[Coding] Small changes to aircraft private patch by CAS_117 & killerzangoo

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

Post by zangoo »

umm today after i get back from school would be great, i will xfire when i get these tests ready.
TF6049
Posts: 584
Joined: 2007-03-29 03:24

Post by TF6049 »

This? 0.7?

Am I dreaming, or this is a dream come true? ;)
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

yup the aa and planes will be great in .7
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Post by HughJass »

oh man that gps bomb would be sick for .7 finally some player controlled airstrike.
Image
TF6049
Posts: 584
Joined: 2007-03-29 03:24

Post by TF6049 »

General Granger is finally going to take over PR!!! :bur2:

(For those of you who haven't played CnC Generals: Zero Hour, he's the airplane general)

If we don't get this (GPS bomb) in .7: :cussing: :cussing: :cussing: :cussing: :cussing:

EDIT: Put these on the F-15 and give the co-pilot a designation laser to guide them with. Pilot drops them, gunner guides them in. Otherwise, pilot has NO control of air-to-ground weapons except the chain gun.
Last edited by TF6049 on 2007-12-22 07:06, edited 1 time in total.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

well me and cas did make the f15 have laser guided bombs there were very fun and also involved the copilot and the pilot talking alot, cus you have to keep the plane kinda level to guide the bomb to the target, but this should be made easyer when cas gets working on picth and yaw stabilization. also we cannot guide a bomb that the pilot drops cus lptagrget comp only works on your computer so you can only use that to guide bombs you drop or really any weapon you fire. also the pilot shouldnt really be worrying to much about ground tragets, well they will really have to worry about aa but that is about it, the pilot will have to worry about the other planes that can use missiles that work!

also this gps bomb will not be in .7 as far as i know, the devs are using a arty that has a new effect and bigger damage radius that is called the jdam.
G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Post by G.Drew »

yeh, check the Dev journal ull see the JDAM at work :D
Image
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[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Post by arjan »

can i see the kashan map @ night zangoo?
i would like to see how it is
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

ok add me with xfire and i can give you the files, i still have to work on it, havent had time to do light maps so there are somethings wrong but overall it looks fine.

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

Post by zangoo »

oh it does not matter at all, i am just happy that we will have real guns in .7
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

so just to make sure the l85s2 should look like this right?



rem ---BeginComp:SoldierBasedRecoilComp ---
rem Long Barrel 556 Standard Recoil Assault Rifle
ObjectTemplate.createComponent SoldierBasedRecoilComp
ObjectTemplate.recoil.hasRecoilForce 1
ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/0/0.5/0
ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-0.5/0.5/0
ObjectTemplate.recoil.zoomModifier 0.8
ObjectTemplate.recoil.recoilGraphFrameCount 7
ObjectTemplate.recoil.recoilGraphExponent 4
ObjectTemplate.recoil.recoilGraphTotalMovement 1
ObjectTemplate.recoil.gobackonrecoil 0
rem ---EndComp ---

rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.gravityModifier 0.666
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.collisionGroups 8
ObjectTemplate.material 3556
rem -------------------------------------
ObjectTemplate.addTemplate S_gbrif_l85A2iron_Projectile_Looping
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/5/0/0
ObjectTemplate.drag CRD_NONE/1/0/0
ObjectTemplate.material 3556
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.damage 36
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 200
ObjectTemplate.DistToMinDamage 1000

i just want to know what i need to 100%, dont want to do half of the guns and find out that they are all wrong.
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Post by dbzao »

I wouldn't waste time doing that zangoo, as in 0.7 they will be all updated.
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Post by dbzao »

Well, the ballistics changes wont make it, but damage and recoil will.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

ok so i need a material that does not have any effect when it hits something, anyone know of any material that is like this?
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

so i finished making the soflam to guide bombs i think that .7 has something like it but not really sure. right now you have to drop the bomb from about 600 feet or what every hight bf2 uses, and about 500m away, if you drop it to low it will miss by about 100m.

