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[?] modding Mortar m252

Posted: 2011-01-11 13:17
by Toxin
Hello people,

I have a question about the Mortar M252.

when i played PR just a day ago, i just used it for the first time in SP,
and i was asking myself, if it is possible to Mod this weapon.
Like editing the amount of ammo, the fire rate etc..

I know how to edit the file, but i can't find anything about it in the tweak file.

also, i'm just editing for myself. i know that with editing you can't play online, that is the reason that i got installed PR twice. because i had to install windows again, and i got BF2 installed on a other partition. So, just for own use, makeing some fun with bots.

But i just want to know, if it is possible to mod/edit the mortar, and which file i need to edit, and what i need to edit, so maybe an little example would be great.


Toxin

Re: [Question] modding Mortar m252

Posted: 2011-01-11 13:30
by Rhino
Line 276 in the deployable_mortar_m252.tweak

Code: Select all

rem ---BeginComp :D efaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
[b]ObjectTemplate.ammo.nrOfMags 12[/b]
ObjectTemplate.ammo.magSize 1
[b]ObjectTemplate.ammo.minimumTimeUntilReload 4[/b]
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.reloadWithoutPlayer 1
ObjectTemplate.ammo.magLinkWeapon deployable_mortar_m252_airburst_launcher
rem ---EndComp ---

Re: [Question] modding Mortar m252

Posted: 2011-01-11 13:41
by cyberzomby
if I can hijack this topic slightly with another question. Does the mortar actually fire rounds from the tube and lobs them over the map? Because I thought objects/munition disapears when out of sight or something.

Re: [Question] modding Mortar m252

Posted: 2011-01-11 13:42
by Rhino
cyberzomby wrote:if I can hijack this topic slightly with another question. Does the mortar actually fire rounds from the tube and lobs them over the map? Because I thought objects/munition disapears when out of sight or something.
yes, as dose arty. and the problem your talking about is some weapons dont play there effects when fired from out of the players VD, but they still explode but mortars etc are made so that doesn't happen to them, although not sure how exactly.

Re: [Question] modding Mortar m252

Posted: 2011-01-11 13:50
by cyberzomby
ok cool! Didnt know about the arty as well. Thanks for that! I thought those cannons where needed for the engine and the bullets where "created" in the sky where they where ordered. Thanks for the answer Rhino :D

Re: [Question] modding Mortar m252

Posted: 2011-01-11 14:19
by Toxin
okay, but then i think i might have a problem.
because the .tweak file i got, only got 123 lines.
i got the file from object/weapon_server/stationary/mortar_deployable_m252.
and it only got 123 lines. :/

Re: [Question] modding Mortar m252

Posted: 2011-01-11 14:37
by Rhino
Search for "Ammo" in the file and you will find it...

Re: [Question] modding Mortar m252

Posted: 2011-01-11 14:50
by Toxin
I did, and normally with handed weapon i always do the same,
searching for ammo.
but it says that there aint no word "Ammo".
i'm working with Notepad++ and i just can't find it.
because it aint there.
you also have more lines then me. Weird :/

I also check the original folder, the one i installed yesterday, and also there i cant find anything.

Re: [Question] modding Mortar m252

Posted: 2011-01-11 14:56
by Toxin
sorry for double post,
but this is all i got in the .tweak file.

