Deathbubbles dead vehicles problem

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freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Deathbubbles dead vehicles problem

Post by freddy »

I have experimenting some with deathbubbles and the problem with them leaving dead vehicles behind. I cant say for sure this works but it looks promising in the tests iwé done.

Anyway, the change that seems to work best is to simply put in a fixed damage value for a vehicle instead of the unlimited value

So if the code usually is something like this

Code: Select all

ObjectTemplate.addVehicleType zero -1 -10 0
Then make it limited instead

Code: Select all

ObjectTemplate.addVehicleType zero 5 -10 0
Im not really sure how a supply bubble works because it will not totally stop dealing out damage after the -10 or the limit at 5, but it stops briefly and then chunk away another -10 again, maybe this pauses is enough to prevent leaving dead vehicles hanging.

Vid from testing, the zeros have the zero -1 -xx 0 for reference, and the aichis have the limited code, i havent tried this "live" in a populated server, it needs more testing to be sure if it works or not
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fo0k
Posts: 1433
Joined: Fri Oct 16, 2009 4:21 pm
Location: UK

Re: Deathbubbles dead vehicles problem

Post by fo0k »

This only happens when there is a player in there. so a solution I think i tried but for sure should work.. was to use a secondary bubble to kill the player before vehicle dies. this is the (perhaps 'a') key factor.. player has to go first.

if vehicle health = 5 (death imminent) then show damage effect (a deathbubble template appears at 0/0/0) on vehicle... which is setup to kill the player (tiny radius required) a brief moment before the vehicle dies.

That said, your solution is strange how it handles those near death values but great if its stable!
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Deathbubbles dead vehicles problem

Post by freddy »

I like your solution better, the problem i had was how to get a deathbubble to affect a player inside a vehicle only and not nessesary the vehicle itself
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fo0k
Posts: 1433
Joined: Fri Oct 16, 2009 4:21 pm
Location: UK

Re: Deathbubbles dead vehicles problem

Post by fo0k »

hmm.. is this why i only half remember trying this?

ObjectTemplate.workOnVehicles 0
ObjectTemplate.workOnSoldiers 1


not as simple as that..?
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Senshi
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Re: Deathbubbles dead vehicles problem

Post by Senshi »

I thought soldiers became "part" of the vehicle in BF42. Only in BFV and BF2 that changed properly. This is also why you can't get passengers to use their own weapons in BF42.
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Deathbubbles dead vehicles problem

Post by freddy »

Yes thats true, the player gets "shielded" from a external bubble, if the bubble is added to the vehicle itself, then it affects the player.
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Deathbubbles dead vehicles problem

Post by freddy »

I had another go at this, it is like you cant let the vehicle be killed by the bubble no matter what so here is a way around it. Its not perfect as you can see but its the only relyable way i could make it work. Tested it as SSM mod

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ObjectTemplate.addVehicleType Kubelwagen 0 -7 0
ObjectTemplate.addVehicleType Willy 0 -7 0
ObjectTemplate.addVehicleType panzeriv 0 -9 0
ObjectTemplate.addVehicleType Tiger 0 -9 0
ObjectTemplate.addVehicleType sherman 0 -9 0
ObjectTemplate.addVehicleType m10 0 -9 0

Code: Select all

ObjectTemplate.Active Kubelwagen
ObjectTemplate.criticalDamage 8
ObjectTemplate.hpLostWhileCriticalDamage 999

ObjectTemplate.Active Willy
ObjectTemplate.criticalDamage 8
ObjectTemplate.hpLostWhileCriticalDamage 999

ObjectTemplate.Active sherman
ObjectTemplate.criticalDamage 18
ObjectTemplate.hpLostWhileCriticalDamage 999

ObjectTemplate.Active panzeriv
ObjectTemplate.criticalDamage 18
ObjectTemplate.hpLostWhileCriticalDamage 999

ObjectTemplate.Active m10
ObjectTemplate.criticalDamage 18
ObjectTemplate.hpLostWhileCriticalDamage 999

ObjectTemplate.Active Tiger
ObjectTemplate.criticalDamage 18
ObjectTemplate.hpLostWhileCriticalDamage 999
I had some other code active to in this vid thats why the wreck takes off

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