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Smagma

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  1. Is there any way in the menu_server HUD files to disable the 3rd commander zoom (the last zoom where you can actually see people running around). Any help would be greatly appreciated.
  2. Ok, Got it fixed but not sure what I did to fix. The only thing now is that the mine stick in the ground vertically instead of laying flat.
  3. Own mod, any map. I appreciate your help in this.
  4. I have a new vehicle I want to add to a map but have forgotten the sequence. I've added the content + new serverarchives and client archives to the map folder but getting lost here. I have to add some code to the init.con to call for the level to load the server and clientarchives? Any help would be appreciated
  5. Well I tried changing the mobilephysics from 0 to 1 and they are still floating.
  6. Ill try that as soon as I get home. Thank you..
  7. Im currently trying to create a weapon for a bomber that drops multiple mine in a small area to create a minefield but when I release the mines they float wherever theyre released and I would like them to fall to the ground. Im using a cloned unl_mine_emp. ------------------------------------------------------------------------------------------- ObjectTemplate.create GenericFireArm target_minefield_deployer ObjectTemplate.createdInEditor 1 rem ---BeginComp:WeaponHud --- ObjectTemplate.createComponent WeaponHud ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\bomb.tga ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\HellFire_missile.tga ObjectTemplate.weaponHud.hasFireRate 0 rem ---EndComp --- rem ---BeginComp:MultiFireComp --- ObjectTemplate.createComponent MultiFireComp ObjectTemplate.fire.roundsPerMinute 300 ObjectTemplate.fire.fireInput PIAltFire ObjectTemplate.fire.maxProjectilesInWorld 8 ObjectTemplate.fire.addFireRate 2 ObjectTemplate.fire.addBarrelName target_minefield_deployer_barrel rem ---EndComp --- rem ---BeginComp:DefaultAmmoComp --- ObjectTemplate.createComponent DefaultAmmoComp ObjectTemplate.ammo.ammoType 15 ObjectTemplate.ammo.nrOfMags 2 ObjectTemplate.ammo.magSize 8 ObjectTemplate.ammo.reloadTime .5 ObjectTemplate.ammo.minimumTimeUntilReload .5 ObjectTemplate.ammo.instantReloadOnEnable 1 ObjectTemplate.ammo.autoReload 1 ObjectTemplate.ammo.reloadWithoutPlayer 1 rem ---EndComp --- rem ---BeginComp:WeaponBasedRecoilComp --- ObjectTemplate.createComponent WeaponBasedRecoilComp rem ---EndComp --- rem ---BeginComp:SimpleDeviationComp --- ObjectTemplate.createComponent SimpleDeviationComp rem ---EndComp --- rem ---BeginComp:DefaultSoundComp --- ObjectTemplate.createComponent DefaultSoundComp rem ---EndComp --- rem ---BeginComp:DefaultAnimationComp --- ObjectTemplate.createComponent DefaultAnimationComp rem ---EndComp --- ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.material 56 rem ------------------------------------- ObjectTemplate.addTemplate S_target_minefield_deployer_Fire1P ObjectTemplate.addTemplate S_target_minefield_deployer_Fire1P_Outdoor ObjectTemplate.addTemplate S_target_minefield_deployer_Fire3P ObjectTemplate.addTemplate S_target_minefield_deployer_BoltClick ObjectTemplate.addTemplate S_target_minefield_deployer_TriggerClick ObjectTemplate.addTemplate S_target_minefield_deployer_SwitchFireRate ObjectTemplate.addTemplate S_target_minefield_deployer_Reload1P ObjectTemplate.addTemplate S_target_minefield_deployer_Reload3P ObjectTemplate.addTemplate S_target_minefield_deployer_Deploy1P ObjectTemplate.addTemplate S_target_minefield_deployer_Deploy3P ObjectTemplate.addTemplate S_target_minefield_deployer_Zoom ObjectTemplate.addTemplate target_minefield_deployer_barrel ObjectTemplate.setPosition 6.42093/-0.56165/-2.18974 ObjectTemplate.setRotation 0/90/0 ObjectTemplate.addTemplate target_minefield_deployer_barrel ObjectTemplate.setPosition -6.35986/-0.615669/-2.2915 ObjectTemplate.setRotation 0/90/-180 ObjectTemplate.addTemplate target_minefield_deployer_barrel ObjectTemplate.setPosition -4.48894/-0.531943/-1.36368 ObjectTemplate.setRotation 0/90/180 ObjectTemplate.addTemplate target_minefield_deployer_barrel ObjectTemplate.setPosition 5.5928/-0.537858/-1.54498 ObjectTemplate.setRotation 0/90/180 ObjectTemplate.addTemplate target_minefield_deployer_barrel ObjectTemplate.setPosition -4.04173/-0.508802/-0.918183 