SSM Grenade spamming

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Old Man River
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Joined: Mon Jul 30, 2012 5:12 am

Re: SSM Grenade spamming

Post by Old Man River »

Code: Select all

If you just want to double the damage then add an extra firearmsposition and put in this code ObjectTemplate.setBlastAmmoCount 1
so adding a extra ObjectTemplate.addTemplate browning to a ObjectTemplate.Active sherman_Browning_console would work, the ObjectTemplate.setBlastAmmoCount 1 command, what actually does it do ?, its used in shotguns, is it spread ?
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BotHunter
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Re: SSM Grenade spamming

Post by BotHunter »

Walk quietly and carry a sniper rifle
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Swaffy
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Re: SSM Grenade spamming

Post by Swaffy »

Most of the code is self-explaining. If you don't know, just go to the link that BotHunter provided, I've learn a lot from that information.
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Old Man River
Posts: 77
Joined: Mon Jul 30, 2012 5:12 am

Re: SSM Grenade spamming

Post by Old Man River »

Yes I had already been there, I always do, I have it book marked, most time MDT gives you a description of what command does, not this time, just that its a boolan and the example is that is used in a shotgun with deviations listed after it, so I was curious if it was to do with spread, I'll work it out with testing :)
freddy
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Re: SSM Grenade spamming

Post by freddy »

setBlastAmmoCount 1 draws one bullet from the mag regardless of how many pipes (FireArmsPosition) the gun have

If you use it on a browning it should let the overheat still working ok.
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Vilespring
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Re: SSM Grenade spamming

Post by Vilespring »

I works in 1942? I thought when it said Vietnam it only worked in vietnam? I got some shotgun recoding to do... (Canister shell for my tanks, using the FH ammo changing system
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freddy
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Re: SSM Grenade spamming

Post by freddy »

yep, works bf42. i have used it on plane guns and for artillery binoculars and some other stuff.
Old Man River
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Re: SSM Grenade spamming

Post by Old Man River »

Now that's interesting, slows the loss of rounds used, and reduces overheating :D

Yes if a heat bar could be possibly added server side to nades it would remove confusion, for the delay in next nade being ready to throw, as player would see why there is a delay in a way they are already used to with guns, they would change to gun manually while they waited

Code: Select all

   ObjectTemplate.HeatAddWhenFire 0.034
    ObjectTemplate.CoolDownPerSec 0.4
    ObjectTemplate.TimeDelayOnOverHeat 2
This is from a gun will try playing with it for nades again and second pipe for browning's over weekend, work has intruded tomorrow :roll:
Old Man River
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Re: SSM Grenade spamming

Post by Old Man River »

Well ran some tests with nades
because ObjectTemplate.velocityDependentOnHeat 1 is used in grenade script it already uses

Code: Select all

ObjectTemplate.heatAddWhenFire 0.03
rem ObjectTemplate.coolDownPerSec 0.05
ObjectTemplate.changeWeaponWhenNoAmmo 1
for its use with right click and hold bar to throw nades further, so any attempt to modify it only effects right click use, trying to set ObjectTemplate.velocityDependentOnHeat value to 0 just disables this option, and doesn't let you use the heat values for normal left click fire that I can find

Tried adding another ObjectTemplate.addTemplate browning to Sherman without success, also tried adding another ObjectTemplate.projectileTemplate Browning_Projectile tp browning with no effect, so only increasing rounds seams to work here

A while back I reduced time to live for mines with changing ObjectTemplate.timeToLive CRD_NONE/360/0/0 to less, which worked fine, so I tried to do same with exppacks to stop players camping on flags until they turn grey and then explode them. Didn't work they still stay the 120 before exploding if not done by hand, tried changing ObjectTemplate.endEffectTemplate e_ExplGranade to 0 or removing end effect to stop them exploding when not used, and no success

So my attempts to see how far I could go altering weapons today SSM was total bust if your interested :D
freddy
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Post by freddy »

Give this a go :)

Sherman drivers mg

Code: Select all

ObjectTemplate.Active Coaxial_browning
ObjectTemplate.setTracerTemplate Tracer_Projectile CRD_NONE/4/0/0
ObjectTemplate.addFireArmsPosition 0.1/0/1 0/0/0
ObjectTemplate.addFireArmsPosition -0.1/0/1 0/0/0
ObjectTemplate.setBlastAmmoCount 1
Sherman topmounted mg

Code: Select all

ObjectTemplate.Active browning
ObjectTemplate.setTracerTemplate Tracer_Projectile CRD_NONE/4/0/0
ObjectTemplate.addFireArmsPosition 0.1/0/1 0/0/0
ObjectTemplate.addFireArmsPosition -0.1/0/1 0/0/0
ObjectTemplate.setBlastAmmoCount 1
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