Code: Select all

rem *** Generated with Bf2Editor.exe [created: 2005/8/2 8:59]
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe PlayerControlObject mortar_deployable_m252
ObjectTemplate.creator PHO-1 :p ho
ObjectTemplate.modifiedByUser "DSU:041"
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.saveInSeparateFile 1
GeometryTemplate.setMaterialReflectionScale 1 0 0 1
GeometryTemplate.setMaterialReflectionScale 1 0 1 2
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.castsDynamicShadow 1
ObjectTemplate.isOpenVehicle 1
rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 300
ObjectTemplate.armor.hitPoints 300
ObjectTemplate.armor.defaultMaterial 71
ObjectTemplate.armor.waterLevel -0.3
ObjectTemplate.armor.explosionForceMax 2
ObjectTemplate.armor.explosionMaterial 101
ObjectTemplate.armor.wreckExplosionForce 2
ObjectTemplate.armor.wreckExplosionForceMax 2
ObjectTemplate.armor.wreckHitPoints 0
ObjectTemplate.armor.timeToStayAsWreck 40
ObjectTemplate.armor.addArmorEffect 0 e_vexp_tow 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 0 e_vexp_fireball_generic 0/0/0 0/0/0
rem ---EndComp ---
rem ---BeginComp:VehicleHud ---
ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName "KILLED"
ObjectTemplate.vehicleHud.miniMapIcon Ingame\Vehicles\Icons\Minimap\mini_armourdefsmall.tga
ObjectTemplate.vehicleHud.miniMapIconLeaderSize Medium
ObjectTemplate.vehicleHud.usePlayerIcon 1
ObjectTemplate.vehicleHud.standardHelpEnabled 0
ObjectTemplate.vehicleHud.vehicleIconPos 35/13
ObjectTemplate.vehicleHud.useSelectionIcons 0
ObjectTemplate.vehicleHud.useVehicleCommRose 0
ObjectTemplate.vehicleHud.vehicleIcon Ingame\Weapons\Icons\Hud\StaticWeapons\ATS_TOW.tga
rem ---EndComp ---
ObjectTemplate.geometry mortar_deployable_m252
ObjectTemplate.setCollisionMesh mortar_deployable_m252
ObjectTemplate.mapMaterial 0 Armor_7_stationary_object_metal 51
ObjectTemplate.mapMaterial 1 wreck 60
ObjectTemplate.drag 1
ObjectTemplate.mass 180
ObjectTemplate.floaterMod 0
ObjectTemplate.gravityModifier 1.2
ObjectTemplate.centerOfCollisionOffset 0/0.6/0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate S_mortar_deployable_m252_Ambient
ObjectTemplate.addTemplate S_mortar_deployable_m252_AmbientDamaged
ObjectTemplate.setPosition 0.0028/0.8786/0.0026
ObjectTemplate.addTemplate mortar_deployable_m252_EntryPoint
ObjectTemplate.setPosition -0.24711/0.70536/-0.39289
rem -------------------------------------
ObjectTemplate.setSoldierExitLocation 0/0.7/-1.5 0/0/0
ObjectTemplate.altSoldierExitPosition -0.6/0.7/0.3
ObjectTemplate.seatInformation mortar_deployable_m252 -0.1/0.95/-0.17 0/0/0
ObjectTemplate.seatAnimationSystem Objects/Vehicles/Common/Animations/3p_mortarman_animSys.inc
ObjectTemplate.soundFilter ground
ObjectTemplate.setVehicleType VTArtillery
ObjectTemplate.autoUseAbility 1
ObjectTemplate.altSoldierExitPosition -0.6/0.7/0.3
ObjectTemplate.isOpenVehicle 1
ObjectTemplate.dontClearTeamOnExit 1

ObjectTemplate.activeSafe Sound S_mortar_deployable_m252_Ambient
ObjectTemplate.modifiedByUser "HP_Owner"

ObjectTemplate.activeSafe Sound S_mortar_deployable_m252_AmbientDamaged
ObjectTemplate.modifiedByUser "HP_Owner"

ObjectTemplate.activeSafe RotationalBundle mortar_deployable_m252_base
ObjectTemplate.modifiedByUser "HP_Owner"
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.grip 20
rem -------------------------------------
ObjectTemplate.addTemplate S_mortar_deployable_m252_base_RotationRpm
rem -------------------------------------

ObjectTemplate.activeSafe Sound S_mortar_deployable_m252_base_RotationRpm
ObjectTemplate.modifiedByUser "HP_Owner"

ObjectTemplate.activeSafe GenericFireArm mortar_deployable_m252_barrel
ObjectTemplate.modifiedByUser "HP_Owner"
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.keepProjectiles 5

ObjectTemplate.activeSafe RotationalBundle mortar_deployable_m252_bipod
ObjectTemplate.modifiedByUser "HP_Owner"
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate S_mortar_deployable_m252_bipod_RotationRpm
rem -------------------------------------

ObjectTemplate.activeSafe Sound S_mortar_deployable_m252_bipod_RotationRpm
ObjectTemplate.modifiedByUser "HP_Owner"

And it's the same as the edited .tweak file.

Re: [Question] modding Mortar m252

Posted: 2011-01-11 15:01
by Rhino
going by it has "ObjectTemplate.modifiedByUser "HP_Owner"" in pretty much every line, it looks like you have modified it with the BF2 editor and its deleted a load of stuff...

Re: [Question] modding Mortar m252

Posted: 2011-01-11 15:18
by Toxin
so strange..
i just reinstalled Project Reality, but still those lines
are in the .tweak files.
And i don't have BF2 Editor installed on my pc.

Re: [Question] modding Mortar m252

Posted: 2011-01-11 17:14
by Toxin
Hmh, Yeah it is..
never known that.
Thank you mate!
This should do it, and now the thread/topic can me closed. :)

Thank you guys! :)