[Weapon] Artillery Shell IED [WIP]

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EOD_Security-2252
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Joined: 2008-06-10 23:08

Re: [Weapon] Artillery Shell IED [WIP]

Post by EOD_Security-2252 »

Yeah, you guys are taking this way to far out and advanced. I said in my post that I made one of these, in my dorm. It was real simple. Now, y'all calm down until I put the thread out. Except you Masaq, you do as you please.
And yes I said "y'all."

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
steve_06-07
Posts: 916
Joined: 2008-04-27 23:36

Re: [Weapon] Artillery Shell IED [WIP]

Post by steve_06-07 »

Pshh, I was born in Texas, (location says indiana) it took me 5 years of living up here before I got rid of the habbit of saying y'all. Plus you're saying you made a weapon in a dorm(college dorm im asuming)....hmmmm.
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic21893_1.gif[/img]
EOD_Security-2252
Posts: 804
Joined: 2008-06-10 23:08

Re: [Weapon] Artillery Shell IED [WIP]

Post by EOD_Security-2252 »

Yes a college dorm (it's a quad-single kind of thing, 4 people share 2 baths, 1 kitchen and a living room; however, we each have separate living area with locking doors). And if you read the post I said I used "my dummy grenade." I just made the "y'all" comment because some overly PC people have a problem with it, you probably know what I'm talking about.
And with respect to "hmmm," I happen to possess a certain cookbook so if I did I wouldn't care anyway, but I love my country so s'all good. Moving on!

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
red.murder1
Posts: 126
Joined: 2008-07-25 16:00

Re: [Weapon] Artillery Shell IED [WIP]

Post by red.murder1 »

Why do you have a "dummy grenade" in your dorm and did you stick outside someones door?
DeltaFart
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Joined: 2008-02-12 20:36

Re: [Weapon] Artillery Shell IED [WIP]

Post by DeltaFart »

AH sweet now I have a prank to do when I hit college, I got 3 dummies, and I hope I get 3 room mates
EOD_Security-2252
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Joined: 2008-06-10 23:08

Re: [Weapon] Artillery Shell IED [WIP]

Post by EOD_Security-2252 »

I did not stick outside of anyone's door and all my roommates were still in their class because I get up at 05:50 to get to my first class, while they get up after 07:00 to get to theirs'. I did it in my little room. Now, you'll all have your questios answers when I release the thread. I shouldn't be complaining though, at least you guys care about my projects.
I have a dummy grenade in my dorm because I have a dummy grenade that I bought at the USS Yorktown exhibit when I was like 10 years old. I usually have my dummy grenade on my TV stand in a sort of scale of munitions. I have my dummy grenade, a dummy 50 cal round, a civil war musket bullet, a .45 ACP casing that I found at the firing range back home, a .40 casing from the family Glock and finally an unfired 9mm Luger round I found at the range. The unfired Luger round is the only thing to really worry about, but I don't think any of my roommates have a hammer hanging around so we'll all be safe. And on the opposite side of my TV is my hockey pucks, but that's just random information because I don't feel like finishing the paper I have due tomorrow. Yay procrastination.
Last edited by EOD_Security-2252 on 2008-09-19 00:48, edited 1 time in total.

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
DeltaFart
Posts: 2409
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Re: [Weapon] Artillery Shell IED [WIP]

Post by DeltaFart »

Yeah I just have a whole buncha **** around my room, 3 grenades, 4 bayonets, 4 knives, buncha lights, M1 Garand stock, 20mm dummy, .50 Lghter, .50 w/o primer or powder, M1 Helmet, 2 liners for one, M1 Bandolier, clips of all kinds, Israeli Cleaning kit, ect
Oh yeah a russian can opener :D peace of junk taht is!!!
EOD_Security-2252
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Joined: 2008-06-10 23:08

Re: [Weapon] Artillery Shell IED [WIP]

Post by EOD_Security-2252 »

Well, bayonets are a totally different thing. Is this a dorm or regular room? I'm gonna work on the trip's model right now, so everyone just hold on and talk about the IED.