ObjectTemplate.setRotation 0/90/0 ObjectTemplate.addTemplate target_minefield_deployer_barrel ObjectTemplate.setPosition 4.15185/-0.615669/-0.63135 ObjectTemplate.setRotation 0/90/180 ObjectTemplate.addTemplate target_minefield_deployer_barrel ObjectTemplate.setPosition -0.939899/-0.771719/1.1435 ObjectTemplate.setRotation 0/90/180 ObjectTemplate.addTemplate target_minefield_deployer_barrel ObjectTemplate.setPosition 2.03076/-0.779861/0.64669 ObjectTemplate.setRotation 0/90/180 rem ------------------------------------- ObjectTemplate.projectileTemplate target_mine ObjectTemplate.keepProjectiles 5 ObjectTemplate.velocity 150 ObjectTemplate.itemIndex 1 ObjectTemplate.isSelectable 1 ObjectTemplate.allowEmoteAnimation 1 GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 16 GeometryTemplate.hasAdditiveAlpha 1 GeometryTemplate.simpleUVTranslation -0.2/0 ObjectTemplate.create GenericProjectile target_mine ObjectTemplate.setNetworkableInfo BasicInfo ObjectTemplate.createNotInGrid 1 ObjectTemplate.createdInEditor 1 rem ---BeginComp:Nametag --- ObjectTemplate.createComponent Nametag ObjectTemplate.nametag.3dMapIcon 9 ObjectTemplate.Nametag.showItem 1 ObjectTemplate.Nametag.showDistance 1 ObjectTemplate.Nametag.show3dIcon 1 ObjectTemplate.Nametag.teamSpecific 1 ObjectTemplate.Nametag.showInside 1 ObjectTemplate.Nametag.maxDistance 40 ObjectTemplate.Nametag.maxEnemyDistance 1 ObjectTemplate.Nametag.useBoundingRadius 0 rem ---EndComp --- rem ---BeginComp:Armor --- ObjectTemplate.createComponent Armor ObjectTemplate.armor.maxHitPoints 10000 ObjectTemplate.armor.hitPoints 1000 ObjectTemplate.armor.defaultMaterial 90 ObjectTemplate.armor.waterLevel -0.3 ObjectTemplate.armor.addNametagOnDestroy 0 rem ---EndComp --- rem ---BeginComp:Radio --- ObjectTemplate.createComponent Radio ObjectTemplate.Radio.closeToIndicationDist 25 rem ---EndComp --- rem ---BeginComp:StickyCollisionComp --- ObjectTemplate.createComponent StickyCollisionComp ObjectTemplate.collision.bouncing 1 ObjectTemplate.collision.maxStickAngle 45 ObjectTemplate.collision.stickToVehicles 0 rem ---EndComp --- rem ---BeginComp:DefaultDetonationComp --- ObjectTemplate.createComponent DefaultDetonationComp ObjectTemplate.detonation.explosionMaterial 69 rem ObjectTemplate.detonation.explosionYMod 10 ObjectTemplate.detonation.explosionForce 30 ObjectTemplate.detonation.explosionDamage 1000 ObjectTemplate.detonation.endEffectTemplate e_vexp_eu_tank ObjectTemplate.detonation.useMMOnEndEffect 1 ObjectTemplate.detonation.triggerRadius 1 ObjectTemplate.detonation.triggerType MTYVehicle ObjectTemplate.detonation.triggerVictimMinSpeed 1 ObjectTemplate.detonation.radiusDetonateWithAirVehicles 1 ObjectTemplate.detonation.maxDepthForExplosion 2 rem ---EndComp --- rem ---BeginComp:DefaultProjSoundComp --- ObjectTemplate.createComponent DefaultProjSoundComp rem ---EndComp --- rem ---BeginComp:DefaultPenetrateComp --- ObjectTemplate.createComponent DefaultPenetrateComp ObjectTemplate.penetrate.allowSolidPenetration 0 rem ---EndComp --- ObjectTemplate.geometry Unl_Mine_EMP ObjectTemplate.setCollisionMesh Unl_Mine_EMP ObjectTemplate.floaterMod 0 ObjectTemplate.gravityModifier 1.5 ObjectTemplate.drag 0.1 ObjectTemplate.mass 5000 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh ObjectTemplate.collisionGroups 8 ObjectTemplate.material 90 rem ------------------------------------- ObjectTemplate.addTemplate S_target_mine_Looping rem ------------------------------------- ObjectTemplate.timeToLive CRD_NONE/9999/0/0 ObjectTemplate.material 90 ObjectTemplate.hasOnTimeEffect 1 ObjectTemplate.armingDelay 3 ObjectTemplate.localPredictOnClient 1 ObjectTemplate.damage 0 ObjectTemplate.projectileSubGeom 1 ObjectTemplate.activeSafe Sound S_target_minefield_deployer_Fire1P ObjectTemplate.lowSamples 2147483647 ObjectTemplate.mediumSamples 2147483647 ObjectTemplate.soundFilename "sound/weapons/300rpm_medium_cannon/300rpm_medium_cannon_1p.wav" ObjectTemplate.loopCount 0 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 1 ObjectTemplate.volume 0.7 ObjectTemplate.pitch 0.7 ObjectTemplate.pan 0.5 ObjectTemplate.reverbLevel 1 ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.985/1.03/ ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/ ObjectTemplate.activeSafe Sound S_target_minefield_deployer_Fire1P_Outdoor ObjectTemplate.activeSafe Sound S_target_minefield_deployer_Fire3P