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cobra

Few Questions...

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First about soldier...

It's possible to add helicopter engine or anything other flying to soldier :D ?

I want flying soldier when i press "s" key.

Now about shotgun...

How to increase number of lead shots (projectiles)?

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If you would like a jetpack type function for the soldier, you can use my code if you'd like. You can change the input key to whatever you wish. Just copy and paste into the bottom of the soldiers tweak. If you do use my code without out changing it, keep in mind that the "UP" function of the jetpack is bound to the enter/exit key. This makes it easy to use and fly around, but is not recommended when vehicles are on the map (will cause vehicles to flip or fly erratically)

rem -----------------------------------      	JETPACK   		-------------------------------
ObjectTemplate.addTemplate JetPackUp
ObjectTemplate.setRotation 0/-90/0
ObjectTemplate.addTemplate JetPackFwd
ObjectTemplate.setRotation 0/-15/0

ObjectTemplate.create ForceObject JetPackUp
ObjectTemplate.modifiedByUser "Corona"
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.input PIUse
ObjectTemplate.force 20
ObjectTemplate.constantForce 0
ObjectTemplate.startDelay 0.01

ObjectTemplate.create ForceObject JetPackFwd
ObjectTemplate.modifiedByUser "Corona"
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.input PIAltSprint
ObjectTemplate.force 20
ObjectTemplate.constantForce 0
ObjectTemplate.startDelay 0.01
rem ----------------------------------------------------------------------------------------------

Edited by Coronaextra

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Thx for answer ;) But...

I added that to us_light_soldier but i dont't know how to fly?

Which key to press?

Edited by cobra

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For that particular setup, press "E" to move up, and double tap "W" to move forward. You can change which keys operate which function by changing these lines:

ObjectTemplate.input PIUse

ObjectTemplate.input PIAltSprint

You said you wanted "S" to move your soldier UP, so change the input key to "PIThrottle"; Although this will bind it to both "W" and "S". I don't know if there is away to bind it to "S" only.

Edited by Coronaextra

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GeometryTemplate.setSubGeometryLodDistance 1 0 10
GeometryTemplate.setSubGeometryLodDistance 1 1 20

ObjectTemplate.active us_light_soldier
ObjectTemplate.networkableInfo BasicInfo
ObjectTemplate.hasMobilePhysics 1
rem ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.collisionGroups 16
ObjectTemplate.CullRadiusScale 2.5
ObjectTemplate.castsDynamicShadow 1
ObjectTemplate.aiTemplate Soldier

rem For adding lightflare at item index 7 --jkj 
ObjectTemplate.inventorySize 10

ObjectTemplate.manDownCameraOffsetInDof 0.11
ObjectTemplate.manDownCameraOffsetInUp  0.5
ObjectTemplate.ragdollLandedDelay 4

ObjectTemplate.drag 1.0
ObjectTemplate.mass 100
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.SprintRecoverTime 17
ObjectTemplate.SprintDissipationTime 10
ObjectTemplate.SprintLimit 0.05
ObjectTemplate.SprintLossAtJump 0.15
rem ObjectTemplate.Grip 20

rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 100
ObjectTemplate.armor.hitPoints 100
ObjectTemplate.armor.defaultMaterial 24
ObjectTemplate.armor.wreckhitpoints 320
ObjectTemplate.armor.explosionForceMod 25
ObjectTemplate.armor.explosionForceMax 1000
ObjectTemplate.armor.TimeToStayAsWreck 6
ObjectTemplate.armor.timeToStayAfterDestroyed 1
ObjectTemplate.armor.angleMod 1
ObjectTemplate.armor.wreckExplosionForceMod 0
ObjectTemplate.armor.wreckExplosionForceMax 0
rem ---EndComp ---

rem ---BeginComp:Radio ---
ObjectTemplate.createComponent Radio
ObjectTemplate.Radio.spottedMessage infantry_spotted
rem ---EndComp ---

