value for physics rocket
Posted: 2019-08-13 22:03
Hello asking about missile modding
Code: Select all
ObjectTemplate.acceleration 300
ObjectTemplate.maxSpeed 125Code: Select all
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 ---
Code: Select all
rcon debug - turns debug mode on.
rcon oneman - allows you to get into any vehicle with no kit requirements.
rcon start - allows you to skip vehicle start delay.
rcon health (name) 100 - gives you 100 HP in health.
rcon damage (name) 100 - gives you 100 HP to the vehicle.
rcon damage - turns on/off vehicle damage.
rcon spawner (vehicle) - allows you to spawn a vehicle that's in the map (otherwise game will crash).
rcon teleport 100 - to teleport 100m.
!fly (name) 100 - to launch yourself 100m.
Not sure what the max values are, but have a look at the list of BF2 Commands and see what does what:potential wrote:Thank you so much
i have alot more questions
what are the max values on those settings
--------------------------------------
ObjectTemplate.follow.maxYaw 1.5
ObjectTemplate.follow.maxPitch 1.5
ObjectTemplate.follow.changePitch 0.2
ObjectTemplate.follow.changeYaw 0.2
ObjectTemplate.follow.minDist 10
--------------------------------------
i have actually tried to change those values somewhile now, i am just going for more and more
what can be done, example there are a setting ObjectTemplate.Stiffness in that notepad file, that makes the missile very fast to move yes, i was wondering can i add anything in that section more, to make missile more ¤¤RESPONSIBLE¤¤ is the word, example can i bring in ObjectTemplate.softness or whatever more commands in the agm114,
(under)
ObjectTemplate.addTemplate S_agm114_hellfire_tv_Camera_RotationRpm
to make it even more better, i know it sounds funny or weird, but are there more ways?
keywords are:
1) best missile responsiveness
2) the most manuverable the missile can be tweaked
3) i am not necessarily looking the [faster] part of it
i am looking close to this one
https://www.youtube.com/watch?v=efNWODJ9s3c&t=101s
^ yes i know there are factors like macro
^ and of course the ping factor, video are made close to 40 ping
# can anything be changed elsewhere than agm114 file, example control.con
# or any other file, i dont know about
Thanks.
Code: Select all
ObjectTemplate.[color=Red]target[/color].connectionEffect e_towscopeCode: Select all
ObjectTemplate.maxSpeed [color=Red]125[/color]
ObjectTemplate.timeToLive CRD_NONE/[color=Red]3.5[/color]/0/0Code: Select all
ObjectTemplate.addTemplate agm114_hellfire_tv_Camera
ObjectTemplate.setPosition 0/0/[color=Red]0.986687[/color]Code: Select all
ObjectTemplate.worldFOV [color=red]0.6[/color]
ObjectTemplate.insideFOV [color=red]0.6[/color]Yes. Combined with decreased speed you can hit targets easier.potential wrote:what does TimeToLive has to do with missile responsiveness,manuverability? - this is the setting, how long missile will stay in air i think
On Z axis it should be negative value to move it back. So change to -15 or something, play with values.potential wrote:# ObjectTemplate.setPosition 0/0/0.986687 - that is a interesting one, i have never changed that before, as you say it will give you larger FOV to use TV guidance, does MOVE CAMERA BACK mean decreasing the value or increasing it? and more detailed should i change it in 100s or 1000s
Pretty much everything that could be used already described in thread.potential wrote: ObjectTemplate.Stiffness is also something that makes missile fly faster and more manuverable,but i have always thoughts like, can i bring in other commands like example Objecttemplate.softness or any other physics commands
Effects, nothing to do with missile physics.potential wrote: 1) what about e_missile_trail in agm114 file
Client side control settings, nothing to do with missile physics.potential wrote: # ControlMap.addButtonToTriggerMapping c_GIOk IDFMouse IDButton_ 0 0 0 default
Tweaked:
ControlMap.addButtonToTriggerMapping c_GIOk IDFMouse IDButton_0 0.0334 0
Client side control settings, nothing to do with missile physics.potential wrote: controlMap.setPitchFactor 1
controlMap.setYawFactor 1
Hud, nothing to do with missile physics.potential wrote: HudElementsAh1zCoPilot.con
HudElementsZ10CoPilot.con