soflam

Code: Select all

rem *** Generated with Bf2Editor.exe [created: 2004/10/1 17:1]
ObjectTemplate.activeSafe GenericFireArm simrad
ObjectTemplate.creator TLO-1:tlo
ObjectTemplate.modifiedByUser killer_zangoo
ObjectTemplate.setNetworkableInfo HandFireArmsInfo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.preCacheObject 1
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\USLMG_M249SAW.tga
ObjectTemplate.weaponHud.altWeaponIcon Ingame\Weapons\Icons\Hud\USLMG_M249SAW_mini.tga
ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\SpecialKitIcons\laserpainter.tga
rem ObjectTemplate.weaponHud.crosshairIcon Ingame\Weapons\Icons\Hud\LaserPainter\laserPainterOff.tga
rem ObjectTemplate.weaponHud.altCrosshairIcon Ingame\Weapons\Icons\Hud\LaserPainter\laserPainterOn.tga
ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\simrad.tga
ObjectTemplate.weaponHud.guiIndex 0
ObjectTemplate.weaponHud.altGuiIndex 1
ObjectTemplate.weaponHud.hasFireRate 0
rem ObjectTemplate.weaponHud.showInfo 0
ObjectTemplate.weaponHud.hasRangeFinder 1
rem ---EndComp ---
rem ---BeginComp:helpHud ---
ObjectTemplate.createComponent HelpHud
ObjectTemplate.HelpHud.altHelpStringKey HUD_HELP_WEAPON_HANDHELD_SIMRAD_CONTROLS_transmitTargetCoordinates
ObjectTemplate.HelpHud.altHelpSoundKey "SIMRAD"
rem ---EndComp:helpHud ---
rem ---BeginComp:SingleFireComp ---
ObjectTemplate.createComponent SingleFireComp
ObjectTemplate.fire.roundsPerMinute 200
ObjectTemplate.fire.fireLaunchDelay 0.05
ObjectTemplate.fire.addFireRate 2
ObjectTemplate.fire.fireInCameraDof 1
rem ---EndComp ---
rem ---BeginComp :D efaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.ammoType 1
ObjectTemplate.ammo.nrOfMags 999999
ObjectTemplate.ammo.magSize 999999
ObjectTemplate.ammo.reloadTime 0
ObjectTemplate.ammo.reloadWithoutPlayer 1
rem ---EndComp ---
rem ---BeginComp:SoldierDeviationComp ---
ObjectTemplate.createComponent SoldierDeviationComp
ObjectTemplate.deviation.minDev 0.15
ObjectTemplate.deviation.setFireDev 0.35 0.1 0.025
ObjectTemplate.deviation.setTurnDev 0.75 0.1 0.1 0.05
ObjectTemplate.deviation.setSpeedDev 1.27 0.1 0.05 0.06
ObjectTemplate.deviation.setMiscDev 2.4 1.25 0.05
ObjectTemplate.deviation.devModStand 0
ObjectTemplate.deviation.devModCrouch 0
ObjectTemplate.deviation.devModLie 0
ObjectTemplate.deviation.devModZoom 0
rem ---EndComp ---
rem ---BeginComp :D efaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp :D efaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
ObjectTemplate.animation.animateOnZoom 1
rem ---EndComp ---
rem ---BeginComp :D efaultZoomComp ---
ObjectTemplate.createComponent DefaultZoomComp
ObjectTemplate.zoom.zoomDelay 0.125
ObjectTemplate.zoom.zoomLod 1
ObjectTemplate.zoom.addZoomFactor 0.1
ObjectTemplate.zoom.changeFovDelay 0.125
rem ---EndComp ---
ObjectTemplate.geometry SIMRAD
ObjectTemplate.setCollisionMesh simrad
ObjectTemplate.mapMaterial 0 Rubber 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate S_simrad_Fire1P
ObjectTemplate.addTemplate S_simrad_Fire1P_Outdoor
ObjectTemplate.addTemplate S_simrad_Fire3P
ObjectTemplate.addTemplate S_simrad_BoltClick
ObjectTemplate.addTemplate S_simrad_TriggerClick
ObjectTemplate.addTemplate S_simrad_SwitchFireRate
ObjectTemplate.addTemplate S_simrad_Reload1P
ObjectTemplate.addTemplate S_simrad_Reload3P
ObjectTemplate.addTemplate S_simrad_Deploy1P
ObjectTemplate.addTemplate S_simrad_Deploy3P
ObjectTemplate.addTemplate S_simrad_Zoom
rem ObjectTemplate.addTemplate e_simradscope
ObjectTemplate.setPosition 0.00026271/0.0118544/-0.0446282
rem -------------------------------------
ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/simrad/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/simrad/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate 3mm_l21a1_HEI_projectile
ObjectTemplate.velocity 20000
ObjectTemplate.itemIndex 7
ObjectTemplate.delayToUse 0.7

