Battle of Britain Factory / Radars DC_F
Re: Battle of Britain Factory / Radars DC_F
Okay, you're all set. The factory appears to be material 56, and the radar bunkers are 52. So, all you need to do is:
MaterialManager.attGroup 717
MaterialManager.defGroup 52
MaterialManager.damageMod 10
MaterialManager.setEffectTemplate e_ExplArmor
MaterialManager.attGroup 718
MaterialManager.defGroup 52
MaterialManager.damageMod 10
MaterialManager.setEffectTemplate e_ExplArmor
MaterialManager.attGroup 717
MaterialManager.defGroup 56
MaterialManager.damageMod 10
MaterialManager.setEffectTemplate e_ExplArmor
MaterialManager.attGroup 718
MaterialManager.defGroup 56
MaterialManager.damageMod 10
MaterialManager.setEffectTemplate e_ExplArmor
Take it for a whirl and let me know how it works out. Matt
MaterialManager.attGroup 717
MaterialManager.defGroup 52
MaterialManager.damageMod 10
MaterialManager.setEffectTemplate e_ExplArmor
MaterialManager.attGroup 718
MaterialManager.defGroup 52
MaterialManager.damageMod 10
MaterialManager.setEffectTemplate e_ExplArmor
MaterialManager.attGroup 717
MaterialManager.defGroup 56
MaterialManager.damageMod 10
MaterialManager.setEffectTemplate e_ExplArmor
MaterialManager.attGroup 718
MaterialManager.defGroup 56
MaterialManager.damageMod 10
MaterialManager.setEffectTemplate e_ExplArmor
Take it for a whirl and let me know how it works out. Matt
Re: Battle of Britain Factory / Radars DC_F
Well it was a good attempt but it did nothing sadly, I appreciate your help on this. Seems the solution may lay elsewhere or different combinations of code, But seriously thou you would think this would be easy right....right? lol *Smashes face against astray
Nodbrother- "getting whiped every single game by some over-active 9 year old kid with too much spare time and a reaction time that is a third of yours."
Re: Battle of Britain Factory / Radars DC_F
Yeah, you're right. I just threw an AH64 into DCF BOB Objectivemode. I Added those materials plus a few more i found in both col 1 & 2 meshes (92, 118, 100, 102, 85) against the hydra and hellfire (712, 713, 717, 718). No change. I also messed with objective armor (76) and got no results. As you said, this should have worked and should have been easy. Now where's that ashtray? LOL. I need a smoke.
Re: Battle of Britain Factory / Radars DC_F
Ya i have been in and out..up and down six ways to sunday with the factory/radar codes but I just cant get it figured out, Hopefully someone has attempted this before , If i cant get this to work then I might just have to switch the hellfire/ATs projectiles to something less damaging. 

Nodbrother- "getting whiped every single game by some over-active 9 year old kid with too much spare time and a reaction time that is a third of yours."
Re: Battle of Britain Factory / Radars DC_F
where are you changing this?
if its directly in a map patch i can say i have never got that working, it have to be in objects.rfa
if you want it done map based better set up a new material to the projectiles and then you can define the new material damage in the map patch
Code: Select all
MaterialManager.attGroup 717
MaterialManager.defGroup 52
MaterialManager.damageMod 10
MaterialManager.setEffectTemplate e_ExplArmor
if you want it done map based better set up a new material to the projectiles and then you can define the new material damage in the map patch
Re: Battle of Britain Factory / Radars DC_F
I had attached the code to the OST.con file and repacked it, I dont want to modify the object.con directly cause i only want the change to take effect on this map and not others so I will try a new mat number.Thanks for the tip
Nodbrother- "getting whiped every single game by some over-active 9 year old kid with too much spare time and a reaction time that is a third of yours."
Re: Battle of Britain Factory / Radars DC_F
Sweet! Thanks for the confirm, Freddy. I'd only done that CSM and assumed it would work SSM. Doh. Nice to see there's a solution.if you want it done map based better set up a new material to the projectiles and then you can define the new material damage in the map patch
Re: Battle of Britain Factory / Radars DC_F
Have not got a chance to do the new mat numbers yet and test it but have you had a chance yet POTAmatt ?
Nodbrother- "getting whiped every single game by some over-active 9 year old kid with too much spare time and a reaction time that is a third of yours."
Re: Battle of Britain Factory / Radars DC_F
Sorry im just not understanding the last suggestion, Am I making a new material for the radar/factory or for the projectiles that damage them?
Nodbrother- "getting whiped every single game by some over-active 9 year old kid with too much spare time and a reaction time that is a third of yours."
Re: Battle of Britain Factory / Radars DC_F
you can make a new material for the projectiles
example
and so on, you can use the same material for both directdamage and splash if you want to save some time, just make sure the numbers you use (999) isnt already in use
edit: one more thing lol
example
Code: Select all
ObjectTemplate.Active BazookaProjectile
ObjectTemplate.material 999
ObjectTemplate.material2 999
Code: Select all
MaterialManager.attGroup 999
MaterialManager.defGroup 40
MaterialManager.damageMod 0
MaterialManager.attGroup 999
MaterialManager.defGroup 41
MaterialManager.damageMod 0
MaterialManager.attGroup 999
MaterialManager.defGroup 42
MaterialManager.damageMod 0
rem * *************************************************
rem * scout cars target
rem * *************************************************
MaterialManager.attGroup 999
MaterialManager.defGroup 43
MaterialManager.damageMod 0.2
MaterialManager.attGroup 999
MaterialManager.defGroup 44
MaterialManager.damageMod 0.2
edit: one more thing lol
Code: Select all
MaterialManager.material 999
MaterialManager.materialAttGroup 999
MaterialManager.materialDefGroup 999
MaterialManager.materialDamage 4