[R-CON]Fastjack wrote:You mean something like an vehicle drop?
The first experiment I did was with the napalm bomb (supply object on it), for now I've decided to make the "scripted" airstrike, and I thouht the PCO objects has more useful options.
So, I've checked both - the unmanned PCO doesn't spawn PCO, nor DestoyableObject, at all.
I've checked PCO bomb, it works with static spawn point.
I'm not sure about but can you test to set the rotation different:
Excample :
ObjectTemplate.armor.addArmorEffect 30 e_dstate_jet_spin 0.25/-20.0/0 0/90/0
Almost the same, except the less shaking.
I think it's a conflict with winglift or engine modules.
Btw, this forces works fine on wreck - I've set the chaotic forces to it.
And if it works on wreck, maybe I'll be able to make the heatseeking missiles behavior to be more realistic...
I have an idea to give it the armor comp, so the missile will start to loose hp in flight, and just the one force in pseudo-chaotic directions as the armor effects...
Re: Some modding questions
Posted: 2018-03-01 09:25
by MaxP
Trying to make semi-static AC130, flying circular trajectory, with the AI gunner.
[Stuck on making rotational bundle with the plane body.
Haven't find anything better than using SatelliteControlObject on invisible radar tower.
Without it I cannot make something rotates being unmanned (or unboted)] - solved it, but got another problem.
If I set it on the map, all other static spawnpoint become inactive (red) within the "flight" radius.
What is the problem?
ANd I still cannot make the child bject to be destoyable (via its own collision mesh)...
Is it possible?
Re: Some modding questions
Posted: 2018-03-08 17:30
by MaxP
For those who would be interested, I've found the solutions for tracers on networked projectiles.
I've added the next effect to projectile (based on rpg trail):
I'm not good with the effects, so if anybody can give me an idea how to improve it, I'll be very thankfull.
Another side-effect is the surface decals not showing on statics (and woking fine with the surface), and we need to set ObjectTemplate.penetrate.allowLiquidPenetration 0, otherwise th water effects doesn't work.
Anybody have an idea why the decals on statics are not showed for networked projectiles?
Re: Some modding questions
Posted: 2018-03-08 22:16
by Arab
MaxP wrote:For those who would be interested, I've found the solutions for tracers on networked projectiles.
I've added the next effect to projectile (based on rpg trail):
I'm not good with the effects, so if anybody can give me an idea how to improve it, I'll be very thankfull.
Another side-effect is the surface decals not showing on statics (and woking fine with the surface), and we need to set ObjectTemplate.penetrate.allowLiquidPenetration 0, otherwise th water effects doesn't work.
Anybody have an idea why the decals on statics are not showed for networked projectiles?
Not sure. Could try adding ObjectTemplate.detonation.useMMOnEndEffect 1 to the projectile if it has a detonation component.
Re: Some modding questions
Posted: 2018-03-08 23:59
by Fastjack
If I set it on the map, all other static spawnpoint become inactive (red) within the "flight" radius.
What is the problem?
Add to the spawnpoints the option ObjectTemplate.setAllowSpawnCloseToVehicle 1
Re: Some modding questions
Posted: 2018-03-09 10:55
by MaxP
[R-DEV]Arab wrote:Not sure. Could try adding ObjectTemplate.detonation.useMMOnEndEffect 1 to the projectile if it has a detonation component.
Doesn't work. BTW, what this parameter do?
'[R-DEV wrote:Arab']Add to the spawnpoints the option ObjectTemplate.setAllowSpawnCloseToVehicle 1
Thanks, I'll try.
And the same question
Does it allow the soldiers spawn close to vehicle when it's occupied?
Posted: 2018-03-09 14:27
by Mineral
Allows spawnpoints to ignore the possibility of a vehicle being too close to it and disabling spawning as protection. Happens a lot to PR mainbases so we use it by default on all maps.
Re: Some modding questions
Posted: 2018-03-09 18:00
by MaxP
[R-DEV]Mineral wrote:Allows spawnpoints to ignore the possibility of a vehicle being too close to it and disabling spawning as protection. Happens a lot to PR mainbases so we use it by default on all maps.
Big thanks ))
Re: Some modding questions
Posted: 2018-03-14 00:16
by MaxP
Is there any way to make the indepedently destroyable child, attached to the vehicle?
Posted: 2018-03-14 15:10
by AfterDune
Only if you attach it as a (sleeping) objectspawner.
Re: Some modding questions
Posted: 2018-03-17 21:08
by MaxP
[R-DEV]AfterDune wrote:Only if you attach it as a (sleeping) objectspawner.
You mean to use the holdobject parameter, as I understand?
Re: Some modding questions
Posted: 2018-03-18 00:15
by AfterDune
That's the one, couldn't remember the exact name .
Re: Some modding questions
Posted: 2018-03-18 22:53
by MaxP
[R-DEV]AfterDune wrote:That's the one, couldn't remember the exact name .
Thanks, it works
The real problem for now that the bost can't spawn on moving spawn point. Is there any solution?
Maybe I can set a some kind of delay for RotationalBundle to start the rotation?
Re: Some modding questions
Posted: 2018-03-19 04:20
by ALADE3N
MaxP wrote:Thanks, it works
The real problem for now that the bost can't spawn on moving spawn point. Is there any solution?
Maybe I can set a some kind of delay for RotationalBundle to start the rotation?
yo bro, i also have that ac130 add-on.. can you share the tweak file of that? that's dcon_ac130 right?
