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Help with modding C-47 Skytrain

Posted: Mon Jun 03, 2013 9:18 pm
by Carnie The Clown
Hi everyone.

I'm not sure if this is the right place to put this. Sorry. Complete noob :oops:

Anyways, I need some assistance with the editing of the weapon aboard the C-47.

I've used the tools in the Mod development folder (specifically winRFA) to extract the objects.rfa from the Battlefield 1941 mod for 1942. I want to edit the machine gun on the C-47 so that it shoots slower, has 800 rounds of reserve ammo, and fires explosive rounds because i can't seem to kill or destroy ANYTHING with the machine gun. I'm sure it's for anti aircraft purposes, but on the map i love (Essen) there are no enemy planes. Just a bunch of ground troops, with a few vehicles, and i badly want to help my gunner (my friend) destroy the tanks and blow up the troops.

Keep in mind that this is for the Battlefield 1941 mod. I don't mean to try and ruin the mod or anything, just enhance a plane and it's offensive capabilities.

Could someone help me edit the weapon.con file? I can't get it to work. I must be doing something wrong. I've been getting as close to the spawn screen upon loading Essen, and the game crashes. No error report, but I know what the error is anyways: a messed up C-47 weapon.con file, or the entire objects.rfa file.

As mentioned, i have the entire mod development kit.

Please help! The C-47 is nothing but a transport ship for men with parachutes!

Thanks :)

Re: Help with modding C-47 Skytrain

Posted: Tue Jun 04, 2013 2:53 am
by Vilespring
Use the debugger, I put a link in the mod request you mad. use the debugger, and it will crashes with you to if you don't do this; go into your Battlefield 1942 directory, go to mods, go to bf1942, go to Settings, open VideoDefault.con, change renderer.setFullScreen to 0. When the debugger loads things, it
will tell you funnies that you have done. So, now the projectile.

Code: Select all

rem *** C47Projectile ***
ObjectTemplate.create Projectile C47Projectile
ObjectTemplate.createNotInGrid 1
rem ObjectTemplate.geometry tracklight_m1
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.timeToLive CRD_NONE/1.5/0/0
ObjectTemplate.gravityModifier 0
ObjectTemplate.material  228
ObjectTemplate.material2 256
ObjectTemplate.stopAtEndEffect 1
ObjectTemplate.hasCollisionEffect 1
That's it for the HE shells.

Code: Select all

rem *** C47GunBarrel ***
ObjectTemplate.create FireArms C47Guns
ObjectTemplate.setNetworkableInfo PlaneFireArmInfo
ObjectTemplate.loadSoundScript Sounds/Mosquitofire.ssc
ObjectTemplate.aiTemplate C47MachineGun
rem -------------------------------------
ObjectTemplate.visibleBarrelTemplate e_MuzzHeavy
rem ObjectTemplate.addTemplate em_ShellAir
rem ObjectTemplate.setPosition 0/-0.299/-0.299
rem -------------------------------------
ObjectTemplate.projectileTemplate C47Projectile
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.setTracerTemplate Tracer_Projectile CRD_NONE/3/0/0
ObjectTemplate.magSize 800
ObjectTemplate.numOfMag 1
ObjectTemplate.velocity 400
ObjectTemplate.roundOfFire 5
ObjectTemplate.reloadtime 0.1
ObjectTemplate.addFireArmsPosition 0.65/0.1/2.4 0/0/0
ObjectTemplate.addFireArmsPosition -0.65/0.1/2.4 0/0/0
The roundOfFire is rounds per-second. I halved it, but you can change it all you want. It was 10.


EDIT: Battlefield 1941? Darn I thought you meant the 1942 secret weapons expansion pack. Your gonna have to give me the unmodded 1941 Weapons.con file for that.

Re: Help with modding C-47 Skytrain

Posted: Tue Jun 04, 2013 7:26 am
by Swaffy
Thanks, I just got a pretty funky idea!

M134 with 20mm rounds! (Maybe)

Re: Help with modding C-47 Skytrain

Posted: Tue Jun 04, 2013 7:40 pm
by Vilespring
AKA Vulcan gattling cannon ;) the reason the minigun is called mini is it's a mini Vulcan rotary cannon.