SSM Grenade spamming

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Swaffy
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Re: SSM Grenade spamming

Post by Swaffy »

You can't just increase/decrease the damage that a (grenade or Browning) projectile inflicts? I'd think that would be an easier solution.
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freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: SSM Grenade spamming

Post by freddy »

Swaffy wrote:You can't just increase/decrease the damage that a (grenade or Browning) projectile inflicts? I'd think that would be an easier solution.
If its only for one map then its much more work
Old Man River wrote:So I moved on trying to use roundOfFire to help tanks for air defence in El Alamien, if map has extra planes it tend to massacres tanks
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

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
This worked perfectly, my mistake was missing the ObjectTemplate.addFireArmsPosition line :D
as top and bottom gun are different you can have either or both adjusted
I wonder if their is a limit on how many firing positions you can add to a weapon, imagine say 5, that's a machine gun firing 5 bullets a round, like a shot gun blast or, I suppose you could even add deviation like a shot gun to. then you could increase roundOfFire also, would be a wall of bullets against a plane :D

Yes everyone wants a plane in a few maps like El Alaien and gazala, but if you increase them you really need to give more AA protection to bases and vehicles or it would throw out game balance, some players have got very deadly after years of practice, everyone tell s me just add more planes but they forget you have to look at how it may throw game balance out

Same with nade spamming its only a few maps Berlin Stalingrad and Omaha mainly, Stalin I just spread more soldier spawns out of building so spammers don't get as many kills for their effort when players run through door,
Berlin moved one tank way back into allies main to stop stealing and made second tank only spawn when axis holds front flag, reduces tanks basically to one each once allies breaks out.
I have a mod of Omaha where I replaced beach spawns with ones stolen off a destroyer, then reused beach flag up at bunkers to make a extra flag, as beach is wasted really, moved axis main flag back to rear house to spread flags, it fixed a major problem in Omaha where axis players just slid down cliff face, to take back wall, even through they still can they are fighting up and down street instead, fighting over the bunker flag, it redirected them, but like berlin it suffers from nade rain from both sides tossing nade into street from either end, most of bunker flag radius is out of bounds due to large radius of beach, and wall flags moved across a bit
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Post by freddy »

I have had something like 20 extra firepositions for the artillery binoculars mod, so if there is a limit its very high :)

I like your ideas for the Omaha map, its one of the trickiest maps to mod i think.

You could make the ammocraters resupply the grenades at a slower rate, and maybe shrink the damage radius a bit, maybe not perfect but a lill better atleast.
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