ObjectTemplate.create GenericProjectile 3mm_l21a1_HEI_projectile
ObjectTemplate.modifiedByUser "sofad"
ObjectTemplate.createNotInGrid 1
ObjectTemplate.createdInEditor 1
rem ---BeginComp :D efaultCollisionComp ---
ObjectTemplate.createComponent DefaultCollisionComp
rem ---EndComp ---
rem ---BeginComp :D efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 46
ObjectTemplate.detonation.explosionRadius 0
ObjectTemplate.detonation.explosionForce 0
ObjectTemplate.detonation.explosionDamage 0
ObjectTemplate.detonation.endEffectTemplate e_exp_lasertarget
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 :D efaultRicochetComp ---
ObjectTemplate.createComponent DefaultRicochetComp
rem ---EndComp ---
rem ---BeginComp :D efaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 1
ObjectTemplate.penetrate.allowLiquidPenetration 1
rem ---EndComp ---
ObjectTemplate.gravityModifier 0
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.collisionGroups 8
ObjectTemplate.material 46
rem -------------------------------------
ObjectTemplate.addTemplate S_3mm_l21a1_HEI_projectile_Looping
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/5/0/0
ObjectTemplate.material 46
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.tracerScaler 0
ObjectTemplate.maxTracerScaler 0
ObjectTemplate.minTracerScaler 0
ObjectTemplate.tracerSizeModifier 0
ObjectTemplate.tracerInterval 99999
ObjectTemplate.tracerConvergeDistance -1
ObjectTemplate.tracerTemplate p_tracer_tank
ObjectTemplate.minDamage 0
ObjectTemplate.DistToStartLoseDamage 1200
ObjectTemplate.DistToMinDamage 2000
ObjectTemplate.damage 0

ObjectTemplate.activeSafe Sound S_simrad_Fire1P
ObjectTemplate.modifiedByUser LJO


ObjectTemplate.activeSafe Sound S_simrad_Fire1P_Outdoor
ObjectTemplate.modifiedByUser LJO

ObjectTemplate.activeSafe Sound S_simrad_Fire3P
ObjectTemplate.modifiedByUser LJO


ObjectTemplate.activeSafe Sound S_simrad_BoltClick
ObjectTemplate.modifiedByUser LJO

ObjectTemplate.activeSafe Sound S_simrad_TriggerClick
ObjectTemplate.modifiedByUser LJO

ObjectTemplate.activeSafe Sound S_simrad_SwitchFireRate
ObjectTemplate.modifiedByUser LJO

ObjectTemplate.activeSafe Sound S_simrad_Reload1P
ObjectTemplate.modifiedByUser LJO

ObjectTemplate.activeSafe Sound S_simrad_Reload3P
ObjectTemplate.modifiedByUser LJO

ObjectTemplate.activeSafe Sound S_simrad_Deploy1P
ObjectTemplate.modifiedByUser LJO
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/medikit/sounds/medikit_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.21
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1


ObjectTemplate.activeSafe Sound S_simrad_Deploy3P
ObjectTemplate.modifiedByUser LJO
ObjectTemplate.soundFilename "objects/weapons/handheld/medikit/sounds/medikit_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.21
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 0.5
ObjectTemplate.halfVolumeDistance 2


