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Re: [Help] Custom Faction

Posted: 2012-12-10 21:58
by Rhino
the caches are somewhat spawns by python, or more it removes all the caches it doesn't need in insurgency only leaving the active ones it dose. And it finds them by looking for the ammo caches object name, rather than spawner name :p

Re: [Help] Custom Faction

Posted: 2012-12-10 21:59
by Onil
I see.

Thanks for the help.

Re: [Help] Custom Faction

Posted: 2012-12-12 15:05
by Onil
Can anyone explain to me where I can define the kit that is spawned when you use the dropkit function?

My factions have no dropkit function at the moment.. I click but nothing happens/doesn't spawn the unarmed kit.

Any ideas?

thanks in advance.

Re: [Help] Custom Faction

Posted: 2012-12-12 15:30
by rPoXoTauJIo
faction_inits.zip\spawners\spanwers_<team>.con

Code: Select all

ObjectTemplate.create ObjectSpawner <team>_UNARMEDKIT
ObjectTemplate.activeSafe ObjectSpawner <team>_UNARMEDKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 <team>_unarmed
↑This?

As i understand, you have to create separate unarmed kit for every faction.

Re: [Help] Custom Faction

Posted: 2012-12-12 15:56
by Onil
I'm pretty sure I have... but I will give it a look, maybe there's a typo somewhere.

EDIT: Found the issue. Since i'm sharing kits for both factions I have been using only the common file where I add all the kits and they were not faction specific. I had to add a faction unarmed to the faction file and now it works. Thanks for the hint.

Any idea how to get the UAV available for the faction? :)

Re: [Help] Custom Faction

Posted: 2012-12-14 13:25
by Onil
Anyone knows how to make so that an area (D.O.D) has a bigger outside bounds time for air vehicles then for ground vehicles including infantry?

Re: [Help] Custom Faction

Posted: 2012-12-14 13:35
by Moszeusz6Pl
Create few combat areas, one for each kind of vehicle(CombatArea.vehicles 4) with different time allowed outside(CombatAreaManager.timeAllowedOutside 5.000000)

Re: [Help] Custom Faction

Posted: 2012-12-14 14:13
by Onil
i'm doing this on the GPO with notepad. Do you know which value related to which type of vehicle?

As in 4 is probably ground Infantry and Ground Vehicles I suppose so whats the value for Air Vehicles?

Re: [Help] Custom Faction

Posted: 2012-12-14 18:21
by rodrigoma
VehicleType "0" = Land
VehicleType "1" = Sea
VehicleType "2" = Planes
VehicleType "3" = Choppers
VehicleType "4" = All
VehicleType "5" = Planes/Choppers
Here you go

Re: [Help] Custom Faction

Posted: 2012-12-14 19:34
by Onil
Thanks, will test it out.

Re: [Help] Custom Faction

Posted: 2012-12-16 16:36
by Onil
I really need some type of auto fire option (as in toggle when selected) for a weapon... anyone has any ideas?

If only something like this would work: ObjectTemplate.fire.autoFire 1

Unfortunately there is no such code in bf2 :(

Re: [Help] Custom Faction

Posted: 2012-12-16 18:36
by Moszeusz6Pl
ObjectTemplate.fire.addFireRate
2 is for auto, 1 for burst and 0 for semi-auto. If you want weapon to have semi and auto fire mode do something like that:
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.addFireRate 2

Re: [Help] Custom Faction

Posted: 2012-12-16 19:02
by Onil
Thanks, but that's not what i'm looking for.

I want the weapon to automatically fire once it is selected, without the player having to click to fire.

Re: [Help] Custom Faction

Posted: 2012-12-16 21:18
by Rhino
handheld or PCO weapon and what would you be using this for?

Re: [Help] Custom Faction

Posted: 2012-12-16 21:24
by Onil
handheld.

I made a fake weapon to automatically reduce the ammo on the main weapon from the max amount of mags to 1 or 2 so that you only have that amount when you pickup the kit but can get the max amount if you resupply after.

But the fake weapon would have to fire once so that it automatically reloads and that will do the reset of the ammo on the main one. So I would need the fake weapon to automatically fire once it is selected by the player when he pickups the kit. I would probably need to have it on index 3 I suppose, unless if I could change the first selected index to be the number 9.

Re: [Help] Custom Faction

Posted: 2012-12-16 21:48
by lucky.BOY
What if you pick up a kit that has already been picked up? He would loose all ammo in that kit.

Re: [Help] Custom Faction

Posted: 2012-12-17 00:18
by Onil
Yes well, if we can get it to fire automatically, we can then maybe make so that it only happens once as in the first time ever the kit is picked up. Perhaps with weapon overheat with a huge cool down time as long as that time doesn't reset when you drop the kit.

We're testing stuff... you have to fail quite a few times until you find a way to do what you want or eventually give up. ;)

Re: [Help] Custom Faction

Posted: 2012-12-17 23:29
by Onil
Anyone knows if there is a way to increase the range of a weapon without increasing the velocity of the projectile? Can we do this using the mass and gravity of the projectile instead of its velocity?

I'm tweaking the arrows for our crossbow and want them to have a somewhat realistic velocity while still having proper range.

Re: [Help] Custom Faction

Posted: 2012-12-18 18:35
by Moszeusz6Pl
Yes, in projectile configuration change ObjectTemplate.gravityModifier

Re: [Help] Custom Faction

Posted: 2012-12-18 21:55
by Onil
Thanks, I will take a look.

Still need to find a way for the weapon to fire on its own or reload on its own when it still has 1 bullet in it.