JONES Posted October 3, 2010 Report Share Posted October 3, 2010 (edited) Hello! Ive been trying to get the "container_suspended" work as a dynamic static since a few days and got into some trouble, ive added the con and tweak files of it to my mods object_server.zip and replaced the codelines with them from the "container_suspended_2" tweak, since the model of the second container is not visible in the editor i changed the lines of the tweak to the working container, its basicly the same model and should work, i got already dynamic barrels working with this methode. Here my tweak file: container_suspended.tweak rem *** Generated with Bf2Editor.exe [created: 2005/1/18 11:44] GeometryTemplate.setSubGeometryLodDistance 0 0 50 GeometryTemplate.doNotGenerateLightmaps 0 GeometryTemplate.lightmapOverride 0 GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 16 ObjectTemplate.activeSafe DynamicBundle container_suspended ObjectTemplate.creator DSU-1:dsu ObjectTemplate.modifiedByUser gti ObjectTemplate.setNetworkableInfo BasicInfo ObjectTemplate.saveInSeparateFile 1 rem ---BeginComp:Armor --- ObjectTemplate.createComponent Armor ObjectTemplate.armor.maxHitPoints 10000 ObjectTemplate.armor.hitPoints 1 ObjectTemplate.armor.defaultMaterial 70 ObjectTemplate.armor.waterLevel -0.3 ObjectTemplate.armor.wreckHitPoints 9000 ObjectTemplate.armor.timeToStayAsWreck 300 rem ---EndComp --- ObjectTemplate.geometry container_suspended ObjectTemplate.setCollisionMesh container_suspended ObjectTemplate.mapMaterial 0 metal_solid 20 ObjectTemplate.mapMaterial 1 Obj_imp_large 83 ObjectTemplate.mapMaterial 2 Obj_imp_large 83 ObjectTemplate.mass 1000 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh ObjectTemplate.isSleeping 1 ObjectTemplate.material 0 rem ------------------------------------- ObjectTemplate.addTemplate HeatObject_flare ObjectTemplate.setPosition 0/7.67726/0 ObjectTemplate.killHeatSeekingMissile 1 rem ------------------------------------- ObjectTemplate.respawnDelay 3600 Ive got the idea from one of the bf2 beta demonstation videos which shows the same container falling off the cranhook when you shoot explosives at it seen here at 1:40Thought the problem now is, when i go ingame to test the dynamic container it does not appear ingame, anyone have an idea what could cause that? Here a picture of the container: Edited October 3, 2010 by JONES Quote Link to comment Share on other sites More sharing options...
DEVILMAN Posted October 3, 2010 Report Share Posted October 3, 2010 Thought the problem now is, when i go ingame to test the dynamic container it does not appear ingame, anyone have an idea what could cause that? It works for me Check your con file You will also have to make extra effect files,to simulate the falling container Quote Link to comment Share on other sites More sharing options...
JONES Posted October 3, 2010 Author Report Share Posted October 3, 2010 Yeah ive got it now ingame aswell, it happes the same as with yours, will try to add a wreck to it and linking it to the "container_cargo_red" object, so when i shoot it, the unsuspended container should apear as a wreck and fall off the crane, hope i get it to work, wish me luck Quote Link to comment Share on other sites More sharing options...
JONES Posted October 9, 2010 Author Report Share Posted October 9, 2010 (edited) So im stuck, ive got the container without suspension to spawn as soon the suspended one get shot, now how can i let it fall off the crane, at the moment it last in midair even with ObjectTemplate.hasMobilePhysics 1 added to the code... Here how my tweaks are looking at the moment: My effect tweak (yes ive also got a con that leads to the tweak) Objects_server.zip\staticobjects\Effects\impacts\Destruction\e_container\e_container.tweak rem *** Generated with Bf2Editor.exe [created: 2005/4/4 13:40] ObjectTemplate.activeSafe EffectBundle e_container ObjectTemplate.modifiedByUser dsu ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.createdInEditor 1 ObjectTemplate.hasMobilePhysics 1 rem ------------------------------------- ObjectTemplate.addTemplate S_e_container_Start ObjectTemplate.addTemplate em_e_container_wreck1 rem ------------------------------------- ObjectTemplate.setStartOnEffects 0 ObjectTemplate.setStopOnEffects 0 ObjectTemplate.timeToLive CRD_NONE/-1/0/0 ObjectTemplate.randomAgeFactor CRD_NONE/1/0/0 ObjectTemplate.startAtCreation 0 ObjectTemplate.speedFromPhysics 0 ObjectTemplate.activeSafe Sound S_e_container_Start ObjectTemplate.modifiedByUser dsu ObjectTemplate.soundFilename "objects/effects/sounds/barrel/tunna_explode_01.wav,objects/effects/sounds/barrel/tunna_explode_02.wav,objects/effects/sounds/barrel/tunna_explode_03.wav" ObjectTemplate.loopCount 1 ObjectTemplate.is3dSound 1 ObjectTemplate.stopType 