small tests indicate it may work so i would be glad if you report back if you try this
Re: Deathbubble for own team
Posted: Fri Jan 18, 2013 8:01 pm
by Scoop M
Just tried
2 -4 0
on my empty test server. (one player; me)
Seems to function in exactly the same way as :
-1 -4 0
Meaning that it don't work properly.
Jeeps are ok - they blow up as they should, but tanks and apcs still stand around burning forever.
Re: Deathbubble for own team
Posted: Fri Jan 18, 2013 9:18 pm
by Swaffy
I think the first number is the timing (if I can remember, actually I think it's the "mag size" of it and the timing is always 1 health change per second) and the second number is the amount of health. Amp that second number to about 10 for tanks and other heavy vehicles and about 7 for scout cars and halftracks. As for the destroyed vehicle objects being in the way, you can't get rid of those without changing the vehicle globally.
Just keep in mind that the Hanomag will also have a changed SupplyDepot and so the hanomag will become a rolling death bubble for those four US vehicles.
Re: Deathbubble for own team
Posted: Fri Jan 18, 2013 10:39 pm
by freddy
Scoop M wrote:SSM
BF1942 vanilla
Issue : Disrupting players are using vehicles (jeeps, tanks, apcs, etc) to block friendly planes taking off at runways
Objective : Prevent this.
Solution : Deathbubbles at runways that destroy blocking vehicles or the players inside ?
ObjectTemplate.Active zero
ObjectTemplate.speedMod 0
objecttemplate.forwardmod 50
Re: Deathbubble for own team
Posted: Sat Jan 19, 2013 3:32 am
by Swaffy
What does "forwardMod" do? I've never seen that line.
Re: Deathbubble for own team
Posted: Sat Jan 19, 2013 8:39 am
by Scoop M
Been testing swaffys values a bit with only one player.
APCS work like jeeps now, blow up / wreck / disappear. Tanks still burn or lie around forever.
Sometimes jeeps and apcs also burn or becomes wrecks forever, but when i switch to axis and spawn, die and then switch back to allies, they are gone ... weird.
How do I change the values for these vehhicles globally, and what would the effect be ?
I think I need to test this code on a live populated server. This is x=x by the way and I run that 100 slot torturebox server. Gonna test it there soon.
Also tried that forwardmod code for planes, didnt notice any difference .... yeah ... what's it supposed to do ? create a sphere around them that destroys everything ?
Re: Deathbubble for own team
Posted: Sat Jan 19, 2013 10:54 am
by Pigauchiu
the following also stops disruptive kids without using stupid deathbubbles:
Object.create FighterSpawner
Object.absolutePosition 1595.3/346.469/1608.85
Object.rotation 147.593/-14.3109/-1.52588e-005
Object.setOSId 2
Object.setTeam 2
rem
rem *** ***
rem
Object.create FighterSpawner
Object.absolutePosition 1569.66/345.8115/1595.16
Object.rotation 146.566/-15.7705/0.262451
Object.setOSId 2
Object.setTeam 2
rem
rem *** ***
rem
Object.create FighterSpawner
Object.absolutePosition 1582.54/345.8593/1603.34
Object.rotation 147.851/-14.4332/-1.52588e-005
Object.setOSId 2
Object.setTeam 2
SoldierSpawns.con
Object.create AlliesSpawnPoint_airfield_bernt_1
Object.absolutePosition 1595.3/346.469/1608.85
Object.rotation 147.593/-14.3109/-1.52588e-005
rem
rem *** ***
rem
Object.create AlliesSpawnPoint_airfield_bernt_2
Object.absolutePosition 1569.66/345.8115/1595.16
Object.rotation 146.566/-15.7705/0.262451
rem
rem *** ***
rem
Object.create AlliesSpawnPoint_airfield_bernt_3
Object.absolutePosition 1582.54/345.8593/1603.34
Object.rotation 147.851/-14.4332/-1.52588e-005
Re: Plane anti-ramming / blocking system ?
Posted: Sat Jan 19, 2013 11:40 am
by Scoop M
Pigauchiu ... Leviating planes x meters off the ground isn't an option in my case .. sorry
Re: Deathbubble for own team
Posted: Sat Jan 19, 2013 11:16 pm
by freddy
Scoop M wrote:
Also tried that forwardmod code for planes, didnt notice any difference .... yeah ... what's it supposed to do ? create a sphere around them that destroys everything ?
Swaffy wrote:What does "forwardMod" do? I've never seen that line.