ObjectTemplate.activeSafe Sound S_simrad_Zoom
ObjectTemplate.modifiedByUser nfe

effect that it uses to guide bombs

Code: Select all

rem *** Generated with Bf2Editor.exe [created: 2005/3/24 14:57]
ObjectTemplate.activeSafe EffectBundle e_exp_lasertarget
ObjectTemplate.modifiedByUser killer_zangoo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.createdInEditor 1
rem ---BeginComp:WindAffector ---
ObjectTemplate.createComponent WindAffector
ObjectTemplate.windType Point
ObjectTemplate.windIsDynamic 1
ObjectTemplate.windDirection 0/-1/0
ObjectTemplate.windSpeed 10
ObjectTemplate.windBlowTime -1
ObjectTemplate.windFalloff 10
ObjectTemplate.windRadialFalloff 5
rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate S_e_exp_lasertarget_Start
ObjectTemplate.addTemplate LaserTarget_vehicle
ObjectTemplate.setPosition 0/10/0
rem -------------------------------------
ObjectTemplate.setStartOnEffects 0
ObjectTemplate.setStopOnEffects 0
ObjectTemplate.timeToLive CRD_NONE/0.32/0/0
ObjectTemplate.randomAgeFactor CRD_NONE/1/0/0
ObjectTemplate.startAtCreation 0
ObjectTemplate.speedFromPhysics 0

ObjectTemplate.activeSafe Sound S_e_exp_lasertarget_Start
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.soundFilename 

"common/material/impact/air_impact/flak_01.wav,common/material/impact/air_impact/flak_02.wav,common/material/i

mpact/air_impact/flak_03.wav,common/material/impact/air_impact/flak_04.wav,common/material/impact/air_impact/f

lak_05.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 0
ObjectTemplate.pitch 0.9
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.9/1.1/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.8/1/
ObjectTemplate.minDistance 15
ObjectTemplate.halfVolumeDistance 100
ObjectTemplate.soundRadius 5
ObjectTemplate.lowSamples 1

bomb

Code: Select all

rem *** Generated with Bf2Editor.exe [created: 2005/4/10 10:26]
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe GenericProjectile gbu38_jdam
ObjectTemplate.creator DSU-3 :d su
ObjectTemplate.modifiedByUser ljo
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.createNotInGrid 1
ObjectTemplate.cullRadiusScale 15
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 35
ObjectTemplate.detonation.explosionForce 50
ObjectTemplate.detonation.explosionDamage 2000
ObjectTemplate.detonation.endEffectTemplate e_mexp_xl_rock
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
ObjectTemplate.seek.maxAngleLock 60
ObjectTemplate.seek.maxDistLock 1500
ObjectTemplate.seek.directionBonus 0.5
ObjectTemplate.seek.reLockTime 0
rem ---EndComp ---
rem ---BeginComp :D efaultFollowComp ---
ObjectTemplate.createComponent DefaultFollowComp
ObjectTemplate.follow.maxYaw 0.5
ObjectTemplate.follow.maxPitch 0.5
ObjectTemplate.follow.changePitch 0.2
ObjectTemplate.follow.changeYaw 0.25
ObjectTemplate.follow.minDist 10
rem ---EndComp ---
rem ---BeginComp :D efaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 0
ObjectTemplate.penetrate.allowLiquidPenetration 0
rem ---EndComp ---
ObjectTemplate.geometry gbu38_jdam
ObjectTemplate.setCollisionMesh gbu38_jdam
ObjectTemplate.mapMaterial 0 metal 32
ObjectTemplate.drag 40
ObjectTemplate.mass 500
ObjectTemplate.gravityModifier 1
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/15/0/0
ObjectTemplate.material 56
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.localPredictOnClient 1
ObjectTemplate.damage 0
ObjectTemplate.acceleration 0
ObjectTemplate.maxSpeed 0

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 1
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 30
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Post by dbzao »

That won't work in a dedicated server zangoo. That was our first idea.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

why, would it not work. it is really just the soflam shooting a bullet like any other gun, and bullets on dedicated servers draw effects so i dont see why it would not draw a effect with a laser target on it, unless laser target does not work on effects in a dedicated server, but it works on tanks and everything else. please explain i would really like to learn how i messed up.
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