ObjectTemplate.lowSamples 2147483647 ObjectTemplate.mediumSamples 2147483647 ObjectTemplate.soundFilename "sound/weapons/300rpm_medium_cannon/300rpm_medium_cannon_3p.wav" ObjectTemplate.loopCount 0 ObjectTemplate.is3dSound 1 ObjectTemplate.stopType 1 ObjectTemplate.volume 0.9 ObjectTemplate.pitch 0.7 ObjectTemplate.reverbLevel 1 ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.98/1.05/ ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/ ObjectTemplate.minDistance 3 ObjectTemplate.halfVolumeDistance 8.5 ObjectTemplate.soundRadius 1 ObjectTemplate.activeSafe Sound S_target_minefield_deployer_BoltClick ObjectTemplate.activeSafe Sound S_target_minefield_deployer_TriggerClick ObjectTemplate.lowSamples 2147483647 ObjectTemplate.mediumSamples 2147483647 ObjectTemplate.soundFilename "sound/weapons/common/bolt_click.wav" ObjectTemplate.loopCount 1 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 1 ObjectTemplate.volume 1 ObjectTemplate.pitch 0.65 ObjectTemplate.pan 0.5 ObjectTemplate.reverbLevel 0.3 ObjectTemplate.activeSafe Sound S_target_minefield_deployer_SwitchFireRate ObjectTemplate.activeSafe Sound S_target_minefield_deployer_Reload1P ObjectTemplate.lowSamples 2147483647 ObjectTemplate.mediumSamples 2147483647 ObjectTemplate.soundFilename "sound/weapons/reload_deploy/vehicle_reload.wav" ObjectTemplate.loopCount 1 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 1 ObjectTemplate.volume 0.7 ObjectTemplate.pitch 0.8 ObjectTemplate.pan 0.5 ObjectTemplate.reverbLevel 1 ObjectTemplate.activeSafe Sound S_target_minefield_deployer_Reload3P ObjectTemplate.activeSafe Sound S_target_minefield_deployer_Deploy1P ObjectTemplate.lowSamples 2147483647 ObjectTemplate.mediumSamples 2147483647 ObjectTemplate.soundFilename "sound/cockpits/targettracking.wav" ObjectTemplate.loopCount 1 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 0 ObjectTemplate.volume 0.7 ObjectTemplate.pitch 0.65 ObjectTemplate.pan 0.5 ObjectTemplate.reverbLevel 0 ObjectTemplate.activeSafe Sound S_target_minefield_deployer_Deploy3P ObjectTemplate.activeSafe Sound S_target_minefield_deployer_Zoom ObjectTemplate.create Bundle target_minefield_deployer_barrel ObjectTemplate.createdInEditor 1 ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh rem ------------------------------------- ObjectTemplate.addTemplate e_muzz_apc_mortar ObjectTemplate.setPosition 0/0/0.5 rem ------------------------------------- GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 16 GeometryTemplate.hasAdditiveAlpha 1 GeometryTemplate.simpleUVTranslation -0.2/0 ObjectTemplate.activeSafe Sound S_target_mine_Looping ---------------------------------------------------------------------------------------------------------------- Any help would be appreciated..
  8. I cant help you with the 1st 2 questions but you cannot attach a supply object to an effect because it wont network. Take the alter code form the editor and replace it with the INGAME. The editor saves it in FOLDERS not .ZIPS.
  9. Smagma

    Toxic Gas

    I'm trying to make a long range artillery round that dispenses a gas cloud that creates damage in the desired radius. With a collision mesh suited for the radius it seem like I'll have to add in the "Shot time" to the time to live unless theres a way to tie it into the detonation.
  10. I appreciate the help, and I'll try to work this to an artillery situation.
  11. Smagma

    Toxic Gas

    I appreciate your help and am not too worried about the score at this moment, I may have a way around that.
  12. Could you explain the idea alittle more.
  13. Smagma

    Toxic Gas

    Did this ever get figured out by anyone? Im at the same impass. I've tried calling for it in the effect and droping the supplyobject into the projectile. It works but only in Local not dedicated.
  14. What Im trying to do is create a damaging effect. Im using a smokegrenade effect and am trying to attach damage for as long as it last. I have already tried adding a damaging supply object to the actual effect and it works but only locally. On a dedicated server it does no damage. Any help would greatly be appreciated.
  15. Whats REALLY funny is that they say "Dont use BF2 content in BF2142" and Bf2142 is LITTERED with BF2 content. 2142 has BF2 textures, static models, hud names, effects, ect... the list goes on.
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