A new link for missiles this is just codes no files you put right in but works the same way ones you have put it right in bf2 not PR
UAV Predator:
Code: Select all
rem *** Generated with Bf2Editor.exe [created: 2005/11/21 8:27]
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe UAVVehicle uav_pred
ObjectTemplate.creator JEFFO:jeffev
ObjectTemplate.modifiedByUser "Golden Dragon"
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.saveInSeparateFile 1
rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 200
ObjectTemplate.armor.hitPoints 200
ObjectTemplate.armor.defaultMaterial 110
ObjectTemplate.armor.hpLostWhileUpSideDown 90
ObjectTemplate.armor.hpLostWhileInWater 75
ObjectTemplate.armor.hpLostWhileInDeepWater 250
ObjectTemplate.armor.hpLostWhileCriticalDamage 12
ObjectTemplate.armor.waterDamageDelay 1
ObjectTemplate.armor.deepWaterDamageDelay 0
ObjectTemplate.armor.waterLevel 0.1
ObjectTemplate.armor.deepWaterLevel 0.3
ObjectTemplate.armor.explosionForce 10
ObjectTemplate.armor.explosionForceMod 15
ObjectTemplate.armor.explosionForceMax 5000
ObjectTemplate.armor.explosionDamage 100
ObjectTemplate.armor.explosionRadius 6
ObjectTemplate.armor.explosionMaterial 101
ObjectTemplate.armor.wreckExplosionForce 50
ObjectTemplate.armor.wreckExplosionForceMax 60
ObjectTemplate.armor.wreckExplosionDamage 50
ObjectTemplate.armor.wreckExplosionRadius 2
ObjectTemplate.armor.wreckExplosionMaterial 70
ObjectTemplate.armor.wreckHitPoints 450
ObjectTemplate.armor.timeToStayAsWreck 0
ObjectTemplate.armor.criticalDamage 76
rem --effect--
ObjectTemplate.armor.destroyOnSpectacularDeath 1
ObjectTemplate.armor.addArmorEffect 0 e_vexp_heli_Generic 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffectSpectacular 0 e_vexp_uh60 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffectSpectacular 0 e_vexp_heli_Generic_spec 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 50 e_dstate_heli_lightsmoke -0.63/0.92/-2.32 0/0/0
ObjectTemplate.armor.addArmorEffect 25 e_dstate_heli_heavysmoke -0.63/0.92/-2.32 0/0/0
ObjectTemplate.armor.addArmorEffect 10 e_dstate_heli_firesmoke -0.63/0.92/-2.32 0/0/0
ObjectTemplate.armor.addArmorEffect -20 e_dstate_heli_wrecksmoke 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect -100 e_vexp_heli_generic_2nd 0/0/0 0/0/0
rem ---EndComp ---
rem ObjectTemplate.geometry uav_pred
ObjectTemplate.setCollisionMesh uav_pred
ObjectTemplate.mapMaterial 0 armor 111
ObjectTemplate.mapMaterial 1 wreck 60
ObjectTemplate.drag 1
ObjectTemplate.dragModifier 1/1.2/1
ObjectTemplate.mass 500
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate rotation
ObjectTemplate.setPosition 1000/-5/-225
rem -------------------------------------
Launcher tweak
Code: Select all
ObjectTemplate.activeSafe EffectBundle launcher
ObjectTemplate.creator Golden Dragon
rem -------------------------------------
ObjectTemplate.addTemplate em_missile_deployer
rem -------------------------------------
ObjectTemplate.setStartOnEffects 0
ObjectTemplate.setStopOnEffects 0
ObjectTemplate.timeToLive CRD_NONE/-1/0/0
ObjectTemplate.randomAgeFactor CRD_NONE/0/0/0
ObjectTemplate.startAtCreation 1
ObjectTemplate.speedFromPhysics 0
ObjectTemplate.create Emitter em_missile_deployer
ObjectTemplate.template missile
ObjectTemplate.looping 1
ObjectTemplate.startAtCreation 1
ObjectTemplate.delay CRD_NONE/17.9/0/0
ObjectTemplate.timeToLive CRD_NONE/0.3/0/0
ObjectTemplate.intensity CRD_NONE/15/0/0
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
Missile tweak
Code: Select all
ObjectTemplate.activeSafe PlayerControlObject missile
ObjectTemplate.creator Golden Dragon
ObjectTemplate.setNetworkableInfo BasicInfo
rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 1050
ObjectTemplate.armor.hitPoints 1050
ObjectTemplate.armor.defaultMaterial 44
ObjectTemplate.armor.waterLevel 0
ObjectTemplate.armor.explosionForce 10
ObjectTemplate.armor.explosionDamage 1000
ObjectTemplate.armor.explosionRadius 15
ObjectTemplate.armor.explosionMaterial 44
ObjectTemplate.armor.wreckHitPoints 0
ObjectTemplate.armor.addArmorEffect 0 e_exp_large 0/0/0 0/0/0
rem ---EndComp ---
ObjectTemplate.geometry aim9m_sidewinder
ObjectTemplate.setCollisionMesh aim9m_sidewinder
ObjectTemplate.mapMaterial 0 44
ObjectTemplate.mass 100
ObjectTemplate.gravityModifier 2
ObjectTemplate.floaterMod 1
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate S_missile_Looping
ObjectTemplate.addTemplate e_missile_trail
ObjectTemplate.setPosition 0/0/-1.5
ObjectTemplate.addTemplate missileForceFwd
ObjectTemplate.addTemplate missile_Wing
ObjectTemplate.setPosition 0/0/-1.5
rem -------------------------------------
ObjectTemplate.activeSafe Sound S_missile_Looping
ObjectTemplate.create ForceObject missileForceFwd
ObjectTemplate.constantForce 200
ObjectTemplate.create Wing missile_Wing
ObjectTemplate.setWingLift 4
ObjectTemplate.setFlapLift 0
CONS:
Rotatation con:
GeometryTemplate.create bundledMesh rotation
CollisionManager.createTemplate rotation
ObjectTemplate.create rotationalbundle rotation
ObjectTemplate.saveInSeparateFile 1
include rotation.tweak
Airstrike Jet con:
GeometryTemplate.create BundledMesh airstrike_jet
CollisionManager.createTemplate airstrike_jet
ObjectTemplate.create PlayerControlObject airstrike_jet
ObjectTemplate.saveInSeparateFile 1
include airstrike_jet.tweak
Launcher con:
ObjectTemplate.create EffectBundle launcher
ObjectTemplate.saveInSeparateFile 1
include launcher.tweak
Missile con:
GeometryTemplate.create BundledMesh missile
CollisionManager.createTemplate missile
ObjectTemplate.create PlayerControlObject missile
ObjectTemplate.saveInSeparateFile 1
include missile.tweak
Just create the cons in different con files
These codes are not ment for PR but BF2 gameplay so the codes has to be redone by someone who can the language of BF coding, but these codes are the basic of it.
And as Drastiq said its more realistic to do this then JDAM since there is not given that the factions has the arty for JDAM.
Creds to Golden Dragon