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
steve_06-07
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Re: [Weapon] Artillery Shell IED [WIP]

Post by steve_06-07 »

2 Bayonets
5 Rifles
5 .37 Magnum Silver Bullets
2 Knives
Unknown # of shotgun shells

As for the artillery IED, this is more powerful than the current one right? I wasn't paying attention, my bad/.
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EOD_Security-2252
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Re: [Weapon] Artillery Shell IED [WIP]

Post by EOD_Security-2252 »

Yeah, I'll get the stats.

Regular IED code excerpt:

Code: Select all

rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 1000
ObjectTemplate.armor.defaultMaterial 90
ObjectTemplate.armor.waterLevel -0.3
rem ---EndComp ---
rem ---BeginComp:StickyCollisionComp ---
ObjectTemplate.createComponent StickyCollisionComp
ObjectTemplate.collision.bouncing 1
ObjectTemplate.collision.maxStickAngle 180
ObjectTemplate.collision.stickToVehicles 0
rem ---EndComp ---
rem ---BeginComp :D efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 80
ObjectTemplate.detonation.explosionForce 25
ObjectTemplate.detonation.explosionDamage 3000
ObjectTemplate.detonation.explosionRadius 20
ObjectTemplate.detonation.detonateOnWaterCollision 0
ObjectTemplate.detonation.endEffectTemplate e_exp_large
ObjectTemplate.detonation.useMMOnEndEffect 1
rem ObjectTemplate.detonation.timeUntilCanDetonate 5.0
Artillery IED code excerpt:

Code: Select all

rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 1000
ObjectTemplate.armor.defaultMaterial 90
ObjectTemplate.armor.waterLevel -0.5
rem ---EndComp ---
rem ---BeginComp:StickyCollisionComp ---
ObjectTemplate.createComponent StickyCollisionComp
ObjectTemplate.collision.bouncing 1
ObjectTemplate.collision.maxStickAngle 60
ObjectTemplate.collision.stickToVehicles 0
rem ---EndComp ---
rem ---BeginComp :D efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 80
ObjectTemplate.detonation.explosionForce 40
ObjectTemplate.detonation.explosionDamage 4000
ObjectTemplate.detonation.explosionRadius 30
ObjectTemplate.detonation.detonateOnWaterCollision 0
ObjectTemplate.detonation.endEffectTemplate e_exp_artyied
ObjectTemplate.detonation.useMMOnEndEffect 1
rem ObjectTemplate.detonation.timeUntilCanDetonate 5.0
That's pretty what anything you'd want to know pertaining to how much bang you get, where you can put these things and a few other things.

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
Swe_Olsson
Posts: 1030
Joined: 2007-04-30 17:45

Re: [Weapon] Artillery Shell IED [WIP]

Post by Swe_Olsson »

now make a larger 500lbs IED! lol
EOD_Security-2252
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Re: [Weapon] Artillery Shell IED [WIP]

Post by EOD_Security-2252 »

Well I did find this picture inspirational while looking through the USMC photo gallery -
http://www.marines.mil/units/marforcom/ ... 7o-003.jpg

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
EOD_Security-2252
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Re: [Weapon] Artillery Shell IED [WIP]

Post by EOD_Security-2252 »

Hey guys, after some suggestions by PR Military Advisor Eddie Baker, I've modified the model a bit. Edie Baker showed me some diagrams of the general construction of one of these in real life, and the semtex isn't supposed to be overflowing out of the fuse area, it's supposed to be stuck in there. So, I remodeled to follow suit.
Image
Image
Image
Image
Looks good still?
BTW, side note for Chuc, if you want this new model just PM me.

