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SSM Grenade spamming

Posted: Sat Apr 27, 2013 11:30 am
by Old Man River
I have been trying to find another way to reduce grenade rain in maps like berlin apart from reducing mag size, I thought I would try extending the time between being able to throw grenades, by making mag size 1 and increasing mags and reload time but it causes a run time error, does anyone know what ObjectTemplate.roundOfFire 1 does, at MDT it brings up a page not found error. couldnt find any difference increasing it, but making it 0 stopped ammo boxes reloading your nades

The idea was not to remove players grenades but to make them have to wait 15 seconds between throwing them, but cant find where the setting is so far, different vehicles have different pauses between shells somewhere, I suppose its networked. Looked through posts cant find anything, has anyone got any other thoughts apart from disabling or reducing nades ? removing ammo boxes isnt any real help either because players start with 3 and run and toss them into street, with a full server its just rain nades

Other idea was to reduce grenade damage but thought extended time would be better if possible somehow ?

Re: SSM Grenade spamming

Posted: Sat Apr 27, 2013 4:01 pm
by Diamondback
Perhaps the

Code: Select all

 ObjectTemplate.Reloadtime number
command is what you're looking for? In that case, set it to 15 seconds, with the magsize (number of nades) of your choice.

Should work server-side, but it's not guaranteed. Play around with the settings I guess. The roundOfFire property which you posted simply defines the rate at which a weapon's round is fired. I would suggest leaving it as it is.

First command taken from this source: http://bfmods.com/mdt/scripting/ObjectT ... dtime.html

Re: SSM Grenade spamming

Posted: Sun Apr 28, 2013 1:52 am
by Old Man River
by making mag size 1 and increasing mags and reload time but it causes a run time error
Yes I tried this already as above it caused a run time error in game each time after joining game, I did try raising roundoffire also to 15 and it made no difference, you could throw grenades still one after another, which is why I wondered what I was doing wrong :(

Re: SSM Grenade spamming

Posted: Sun Apr 28, 2013 1:58 am
by freddy
Nade magsize 2 is the lowest you can go serverside, there is a way to make a mag of 2 put out 1 nade only, but it can be a bit glitchy sometimes.


It is the ObjectTemplate.roundOfFire your after, its round per second. Dont know if it works with numbers lower then 1 havent seen any lover then that in the game files, but i guess its worth a try.
This property defines the fire rate of a weapon in rounds per second. The higher the value the faster. A value of 1 means it fires one round per second. One way to find the value needed, especially for slower rates, is to divide 1 by the number of seconds between rounds.

If this property is set to longer than 15 seconds between rounds (~0.067), the weapon loading will freeze at 15 seconds until Fire or AltFire is pressed, continuing to freeze every 15 seconds until the loading is complete.

Re: SSM Grenade spamming

Posted: Sun Apr 28, 2013 11:20 am
by Old Man River
Yes I came on to say its not measured in seconds but how many per second.
setting works less than 1 fine, I set it for 0.07 which is 14 seconds between rounds. so you throw nade and cant throw another for 14 seconds
But if you keep throwing the hand throws no nade, it will show nades dropping in mag as it throws no nades, but after the 14 seconds it reverts back up to 2 real nades left again, then you can throw next nade then wait again and so on

but the fix created another problem, when you throw first nade it will not let you change to another weapon during the 14 seconds, until your next nade is available, if you keep throwing to get rid of fake nade throws it reverts to your gun and you can use it, but when 14 seconds is up while you are shooting it automaticly changes back to nade and throws while you are trying to shoot

So now i trying to think of the best sotution with these combinations of scrpit, what I need is a line that after throwing nade, it auto changes to gun until you can reselect nades after 14 seconds and I cant use a mag of 1 you say hmmmm to use reload time SSM

Posted: Sun Apr 28, 2013 11:36 am
by freddy
You can if you want put a extra firearms position on the "grenade weapon" and so it will empty the mag in one throw, if you put this extra firearms position like 10000 up in the sky you will never see that extra nade before it vanish

edit: for reload time i mean

Re: SSM Grenade spamming

Posted: Mon Apr 29, 2013 1:13 am
by Diamondback
Classical Modder wrote:

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 ObjectTemplate.Reloadtime number
How about this property? Have you tried playing around with it? Might solve your problem.

Re: SSM Grenade spamming

Posted: Mon Apr 29, 2013 11:15 am
by Old Man River
yes tried Reloadtime number at start, it is reload time of mags but if you set nades ssm for 1 mag size, but 3 mags instead (to get 3 nades) it gives you a runtime error.
The decession has been it would confuse players to much having a delayed time between nades, and if freddys idea works it will still create a new BF bug of the gun changing automaticly back to nades when time limit is up in mid fight, and if you are shooting at time it drops a nade at your feet :D Also sniper rifles will not stay selected even in the extended round time

So I moved on trying to use roundOfFire to help tanks for air defence in El Alamien, if map has extra planes it tend to massacres tanks, No one has been able to make a flak panzer that I can see, so I thought i would up rate of fire on top gun light tanks to give more protection. On testing game crashes on loading if you up magsize or number of mags, but it loads ok with setting of roundOfFire 10 raised to 15 as shown (occasional loading crash) normal setting 10 gives about 30 rounds in a 3 second burst before gun over heats, 15 gives 45
Im not sure if there is a limit on this value as roundOfFire is missing page in MDT if I up it to 20 it crashed game

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ObjectTemplate.Active Sherman

ObjectTemplate.Active Browning
ObjectTemplate.magSize 500
ObjectTemplate.numOfMag 1
ObjectTemplate.magType 0
ObjectTemplate.reloadtime 0.1
ObjectTemplate.recoilSpeed 50.0
ObjectTemplate.roundOfFire 15
I wonder what would happen if I added a second browning template beside other to make twin, I assume it would be invisable ssm but that wouldnt matter if it still shoots along with the other, this couldnt possible work surely ? :shock:

Re: SSM Grenade spamming

Posted: Wed May 01, 2013 3:44 am
by Vilespring
It should work, since all you have to do is add another fireArmBundle coax to it, and maybe a fake MG model for looks. with the round of fire thing, BF 1942 takes 20 as its max. anything higher makes no difference. With the nade spamming, I say make it use heat. have a cool down time when the fire makes it "overheat", the a cooldowndelay to 15. (notice how MG's kinda sit there when overheated?) I can't look up the exact code, because I trashed the BIOs on my laptop. (don't ask please. :oops: )

Re: SSM Grenade spamming

Posted: Wed May 01, 2013 7:21 am
by freddy
You cant add a extra Browning like that because it have networkinfo and the client doest have it, it will crash there games

If you just want to double the damage then add an extra firearmsposition and put in this code ObjectTemplate.setBlastAmmoCount 1