 0.5
ObjectTemplate.mass 500
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.collisionGroups 8
ObjectTemplate.material 56
rem -------------------------------------
ObjectTemplate.addTemplate S_mk82_dumbbomb_Looping
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/99/0/0
ObjectTemplate.material 56
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.armingDelay 0.5
ObjectTemplate.minDamage 1
ObjectTemplate.damage 0
ObjectTemplate.maxSpeed 1000

ObjectTemplate.activeSafe Sound S_mk82_dumbbomb_Looping
ObjectTemplate.modifiedByUser mei
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/stationary/usart_lw155/sounds/artillery_projectile_01.wav,objects/weapons/stationary/usart_lw155/sounds/artillery_projectile_02.wav,objects/weapons/stationary/usart_lw155/sounds/artillery_projectile_03.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.8
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.93/1.1/
ObjectTemplate.minDistance 8
ObjectTemplate.halfVolumeDistance 10
cant get rid of the happy face.
Last edited by Griffon2-6 on 2007-10-22 20:18, edited 1 time in total.
Reason: Added Codebox
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

ok i need some more help. what is the missile called that the a10 uses for the air to ground? it is the one to kill tanks.
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Post by marcoelnk »

i dunno which maverick...there are severals but i believe its a agm-65D...if its infra-red its an agm-65K
Last edited by marcoelnk on 2007-10-22 11:57, edited 1 time in total.
Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Post by Ragni<RangersPL> »

ImageRANGERS LEAD THE WAY!!!
:29_slaps: Do not post stupid suggestions just because you had a bad round in PR :fryingpan
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

kk thx guys.
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Use a codebox next time so it doesn't stretch the browser and stupid :D s don't show up.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

so i need to make the soflam to "shoot" a marker like the laser guided missiles on the f15, anyone have any clue how to do that.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

no i have a way around the laser problem. i am going to make a invisable marker that puts out a heat source, the tv guided missiles use this in a way they put down a marker and fly to that marker that is why they can fly towards the sky.the bomb will lock on to that and guided it self from the plane to the target, so the bomb will be more of a missile with no speed.
Jay
Posts: 281
Joined: 2006-07-03 19:39

Post by Jay »

It's a good idea, but I recall a dev saying that it's not how they want it implemented in PR.

What the Devs want is for the SOFLAM to be constantly putting out a "heat source", that moves around depending on where you're lazing.

I think they specifically said that they don't want to implement it in any other way.

Although, that being said, I don't even know if you're making this for PR, but I wish you good luck none the less.
Help Project Reality in Australia, join the bigD community!
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zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

well i am making cus i want to learn how to mod bf2, but i would think it would be cool to see it in project reality. also with my idea you would just have to change your aim and click to make another "marker" if you wanted to hit a moving target. this is close to a tv guided missile.
BetterDeadThanRed
Posts: 1728
Joined: 2007-02-12 02:30

Post by BetterDeadThanRed »

Pretty much every idea I've seen in this thread I've heard a half dozen times before, but good luck just the same.
ImageLeMazing.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

ok so you have seen it but have you or anyone made it happen?
BetterDeadThanRed
Posts: 1728
Joined: 2007-02-12 02:30

Post by BetterDeadThanRed »

You are walking into a veritable minefield of hardcode, have fun.
ImageLeMazing.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

how is this hard coded, all of the things i are using to make this is already in the game most is in use from the tvguided missiles that people use. do you know this is hard coded and if you do tell me what part is, i am not using lasers like other threads suggest.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

making the bomb guided is pretty easy. The bit that is hard is making a realistic laser designator.
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Hitperson
Retired PR Developer
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Joined: 2005-11-08 08:09

Post by Hitperson »

is there any way to tune a threshold for the level of heat it is sensetive to in game??
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zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

well this is really close to it, i mean we have laserguided missiles in the game and they dont use lasers. i dont see how this is any diffrent cus if you want the bomb to "track" a moving target you just have to keep clicking on the target and a new marker would be set and the bomb would turn, so it would be really just the same if you used laser. also if the devs want the laser just cus they want it to put out a heatsource all the time, here is a really easy way to do that, make it full automatic just like the saw and tell the people using it that they have to hold the mouse button down until the bomb hits the target.
Ecko
Posts: 925
Joined: 2006-11-28 22:49

Post by Ecko »

Ahh, I get what you're trying to do. But the problem is how do you make the 3rd party designater the parent of the missile being shot from another player. There is no way as far as the engine goes. Heat source base designators are the way to go as they are universal.
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