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Chuc
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Re: [Weapon] Artillery Shell IED [WIP]

Post by Chuc »

So as long as you didn't change the pivot points then I don't have to fix the animations. Send it over regardless so I can commit it.
Image
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Rhino
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Re: [Weapon] Artillery Shell IED [WIP]

Post by Rhino »

the model and texture need quite a bit of work still.

the yellow cable, not to mention looks far too low poly, being bright yellow any one will be able to see it for a mile, mixed in with that big black phone ontop. Also that cable could be a lot smaller.

personally what I would do is make 2 versions, 1 in your hand like you have currently, then a "projectile/deployed" version which is covered in a bit of junk, box, rock or w/e but still visable so it looks like some one has tried to hide it.
Image
hyraclyon
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Re: [Weapon] Artillery Shell IED [WIP]

Post by hyraclyon »

[R-DEV]Rhino wrote: personally what I would do is make 2 versions, 1 in your hand like you have currently, then a "projectile/deployed" version which is covered in a bit of junk, box, rock or w/e but still visable so it looks like some one has tried to hide it.
I disagree, it would probably make it even easier to spot. People will just remember "oh that box or that pile of junk usually contains IEDS so lets go around it". If you let the player hide it for themselves behind a rock or behind a corner or whatever it will always be different and more challenging for vehicle drivers to spot.
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bad_nade
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Re: [Weapon] Artillery Shell IED [WIP]

Post by bad_nade »

[R-DEV]Rhino wrote:the yellow cable, not to mention looks far too low poly, being bright yellow any one will be able to see it for a mile, mixed in with that big black phone ontop. Also that cable could be a lot smaller.
Not everyone can get his hands on thin, digicamo textured cable. Look at the rightmost one:
Image
EOD_Security-2252
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Re: [Weapon] Artillery Shell IED [WIP]

Post by EOD_Security-2252 »

Yeah, the cord on the right was my source of inspiration. I could make the cord a bit paler and used though. I agree that the cord could use some more polys, I'll get right on it.
Also, why would you have me cover the IED with boxes and stuff since the regular IED isn't hidden or anything. Personally, I think it should be up to the individual to attempt to hide his IEDs, but you're the dev.
So...

EDIT - Ok, I've paled the wire and remade the wire's model, now it has 12 height segments inside of 8 (still 15 sides).
Image
Image

Chuc, I'll get you the new model as soon as Rhino is a bit happier with this, ok?
I'm still really sketchy on putting boxes, trash or rocks in a deployed model because different areas call for different cover. If someone puts the IED in the middle of a paved road, rocks on the side wouldn't make sense; however, if someone puts the IED in the middle of the desert, then trash doesn't make sense. The only thing I can think of is to just stick a carboard box over the top of the model, but then you won't see the IED at all once it's deployed.
Last edited by EOD_Security-2252 on 2008-09-27 15:31, edited 2 times in total.

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Z-trooper
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Re: [Weapon] Artillery Shell IED [WIP]

Post by Z-trooper »

hyraclyon wrote:I disagree, it would probably make it even easier to spot. People will just remember "oh that box or that pile of junk usually contains IEDS so lets go around it". If you let the player hide it for themselves behind a rock or behind a corner or whatever it will always be different and more challenging for vehicle drivers to spot.
Unless the covered pile of junk is made into a static object and used by mappers. to litter the roads and such with it.

2 possibilities if this happens:

- Code some randomness into it so these piles of junk dosnt spawn the same place every time.

or

- let the player place it like EOD has it now and the player could just utilize these static piles of junk to hide it in.
Image
"Without geometry, life is pointless"
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bad_nade
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Re: [Weapon] Artillery Shell IED [WIP]

Post by bad_nade »

Hey EOD, I just came up with your next project: '[Equipment] Pile of Junk [WIP]' ;)

Otherwise the IED is looking good and I like the general idea of arty-IED too!

If that cell phone is going to stick out like a sore thumb, then maybe you could rotate the whole model some 70-80 degrees clockwise around its longitudinal axis so that cell phone touches ground when IED is deployed.
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