1 ObjectTemplate.volume 1 ObjectTemplate.pitch 1 ObjectTemplate.reverbLevel 1 ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.9/1.1/ ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.95/1/ ObjectTemplate.minDistance 15 ObjectTemplate.halfVolumeDistance 40 ObjectTemplate.create Emitter em_e_container_wreck1 ObjectTemplate.modifiedByUser dsu ObjectTemplate.createdInEditor 1 ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.template container_cargo_red ObjectTemplate.intensity CRD_NONE/10/0/0 ObjectTemplate.positionalSpeedInDof CRD_UNIFORM/2/-2/0 ObjectTemplate.positionalSpeedInUp CRD_UNIFORM/14/18/0 ObjectTemplate.positionalSpeedInRight CRD_UNIFORM/2/-2/0 ObjectTemplate.rotationalSpeedInDof CRD_UNIFORM/3/-2/0 ObjectTemplate.rotationalSpeedInUp CRD_NONE/2/1/0 ObjectTemplate.rotationalSpeedInRight CRD_UNIFORM/2/1/0 ObjectTemplate.startRotation CRD_NONE/0/0/0 ObjectTemplate.zRotation CRD_NONE/0/0/0 ObjectTemplate.zRotationSnap 1 And the suspended container: Objects_server.zip\staticobjects\industry\ind_objects\container_suspended\container_suspended.tweak rem *** Generated with Bf2Editor.exe [created: 2005/1/18 11:44] GeometryTemplate.setSubGeometryLodDistance 0 0 50 GeometryTemplate.doNotGenerateLightmaps 0 GeometryTemplate.lightmapOverride 0 GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 16 ObjectTemplate.activeSafe DynamicBundle container_suspended ObjectTemplate.creator DSU-1:dsu ObjectTemplate.modifiedByUser gti ObjectTemplate.setNetworkableInfo BasicInfo ObjectTemplate.saveInSeparateFile 1 rem ---BeginComp:Armor --- ObjectTemplate.createComponent Armor ObjectTemplate.armor.maxHitPoints 10000 ObjectTemplate.armor.hitPoints 1 ObjectTemplate.armor.defaultMaterial 70 ObjectTemplate.armor.waterLevel -0.3 ObjectTemplate.armor.wreckHitPoints 9000 ObjectTemplate.armor.timeToStayAsWreck 300 ObjectTemplate.armor.addArmorEffect 0 e_container 0/0/0 0/0/0 rem ---EndComp --- ObjectTemplate.geometry container_suspended ObjectTemplate.setCollisionMesh container_suspended ObjectTemplate.mapMaterial 0 metal_solid 20 ObjectTemplate.mapMaterial 1 Obj_imp_large 83 ObjectTemplate.mapMaterial 2 Obj_imp_large 83 ObjectTemplate.mass 1000 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh ObjectTemplate.isSleeping 1 ObjectTemplate.material 0 rem ------------------------------------- ObjectTemplate.addTemplate HeatObject_flare ObjectTemplate.setPosition 0/7.67726/0 ObjectTemplate.killHeatSeekingMissile 1 rem ------------------------------------- ObjectTemplate.respawnDelay 3600 Edited October 9, 2010 by JONES Quote Link to comment Share on other sites More sharing options...
BEEX Posted October 9, 2010 Report Share Posted October 9, 2010 (edited) i would do this differently... make the hook an invisible platform for the container to sit on,then the hook wreck has no platform so it should drop the container,the container will need to be a bundledmesh for it to use mobile physics correctly. . your opinion may differ. Edited October 9, 2010 by BEEX Quote Link to comment Share on other sites More sharing options...
JONES Posted October 9, 2010 Author Report Share Posted October 9, 2010 (edited) ahh wait, i habe not any modeling experiance or whatsoever, only thing i do is editing tweakfiles, ive got dynamic barrels working already, thought letting the container drop off the crane is only some tweak lines away, your suggestion makes it much harder for my experiance the container with the suspension cut off when i shoot a rocket at it and spawn the one wihtout ropes attached with that code, it just doesnt drop down, as mentioned EDIT: Got it to work see my next post Edited October 9, 2010 by JONES Quote Link to comment Share on other sites More sharing options...
BEEX Posted October 9, 2010 Report Share Posted October 9, 2010 (edited) coool! increasing the mass might fix the flipping problem. Edited October 9, 2010 by BEEX Quote Link to comment Share on other sites More sharing options...
JONES Posted October 9, 2010 Author Report Share Posted October 9, 2010 (edited) Nope, was the effect rotational and positional speed modifiers,i took them from the explosive barrels when i first did my effect tweak file, than i realised that i just have to reset the crd uniforms to zero and the result is what i wanted: http://www.youtube.com/watch?v=FHwDkEup3gw So it works, finaly Edited October 9, 2010 by JONES Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted May 19, 2011 Report Share Posted May 19, 2011 Ok guys , i've now browsed nearly all of the destroyables in BF2 and it seems there never was an object of type 'DynamicBundle' . I'm afraid this kind of object simply doesn't exist in BF2. Quote Link to comment Share on other sites More sharing options...
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