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bullets Projectile moving vehicles
Posted: Tue Nov 23, 2010 7:06 pm
by username
hello .. does anyone know how to get the bullets to move the cars or tank? I have not manage to figure out how to do.
I do not want to get the bullets damaging cars or the tank just make them move
so I would be grateful for the help
Re: bullets Projectile moving vehicles
Posted: Tue Nov 23, 2010 10:05 pm
by Jeronimo
I think what you're looking for is the
Code: Select all
ObjectTemplate.ForceOnExplosion 10
property. It's applied on HandFireArms objects and tells how much "push" it'll do to all kind of things when the projectile fired by the weapon hits close to the array where these objects are. Example:
Code: Select all
ObjectTemplate.Active AK47GP30
ObjectTemplate.ForceOnExplosion 50
This will let the grenade launcher on the AK47 let things fly real high. It doesn't change the splash damage done by the projectile itself, so a soldier probably won't even die before he "takes off" - quite nice if you like trapshooting xD
However, the amount of force done is the same to all objects. F = m*a, so heavy tanks won't move as much as light soldiers. Unfortunately this can't be set to more or less for vehicles or soldiers individually.
Re: bullets Projectile moving vehicles
Posted: Tue Nov 23, 2010 10:41 pm
by username
yes. shothing on the ground huh? or can i shothing on the car so they fly? or bounce just a bite?
or is it mean direct hit on the vehicle itself? so it fly and bounce a bite? does it damage on ht?
no damage. fly a bite like gravity and bounce .. this I seek: D
Posted: Wed Nov 24, 2010 9:48 pm
by freddy
Jeronimo wrote: the amount of force done is the same to all objects. F = m*a, so heavy tanks won't move as much as light soldiers. Unfortunately this can't be set to more or less for vehicles or soldiers individually.
true. there is a possibility to set maxforcelimit tho, only seen it used on soldier but i guess it works on what ever, could be used to balance things i guess
Code: Select all
ObjectTemplate.explosionForceMax 600
Posted: Wed Nov 24, 2010 9:53 pm
by freddy
by the way, there need to be a material2 and a radius for making a splash/force effect from the bullets
example
Code: Select all
ObjectTemplate.material "material number"
ObjectTemplate.material2 "material number"
ObjectTemplate.radius 20
Re:
Posted: Thu Nov 25, 2010 3:13 pm
by username
freddy wrote:by the way, there need to be a material2 and a radius for making a splash/force effect from the bullets
example
Code: Select all
ObjectTemplate.material "material number"
ObjectTemplate.material2 "material number"
ObjectTemplate.radius 20
okay thanks .. I'll check if it works .. thanks
Re: bullets Projectile moving vehicles
Posted: Thu Nov 25, 2010 7:56 pm
by Apache Thunder
You can also try this code:
It's an unused code that was meant for C4/AP Mines, but EA never got around to using it. It will CTD if used on a projectile with network info. However your projectile likely doesn't have network info, so this is a non issue.
The code has the side effect of moving vehicles. The vehicle it sticks to inherits a portion of the projectiles inertia. High velocity sticky bullets for example will send vehicles into the stratosphere.

Re: bullets Projectile moving vehicles
Posted: Thu Nov 25, 2010 8:06 pm
by username
lol my game crash wen i use that code:S
one more how do I get Gravity? on a car? no other. car only
ok i have tray make gravity is it right?
ObjectTemplate.Active willy
ObjectTemplate.gravityModifier 0/0.5|86/0.530015|100/1
then i tray move the car with coltProjectile
ObjectTemplate.Active coltProjectile
ObjectTemplate.material 252
ObjectTemplate.material2 208
but the car still dosent move
Re: bullets Projectile moving vehicles
Posted: Fri Nov 26, 2010 2:08 am
by Dennis|8749236
objectstemplate.forceonexplosion 10000
(i saw some body put a negative number there and a funny thing happens..)
Re: bullets Projectile moving vehicles
Posted: Fri Nov 26, 2010 6:43 am
by Apache Thunder
The vehicle must also be using a material ID that is set up to take damage from the explosion material used.
Also the gravity modifier code only works on particles, sprites and projectiles. Nothing else unfortunately.