bullets Projectile moving vehicles

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username
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bullets Projectile moving vehicles

Post by username »

hello .. does anyone know how to get the bullets to move the cars or tank? I have not manage to figure out how to do.
I do not want to get the bullets damaging cars or the tank just make them move
so I would be grateful for the help
Jeronimo
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Re: bullets Projectile moving vehicles

Post by Jeronimo »

I think what you're looking for is the

Code: Select all

ObjectTemplate.ForceOnExplosion 10
property. It's applied on HandFireArms objects and tells how much "push" it'll do to all kind of things when the projectile fired by the weapon hits close to the array where these objects are. Example:

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ObjectTemplate.Active AK47GP30
ObjectTemplate.ForceOnExplosion 50
This will let the grenade launcher on the AK47 let things fly real high. It doesn't change the splash damage done by the projectile itself, so a soldier probably won't even die before he "takes off" - quite nice if you like trapshooting xD
However, the amount of force done is the same to all objects. F = m*a, so heavy tanks won't move as much as light soldiers. Unfortunately this can't be set to more or less for vehicles or soldiers individually.
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username
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Re: bullets Projectile moving vehicles

Post by username »

yes. shothing on the ground huh? or can i shothing on the car so they fly? or bounce just a bite?
or is it mean direct hit on the vehicle itself? so it fly and bounce a bite? does it damage on ht?

no damage. fly a bite like gravity and bounce .. this I seek: D
freddy
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Post by freddy »

Jeronimo wrote: the amount of force done is the same to all objects. F = m*a, so heavy tanks won't move as much as light soldiers. Unfortunately this can't be set to more or less for vehicles or soldiers individually.
true. there is a possibility to set maxforcelimit tho, only seen it used on soldier but i guess it works on what ever, could be used to balance things i guess

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ObjectTemplate.explosionForceMax 600
freddy
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Post by freddy »

by the way, there need to be a material2 and a radius for making a splash/force effect from the bullets

example

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ObjectTemplate.material "material number"
ObjectTemplate.material2 "material number"
ObjectTemplate.radius 20
username
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Re:

Post by username »

freddy wrote:by the way, there need to be a material2 and a radius for making a splash/force effect from the bullets

example

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ObjectTemplate.material "material number"
ObjectTemplate.material2 "material number"
ObjectTemplate.radius 20

okay thanks .. I'll check if it works .. thanks
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Apache Thunder
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Re: bullets Projectile moving vehicles

Post by Apache Thunder »

You can also try this code:

Code: Select all

ObjectTemplate.isSticky 1
It's an unused code that was meant for C4/AP Mines, but EA never got around to using it. It will CTD if used on a projectile with network info. However your projectile likely doesn't have network info, so this is a non issue.

The code has the side effect of moving vehicles. The vehicle it sticks to inherits a portion of the projectiles inertia. High velocity sticky bullets for example will send vehicles into the stratosphere. :D
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username
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Re: bullets Projectile moving vehicles

Post by username »

lol my game crash wen i use that code:S

one more how do I get Gravity? on a car? no other. car only :)


ok i have tray make gravity is it right?
ObjectTemplate.Active willy
ObjectTemplate.gravityModifier 0/0.5|86/0.530015|100/1

then i tray move the car with coltProjectile

ObjectTemplate.Active coltProjectile
ObjectTemplate.material 252
ObjectTemplate.material2 208

but the car still dosent move
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Dennis|8749236
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Re: bullets Projectile moving vehicles

Post by Dennis|8749236 »

objectstemplate.forceonexplosion 10000
(i saw some body put a negative number there and a funny thing happens..)
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Apache Thunder
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Re: bullets Projectile moving vehicles

Post by Apache Thunder »

The vehicle must also be using a material ID that is set up to take damage from the explosion material used.

Also the gravity modifier code only works on particles, sprites and projectiles. Nothing else unfortunately.
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