Search found 10 matches

by N!tro
Wed Feb 10, 2010 2:36 pm
Forum: 1942 Modding Discussion
Topic: Damage System II
Replies: 8
Views: 11724

Re: Damage System II

That's done with editable mesh menu: http://c4taurus.chez-alice.fr/BFV/Missile_Mat.jpg I know the "howto" but didn't go further than making an invincible logtrap stick and your missile story by replacing material 51 with the plane one so it was affected by bullets. Just means it works serv...
by N!tro
Wed Feb 03, 2010 2:55 pm
Forum: 1942 Modding Discussion
Topic: SSM Questions
Replies: 2
Views: 8902

Re: SSM Questions

I believe ObjectTemplate.magType 1 is the only way SSM Nades still can be used, show effects and sounds but they do no damage at all ObjectTemplate.active GrenadeAllies ObjectTemplate.magType 1 ObjectTemplate.active GrenadeAxis ObjectTemplate.magType 1 The controlpoints can be moved and still will s...
by N!tro
Mon Feb 01, 2010 12:13 am
Forum: 1942 Modding Discussion
Topic: Damage System II
Replies: 8
Views: 11724

Re: Damage System II

Didn't know that code...Nice one, Just tested and it works SSM
I gave 10 to a jeep: low speed bumping and it destroys other vehicles easy.
DeathFromAbove, you got to try to lower damageMod and see what happens with BRDM missile.
by N!tro
Fri Jan 29, 2010 12:14 am
Forum: 1942 Modding Discussion
Topic: Damage System II
Replies: 8
Views: 11724

Re: Damage System II

I guess you want less damage as this missile can blow anything up. BRDMMissile is a air vehicle you can control just like a plane and used for ramming... I guess you've tried tweaking this: ObjectTemplate.active BRDMMissile ObjectTemplate.explosionRadius X ObjectTemplate.explosionDamage X BRDMMissil...
by N!tro
Sun Jan 24, 2010 2:53 pm
Forum: 1942 Modding Discussion
Topic: Damage System
Replies: 13
Views: 27396

Re: Damage System

Mistery... Tried it with the PCO deployed from Mortar code and it didn't work indeed, btw no matter what projectile you assign to Minigun it still use stock Minigun_projectile :shock: Modded Minigun_projectile works on other weapons tho... As you said tracers worked fine so i believe that's all can ...
by N!tro
Sat Jan 23, 2010 10:33 pm
Forum: Battlefield 2, 2142 and Vietnam Discussion
Topic: BFV AI
Replies: 6
Views: 17033

Re: BFV AI

Bots will always be stupid bots what ever you mod for them... Sorry Urglub (if you ever connect here) but don't tell me your bots are superior just cause you've put AI for mines and stuff like that cause we agreed in the past that when they have to "think" too much they just stay still as ...
by N!tro
Sat Jan 23, 2010 4:39 pm
Forum: 1942 Modding Discussion
Topic: Damage System
Replies: 13
Views: 27396

Re: Damage System

I had a look at projectile codes and it appears the Minigun_Projectile is coded like a HandFireArm projectile and that was the bugger ;) Compare: rem *** UH1_GunProjectile *** ObjectTemplate.create Projectile UH1_GunProjectile ObjectTemplate.createNotInGrid 1 <<This one i'm not sure it has something...
by N!tro
Sat Jan 23, 2010 1:24 am
Forum: 1942 Modding Discussion
Topic: Damage System
Replies: 13
Views: 27396

Re: Damage System

Damagetype 1 works with all projectiles no worries I tested your material code As a try on hastings I assigned it to the UH1_GunProjectile wich Quad50 uses and it works fine...pushes and blows everything around So it should work with any projectile you assign 518 The fact you use the AC-47MiniGun_PC...
by N!tro
Fri Jan 22, 2010 6:50 pm
Forum: 1942 Modding Discussion
Topic: Damage System
Replies: 13
Views: 27396

Re: Damage System

You need to define the mat before telling the game what it will do to others mats MaterialManager.material 518 MaterialManager.materialAttGroup 518 MaterialManager.materialDefGroup 518 MaterialManager.materialDamage 10 I've always modded the damage system directly in the game.rfa so i don't even kno...
by N!tro
Thu Jan 14, 2010 6:02 pm
Forum: General discussion & notices
Topic: serversidemodding.com
Replies: 32
Views: 172202

Re: serversidemodding.com

Yup thanks for keeping it up :D
(BoBD@N!tr¤)