ObjectTemplate.collisionMesh Soldier_CollisionMesh
rem *** Animation ****
ObjectTemplate.skeleton1P Objects/Soldiers/Common/Animations/1p_setup.ske
ObjectTemplate.skeleton3P Objects/Soldiers/Common/Animations/3p_setup.ske
ObjectTemplate.animationSystem1P Objects/Soldiers/Common/Animations/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Soldiers/Common/Animations/AnimationSystem3p.inc
rem Stand
ObjectTemplate.poseCameraPosition 0 0/0.47/0.1
rem Crouch
ObjectTemplate.poseCameraPosition 1 0/-0.05/0.1
rem Prone
ObjectTemplate.poseCameraPosition 2 0/-0.63/0.1

rem boneName, material, offset, radius, length
ObjectTemplate.setSkeletonCollisionBone left_upperleg 24 0/0.03/0 0.09 -0.35 
ObjectTemplate.setSkeletonCollisionBone right_upperleg 24 0/0.03/0 0.09 0.35

ObjectTemplate.setSkeletonCollisionBone left_lowerleg 77 0/0.03/0.02 0.08 -0.32 
ObjectTemplate.setSkeletonCollisionBone right_lowerleg 77 0/0.03/0.02 0.08 0.32 

ObjectTemplate.setSkeletonCollisionBone head 25 0/-0.02/0.02 0.07 -0.08 
ObjectTemplate.setSkeletonCollisionBone spine2 24 0/-0.05/-0.03 0.15 -0.16 
ObjectTemplate.setSkeletonCollisionBone spine3 24 0/-0.03/0.02 0.16 -0.05 

ObjectTemplate.setSkeletonCollisionBone right_shoulder 77 0.01/0.03/0 0.06 0.2 
ObjectTemplate.setSkeletonCollisionBone right_low_arm 77 -0.01/0.03/0 0.045 0.18 

ObjectTemplate.setSkeletonCollisionBone left_shoulder 77 0.01/0.03/0 0.06 -0.2 
ObjectTemplate.setSkeletonCollisionBone left_low_arm 77 -0.01/0.03/0 0.045 -0.18 

ObjectTemplate.addTemplate SoldierCamera
ObjectTemplate.setPosition 0/4.1/0
ObjectTemplate.addTemplate e_sold_swim

rem -----------------------------------      	JETPACK   		-------------------------------
ObjectTemplate.addTemplate JetPackUp
ObjectTemplate.setRotation 0/-90/0
ObjectTemplate.addTemplate JetPackFwd
ObjectTemplate.setRotation 0/-15/0
ObjectTemplate.addTemplate JetPackdown
ObjectTemplate.setRotation 0/90/0
rem ----------------------------------------------------------------------------------------------

ObjectTemplate.active S_us_light_soldier_Death
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename common/sound/Die/Die_01.wav,common/sound/Die/Die_02.wav,common/sound/Die/Die_03.wav,common/sound/Die/Die_04.wav,common/sound/Die/Die_05.wav,common/sound/Die/Die_06.wav,common/sound/Die/Die_07.wav,common/sound/Die/Die_08.wav,common/sound/Die/Die_09.wav,common/sound/Die/Die_10.wav,common/sound/Die/Die_11.wav,common/sound/Die/Die_12.wav,common/sound/Die/Die_13.wav,common/sound/Die/Die_14.wav,common/sound/Die/Die_15.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 1 
ObjectTemplate.reverbLevel 0.8
ObjectTemplate.position 0/0.8/0
ObjectTemplate.pitch 0.98
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.98/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/0/0/
ObjectTemplate.minDistance 2
ObjectTemplate.halfVolumeDistance 6


