So, after all these years...has anyone come up with ANY ideas on how to make projectiles stick to collision meshes? I really want to implement magnetic mines to Warfront, but I can't see a way to do it, so I thought I'd check here and see if we could brainstorm the idea.
There has to be a way, we've figured out so much other stuff the game never intended...
Sticky sticky poo pop
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Re: Sticky sticky poo pop
This might help: http://bfmods.com/viewtopic.php?f=23&t= ... cky#p12691
Apache describes two ways to make it work. One would be to use the isSticky command, providing that you remove the network info of the projectile (for expacks, for example).
The other involves creating a new material that can interact with your projectile so that the projectile sticks to the mesh. This is rather easy to do in the Game.rfa, in the materialmanagerdefine.con file I think. Just create a new material that has a high friction value so that the projectiles stick to the mesh.
Apache describes two ways to make it work. One would be to use the isSticky command, providing that you remove the network info of the projectile (for expacks, for example).
The other involves creating a new material that can interact with your projectile so that the projectile sticks to the mesh. This is rather easy to do in the Game.rfa, in the materialmanagerdefine.con file I think. Just create a new material that has a high friction value so that the projectiles stick to the mesh.
See my Strasbourg map project here.
Re: Sticky sticky poo pop
Code: Select all
ObjectTemplate.create Projectile StickyPackProjectile
rem ObjectTemplate.networkableInfo ProjectileInfo
ObjectTemplate.geometry DemoSticky
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.setHasMobilePhysics 1
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.setHasResponsePhysics 1
ObjectTemplate.setHasPointPhysics 0
ObjectTemplate.hasCollisionEffect 0
ObjectTemplate.invisibleAtEndEffect 1
ObjectTemplate.useMMOnEndEffect 1
ObjectTemplate.detonateOnWaterCollision 1
ObjectTemplate.hasArmor 1
ObjectTemplate.hitPoints 9999
ObjectTemplate.maxHitPoints 9999
ObjectTemplate.explosionDamage 0
ObjectTemplate.timeToLive CRD_NONE/10/0/0
ObjectTemplate.dieAfterColl 0
ObjectTemplate.radius 10
ObjectTemplate.damageType 1
ObjectTemplate.material 70
ObjectTemplate.material2 306
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.endEffectTemplate e_ExplGranade
ObjectTemplate.noFFSound 1
ObjectTemplate.gravityModifier 0.5
ObjectTemplate.isSticky 1
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You may wanna try to give it less mass (since it's transfered to parent vehicle and moves it) and make use of GravityModifier
ObjectTemplate.mass [small number]
ObjectTemplate.gravityModifier [change rate of drop]
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
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- Posts: 617
- Joined: Mon Oct 01, 2012 3:13 pm
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Re: Sticky sticky poo pop
This method uses the timed projectile explosion procedure right? Meaning you cannot detonate the projectile voluntarily.Swaffy wrote:... then this at the bottomCode: Select all
ObjectTemplate.create Projectile StickyPackProjectile rem ObjectTemplate.networkableInfo ProjectileInfo ObjectTemplate.geometry DemoSticky ObjectTemplate.hasDynamicShadow 1 ObjectTemplate.setHasMobilePhysics 1 ObjectTemplate.setHasCollisionPhysics 1 ObjectTemplate.setHasResponsePhysics 1 ObjectTemplate.setHasPointPhysics 0 ObjectTemplate.hasCollisionEffect 0 ObjectTemplate.invisibleAtEndEffect 1 ObjectTemplate.useMMOnEndEffect 1 ObjectTemplate.detonateOnWaterCollision 1 ObjectTemplate.hasArmor 1 ObjectTemplate.hitPoints 9999 ObjectTemplate.maxHitPoints 9999 ObjectTemplate.explosionDamage 0 ObjectTemplate.timeToLive CRD_NONE/10/0/0 ObjectTemplate.dieAfterColl 0 ObjectTemplate.radius 10 ObjectTemplate.damageType 1 ObjectTemplate.material 70 ObjectTemplate.material2 306 ObjectTemplate.hasOnTimeEffect 1 ObjectTemplate.endEffectTemplate e_ExplGranade ObjectTemplate.noFFSound 1
ObjectTemplate.gravityModifier 0.5
ObjectTemplate.isSticky 1
- - -
You may wanna try to give it less mass (since it's transfered to parent vehicle and moves it) and make use of GravityModifier
ObjectTemplate.mass [small number]
ObjectTemplate.gravityModifier [change rate of drop]
See my Strasbourg map project here.
Re: Sticky sticky poo pop
Im guessing its timed, since there is no network.info conection you cant detonate it after you put it out.
Re: Sticky sticky poo pop
Right, if I recall the detonator stops working once you take out the networking. And using the networking on the timed bomb (with sticky) causes a crash.freddy wrote:Im guessing its timed, since there is no network.info conection you cant detonate it after you put it out.
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
Re: Sticky sticky poo pop
Most magnetic mines of WWII were timed, tho, so this doesn't pose a problem...
