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Artillery mode question

Posted: Wed Jun 11, 2014 6:10 pm
by Vilespring
What line of code allows the Wespe, Priest, and the Sexton to use the artillery view for long range bombardments by pressing right click? I've made a SPG that I want to be able to use this mode, but I cannot find how.

Re: Artillery mode question

Posted: Wed Jun 11, 2014 6:24 pm
by freddy
The "trace" code i belive

Code: Select all

rem *** WespeGunnerCamera ***
ObjectTemplate.create Camera WespeGunnerCamera
ObjectTemplate.setMaxSpeed 0/0/0
ObjectTemplate.setAcceleration 0/0/0
ObjectTemplate.setInputToYaw c_PIMouseLookX
ObjectTemplate.setInputToPitch c_PIMouseLookY
ObjectTemplate.CVMExternTrace 1   <----------------- meep

Re: Artillery mode question

Posted: Wed Jun 11, 2014 6:40 pm
by Vilespring
Okay, I'll test that. I feel like I need to show what it looks like, it's so outrageous because I build my vehicles with random parts I can find...

EDIT: welp, it isn't that.

Re: Artillery mode question

Posted: Wed Jun 11, 2014 9:58 pm
by freddy
ohh it seems theres more to it, code working together kinda

Code: Select all

rem *** Wespe_Gunner_PCO1 ***
ObjectTemplate.create PlayerControlObject Wespe_Gunner_PCO1
" alot of code"
and
ObjectTemplate.artPos 1   <--------------- this one!
CVMExternTrace http://bfmods.com/mdt/scripting/ObjectT ... Trace.html

ObjectTemplate.ArtPos http://bfmods.com/mdt/scripting/ObjectT ... rtPos.html

Re: Artillery mode question

Posted: Thu Jun 12, 2014 3:37 am
by Vilespring
yup, that did it. had to do some fidgeting to get the elevation and traverse ticks right! :lol:
you know, those things can do so many strange things!