ObjectTemplate.active S_us_light_soldier_Revive
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename Objects/Soldiers/Common/Sound/Cough/cough_01.wav,Objects/Soldiers/Common/Sound/Cough/cough_02.wav,Objects/Soldiers/Common/Sound/Cough/cough_03.wav,Objects/Soldiers/Common/Sound/Cough/cough_04.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 0.75 
ObjectTemplate.reverbLevel 0.8
ObjectTemplate.position 0/0/0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.99/1.01/
ObjectTemplate.volumeEnvelope 0/1/0/1/0/0/
ObjectTemplate.minDistance 1.5


ObjectTemplate.active S_us_light_soldier_Swim
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename Objects/Soldiers/Common/Sound/Swim/swim_stroke_01.wav,Objects/Soldiers/Common/Sound/Swim/swim_stroke_02.wav,Objects/Soldiers/Common/Sound/Swim/swim_stroke_03.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 0.86
ObjectTemplate.reverbLevel 1
ObjectTemplate.position 0/0/0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.99/1.01/
ObjectTemplate.minDistance 2


ObjectTemplate.active S_us_light_soldier_Swim_Sprint
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename Objects/Soldiers/Common/Sound/Swim/swim_sprint_01.wav,Objects/Soldiers/Common/Sound/Swim/swim_sprint_02.wav,Objects/Soldiers/Common/Sound/Swim/swim_sprint_03.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 0.96
ObjectTemplate.reverbLevel 1
ObjectTemplate.position 0/0/0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.99/1.01/
ObjectTemplate.minDistance 2


ObjectTemplate.active S_us_light_soldier_Swim_Still
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename Objects/Soldiers/Common/Sound/Swim/swim_still_01.wav,Objects/Soldiers/Common/Sound/Swim/swim_still_02.wav,Objects/Soldiers/Common/Sound/Swim/swim_still_03.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 0.73 
ObjectTemplate.reverbLevel 1
ObjectTemplate.position 0/0/0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.99/1.01/
ObjectTemplate.minDistance 1.5

rem  ----------------  JETPACK STUFF ------------------------------

ObjectTemplate.create ForceObject JetPackUp
ObjectTemplate.modifiedByUser "Mike"
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.input PIUse
ObjectTemplate.force 20
ObjectTemplate.constantForce 0
ObjectTemplate.startDelay 0.01

ObjectTemplate.create ForceObject JetPackFwd
ObjectTemplate.modifiedByUser "Mike"
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.input PIAltSprint
ObjectTemplate.force 20
ObjectTemplate.constantForce 0
ObjectTemplate.startDelay 0.01

ObjectTemplate.create ForceObject JetPackDown
ObjectTemplate.modifiedByUser "Mike"
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.input PICrouch
ObjectTemplate.force 20
ObjectTemplate.constantForce 0
ObjectTemplate.startDelay 0.01

Thx! :)

Now with correctly possition of "JETPACK" and "JETPACK STUFF" work perfectly :)

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Yes, but not to the same firearm. A firearm can only fire 1 type of projectile (2 types if you count the tracking target object as a projectile).

You will have to add/clone a firearm for every type of missile you want to fire. You can use two firearms each index; one for alt-fire and one for the normal fire input.

You could also add a "flare deploy" firearm, which has no index, to it, to use the "deploy flares" key as a firearm.

In case you are talking of the stationary AA system; you could add a minigun-firearm and the usual missile firearm to it; minigun using the normal fire input and missiles using the alt-fire input. Be aware that you add the firearms to the correct template (usually a rotationalbundle), else you can't aim with it.

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I added tv guidence to few stationary weapon,but i can't add it to wasp defence (anti aircraft weapon on aircraft carrier).

The missile is lounched,i see missile when missile fly,but i can't guide missile,i can use phalanx gun when i fire missile,this is ok,but can't guide missile.

What is problem,how to fix them?

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Afterburner max speed is determined by :

ObjectTemplate.sprintLimit 0.2
ObjectTemplate.sprintFactor 1.6

Increase sprintFactor for higher speed and lower the sprintLimit if desired.

Edited by mschoeldgen[Xww2]

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