Selfdestructing vehicles - Freecam - Bomb damage

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Scoop M
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Joined: Wed Oct 31, 2012 2:49 am

Re: Selfdestructing vehicles - Freecam - Bomb damage

Post by Scoop M »

Those codes sure look funny and exiting. I could test them to see what they do, but could you maybe explain instead ?
freddy
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Re: Selfdestructing vehicles - Freecam - Bomb damage

Post by freddy »

alright lets see

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ObjectTemplate.fireDelay   <----- set in seconds from when you press the trigger to the weapon actually fires

ObjectTemplate.autoFire 1 <----- works but a bit so so, stops firing after a while, works when your in vehicle dont remeber if it stops shooting when you get out

objectTemplate.disableWhenFired  <--- forgot what this does

objectTemplate.destroyVehicleWhenNoAmmo  <----- as it sounds like, when you run out of ammo the vehicle explodes

objectTemplate.startUnloaded   <------ this should be empty mag when you "start" but i dont remember for sure
edit: 1 more

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ObjectTemplate.destroyOnExit 1  <--------  when you get out the vehicle explodes (very irritating)
edit2

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objectTemplate.exitSpeedMod 90 <------------  put this on a plane and the speed you get when you jump out the plane will multiply with the value given (rocket chair)
Scoop M
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Re: Selfdestructing vehicles - Freecam - Bomb damage

Post by Scoop M »

What about :

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ObjectTemplate.timeToLive
What does it do ? Is it relevant for this ?
freddy
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Re: Selfdestructing vehicles - Freecam - Bomb damage

Post by freddy »

its on the objectspawner and regulate when the object starts to take damage for leaving the spawner

this all work together

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ObjectTemplate.TimeToLive 60
ObjectTemplate.Distance 100
ObjectTemplate.damageWhenLost 20
freddy
Posts: 1267
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Re: Selfdestructing vehicles - Freecam - Bomb damage

Post by freddy »

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ObjectTemplate.Active CorsairGuns
ObjectTemplate.magSize 50
objectTemplate.destroyVehicleWhenNoAmmo 1

ObjectTemplate.Active ZeroGuns
ObjectTemplate.autoFire 1

ObjectTemplate.Active SBD
ObjectTemplate.destroyOnExit 1

ObjectTemplate.Active AichiVal
objectTemplate.exitSpeedMod 90
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Swaffy
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Re: Selfdestructing vehicles - Freecam - Bomb damage

Post by Swaffy »

I like the "autoFire" code, it can be used for long-range automatic artillery. Make the guns highly inaccurate, and you have a "fire for effect" kind of pounding. And to stop the pounding, the cannons have to be destroyed. And to activate the cannon firing, just have a bot spawn in it.

The "exitSpeedMod" can be used to make a man cannon (human cannonball type of mechanism).
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Vilespring
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Re: Selfdestructing vehicles - Freecam - Bomb damage

Post by Vilespring »

Swaffy wrote: Make the guns highly inaccurate, and you have a "fire for effect" kind of pounding.
I like that, or nonstop MGs on Omaha, but I do not know how to inaccuracy penalties on vehicle weapons, like cannons. (one little question :D)
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Swaffy
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Re: Selfdestructing vehicles - Freecam - Bomb damage

Post by Swaffy »

Yes, I use some "static" (meaning, non-changing) deviation on my fighters so that the bullets don't go exactly straight. I also use this on my HandFireArms shotguns so that the pellet spread is random instead of setting coordinates for the pellets (which causes the spread to be the same shape every time).

ObjectTemplate.setMinDev 0.75

Change the "0.75" to something such as "20" to add some real random/inaccurate firing. You can play with the numbers to see what fits your wants. This line of code is added to the FireArms bundle (the artillery's FireArm that shoots the cannon shell) and makes it inaccurate.

On a side note, I've always wondered what "999" would do.
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Vilespring
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Re: Selfdestructing vehicles - Freecam - Bomb damage

Post by Vilespring »

Thanks! BTW, I tried 999, lets just say you don't shoot straight. (kinda like an orb of shells, he he.... :lol: )
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Scoop M
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Re: Selfdestructing vehicles - Freecam - Bomb damage

Post by Scoop M »

# 3 - Like stated in the first post, I'd like Battle of Britain to last longer.

One way could be to reduce the JU88A's damage against factories and radars.

Can somebody give me the JU88A bomb values, and radar + factory defgroups so I can fill out the following :

(or alternatively tell me where I can find them - been looking a lot of places)

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ObjectTemplate.Active 
ObjectTemplate.material 
ObjectTemplate.material2 

MaterialManager.material 
MaterialManager.materialAttGroup 
MaterialManager.materialDefGroup 
MaterialManager.materialDamage 

MaterialManager.attGroup 
MaterialManager.defGroup 
MaterialManager.damageMod 
MaterialManager.setEffectTemplate 
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