Magnents?

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Vilespring
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Magnents?

Post by Vilespring »

is it remotely possible to add magnets into BF 1942 as a weapon of mass... pulling?
Last edited by Vilespring on Tue Sep 10, 2013 2:16 am, edited 3 times in total.
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BotHunter
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Re: Magnents?

Post by BotHunter »

TWIWMTB Has a tank that fires Magnet missiles.
Walk quietly and carry a sniper rifle
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Vilespring
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Re: Magnents?

Post by Vilespring »

It has a negative explosion force mod. nice. But, I want this to be a directed stream, not a pull-everything.
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Swaffy
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Re: Magnents?

Post by Swaffy »

explodeNearEnemyDistance, small blast radius, negative force. If used on a full-auto FirArm, it should "pull" the PCO near you. This is just an idea/hypothesis.
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Vilespring
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Re: Magnents?

Post by Vilespring »

BINGO!

That hit the sweet spot! :D

Swaffy, you are my Bf 1942 hero! :lol:

Theoretically, that should work. I haven't tested it, but I know it will. :)
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fo0k
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Re: Magnents?

Post by fo0k »

post vid please.. this holy grail is always a good one to see the results on.
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Vilespring
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Re: Magnents?

Post by Vilespring »

ARRRRRG!

I just CAN'T GET IT TO WORK!!
apparently, I put the force mode to -9999999999999999999999999999 or something around that, and it won't MOVE! maybe it is hitting the target, not actually bursting early like it is supposed to. I know it is doing something, because when I shoot something with the magnet, it makes the vehicle shuffle sound, but at a very high rate. By that shuffle sound, I mean that sound heard when rubble of vehicles is doing its bouncy business.

here is the weapons file.

Code: Select all


rem *** Magnet_TankGunBarrel ***
ObjectTemplate.create FireArms Magnet_TankGunBarrel
ObjectTemplate.setNetworkableInfo TankFireArmInfo
ObjectTemplate.aiTemplate T34MainGun
rem -------------------------------------
ObjectTemplate.visibleBarrelTemplate e_MuzzAAgunB
ObjectTemplate.addFireArmsPosition -0.1/0/2.3 0/0/0
ObjectTemplate.addTemplate quadbarreldummy
ObjectTemplate.setPosition -0.1/0/0
ObjectTemplate.addFireArmsPosition 0.1/0/2.3 0/0/0
ObjectTemplate.addTemplate quadbarreldummy
ObjectTemplate.setPosition 0.1/0/0
rem -------------------------------------
ObjectTemplate.projectileTemplate MagnetProjectile
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.magSize 10000
ObjectTemplate.numOfMag 1
ObjectTemplate.velocity 200
ObjectTemplate.autoReload 1
ObjectTemplate.reloadtime 0.35
ObjectTemplate.roundOfFire 40
ObjectTemplate.fireingForce 0
ObjectTemplate.recoilSpeed 0
ObjectTemplate.recoilSize 0


rem quadbarreldummy
ObjectTemplate.create SimpleObject quadbarreldummy
ObjectTemplate.geometry AA_Allies_pipe_m1


ObjectTemplate.create Projectile MagnetProjectile
ObjectTemplate.geometry tracklight_M1
ObjectTemplate.timeToLive CRD_UNIFORM/0.8/1.4/0
ObjectTemplate.mass 999999
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.gravityModifier 0.0
ObjectTemplate.hasCollisionEffect 0
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.invisibleAtEndEffect 1
ObjectTemplate.dieAfterColl 1
ObjectTemplate.stopAtEndEffect 1
ObjectTemplate.invisible 0
ObjectTemplate.material 0
ObjectTemplate.material2 0
ObjectTemplate.damageType 0
ObjectTemplate.radius 20.0
ObjectTemplate.ForceOnExplosion -999999999999999999999
ObjectTemplate.explodeNearEnemyDistance 1.5
ObjectTemplate.ProximityFusePrimer 0.5
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freddy
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Re: Magnents?

Post by freddy »

i did some tests with the explosionForceMax some week ago, seems 9999 is the highest usable value

the bfsoldier has a max setting for this, i dont know if its the same for vehicles but it might be worth a try

Code: Select all

ObjectTemplate.Active JapaneseSoldier
ObjectTemplate.explosionForceMax 2000

ObjectTemplate.Active USMarineSoldier
ObjectTemplate.explosionForceMax 2000

Code: Select all

ObjectTemplate.Active Willy
ObjectTemplate.explosionForceMax 9999
edit: use some real material for the bullet instead of 0, nr70 is one "neutral" material that does interact but not hurt anything

edit2: use ObjectTemplate.damageType 4 on the bullet
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Vilespring
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Re: Magnents?

Post by Vilespring »

freddy wrote:edit: use some real material for the bullet instead of 0, nr70 is one "neutral" material that does interact but not hurt anything

edit2: use ObjectTemplate.damageType 4 on the bullet
sounds useful
can the secondary damage be 0, or does it have to be 70 also?
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freddy
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Re: Magnents?

Post by freddy »

not sure, its the secondary material that makes the splashdamage (bubble) the first is direct hit

try use materials already ingame, then when or if it works you can try other material thats not damaging
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