Magnents?
- Vilespring
- Posts: 740
- Joined: Sat Nov 24, 2012 5:47 am
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Magnents?
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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- Vilespring
- Posts: 740
- Joined: Sat Nov 24, 2012 5:47 am
- Location: Somewere in the United States
Re: Magnents?
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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Re: Magnents?
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
- Posts: 740
- Joined: Sat Nov 24, 2012 5:47 am
- Location: Somewere in the United States
Re: Magnents?
BINGO!
That hit the sweet spot!
Swaffy, you are my Bf 1942 hero!
Theoretically, that should work. I haven't tested it, but I know it will.
That hit the sweet spot!

Swaffy, you are my Bf 1942 hero!

Theoretically, that should work. I haven't tested it, but I know it will.

A picture is worth a thousand words, but takes up three thousand times the memory.
Area 51: http://battlefieldarea51mod.weebly.com/

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Re: Magnents?
post vid please.. this holy grail is always a good one to see the results on.
- Vilespring
- Posts: 740
- Joined: Sat Nov 24, 2012 5:47 am
- Location: Somewere in the United States
Re: Magnents?
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.
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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Re: Magnents?
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
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
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
edit2: use ObjectTemplate.damageType 4 on the bullet
- Vilespring
- Posts: 740
- Joined: Sat Nov 24, 2012 5:47 am
- Location: Somewere in the United States
Re: Magnents?
sounds usefulfreddy 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
can the secondary damage be 0, or does it have to be 70 also?
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Re: Magnents?
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
try use materials already ingame, then when or if it works you can try other material thats not damaging