You can spawn any object, like ats_tow
But even if you'll make it static and bots will spawn in it, they won't be able to fire at distances more than level's maximum visibility, even if they had camera near the target.
You can spawn any object, like ats_tow
But even if you'll make it static and bots will spawn in it, they won't be able to fire at distances more than level's maximum visibility, even if they had camera near the target.
ooohhhh...the cli_ac130, i had a copy of this vehicle before my pc got its mobo fried
Re: Some modding questions
Posted: 2018-03-25 21:51
by MaxP
[R-DEV]Arab wrote:
For the lag issue, I have a theory.
Replace the BasicInfo used in projectiles with ProjectileInfo, and test.
The theory is that having different networkableInfo names can make the networking run more organized and therefore run more efficient.
Haven't implemented this to the mod due to the level of test required to make sure there's no glitches, but it's worth a try.
After many hours of playing I've collected some info.
1. Using different networkable masks doesn't lead to any noticeable effect, the perfomance remains the same, as the collision calculating.
2. While using networkable with PMLinear prediction mode has some impact on perfomance for my server (Celeron 1820), and the best collision detection, the PMNone mode is a good choice, 'cause it has better collsion detection than non-networked projectile, and has minimal impact on perfomance.
But it still has collision detection problems with moving targets (not so noticable as in the vanilla mode), i.e. I've seen bullet from 7.62x54 hits the running soldier at 5 m and he survived (in my settings that bullet deals double hp damage on that distance), while I didn't see something like that with the PMLinear prediction.
3. The "red line" for my server is the ~20 soldiers firing at 900 s/m at one time, while the weapons with 600 s/m doesn't seems to have any noticeable perfomance impact.
Re: Some modding questions
Posted: 2018-03-26 07:05
by Arab
MaxP wrote:After many hours of playing I've collected some info.
1. Using different networkable masks doesn't lead to any noticeable effect, the perfomance remains the same, as the collision calculating.
2. While using networkable with PMLinear prediction mode has some impact on perfomance for my server (Celeron 1820), and the best collision detection, the PMNone mode is a good choice, 'cause it has better collsion detection than non-networked projectile, and has minimal impact on perfomance.
But it still has collision detection problems with moving targets (not so noticable as in the vanilla mode), i.e. I've seen bullet from 7.62x54 hits the running soldier at 5 m and he survived (in my settings that bullet deals double hp damage on that distance), while I didn't see something like that with the PMLinear prediction.
3. The "red line" for my server is the ~20 soldiers firing at 900 s/m at one time, while the weapons with 600 s/m doesn't seems to have any noticeable perfomance impact.
Nice work
Yeah same experience when I was testing back then.
Recently discovered that adding the Emitter (which loads the tracer effect) as a child to the common projectile does work but has side effects.
1. Tracer disappears after 1.5 seconds. Maybe add ObjectTemplate.hasOnTimeEffect 1 to projectile?
2. Tracer might not follow projectile. I fixed this initially by adding in 'ObjectTemplate.addChild 1' but need to record and review 3P footage to see if it's fixed
Here's the code (Uses .con and .tweak in own folder):
rem *** Generated with Bf2Editor.exe [created: 2004/9/16 12:22]
ObjectTemplate.activeSafe EffectBundle p_tracer_tank_g_bundle
ObjectTemplate.creator DSU-1 :d su
rem -------------------------------------
ObjectTemplate.addTemplate p_tracer_tank_g_emitter
rem -------------------------------------
ObjectTemplate.setStartOnEffects 0
ObjectTemplate.setStopOnEffects 0
ObjectTemplate.timeToLive CRD_NONE/-1/0/0
ObjectTemplate.randomAgeFactor CRD_NONE/0/0/0
ObjectTemplate.startAtCreation 0
ObjectTemplate.speedFromPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.create Emitter p_tracer_tank_g_emitter
ObjectTemplate.creator DSU-1 :d su
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.template p_tracer_tank_g
ObjectTemplate.addChild 1
rem ObjectTemplate.intensity CRD_NONE/125/0/0
ObjectTemplate.positionalSpeedInDof CRD_UNIFORM/0/0/0
ObjectTemplate.positionalSpeedInUp CRD_UNIFORM/0/0/0
ObjectTemplate.positionalSpeedInRight CRD_UNIFORM/0/0/0
ObjectTemplate.rotationalSpeedInDof CRD_UNIFORM/0/0/0
ObjectTemplate.rotationalSpeedInRight CRD_UNIFORM/0/0/0
ObjectTemplate.startRotation CRD_NONE/0/0/0
ObjectTemplate.zRotation CRD_NONE/0/0/0
ObjectTemplate.zRotationSnap 1
Re: Some modding questions
Posted: 2018-03-26 08:36
by AlonTavor
I am 99% sure PredicitonMode (PM) Only affects clients. This is how clients will predict/interpolate object positions. This should not affect server performance.
Linear has issues when constantly setting position through python, which is why lasers in PR aren't smooth, we used PMNone.
Let me just make sure: are you testing performance on a dedicated server and not a listen server? Networkables are meaningless on a listen server.
Re: Some modding questions
Posted: 2018-03-26 09:33
by Fastjack
So, I've checked both - the unmanned PCO doesn't spawn PCO, nor DestoyableObject, at all.
I've checked PCO bomb, it works with static spawn point.
What is the full name and path of the object you try to spawn on the added objectspawner on your unmanned AC130?