Magnents?

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fo0k
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Re: Magnents?

Post by fo0k »

freddy wrote:

heheheh, awesome vid!
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Vilespring
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Re: Magnents?

Post by Vilespring »

I believe it was the fact I set the proximity distance to 1.5, which is probably why it failed. Testing it right now :)
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Vilespring
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Re: Magnents?

Post by Vilespring »

okay. I got it to work.
2 things;
how do I make it affect bombers and tanks?
how do I make it not kill the vehicles? (the magnet fires at 40 rps with a force of -10 each)
can I do it?
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Swaffy
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Re: Magnents?

Post by Swaffy »

Give it a damage mod of 0.0001 and try that. The damage will be so miniscule that it won't metter anyway.
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freddy
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Re: Magnents?

Post by freddy »

Vilespring wrote:how do I make it affect bombers and tanks?
you need to use a material that does damage to tanks, the coltprojectile doesn´t do any damage to tanks
Vilespring wrote:how do I make it not kill the vehicles? (the magnet fires at 40 rps with a force of -10 each)
Like Swaffy wrote, give the material2 a really low damage mod
Vilespring wrote:can I do it?
yeah, sort of. its not easy to get the vehicles where you want them to, maybe could use a high spread on the magneto gun so the pull would be working in a rotational manner.

in the second code i posted i use the aabullet (setTracerTemplate) because they dont have to hit something to explode, but are activated by movement. but in the vid there is not much flak effect so its like it having problem to activate for some reason.

there also is the battleships aabullets, they have totally different coding and still works (they dont have damageType 4), dunno if you have flown into that flak sometime ingame, but it toss around the planes a great deal so it has quite some umph in it
Landmines and flak guns are the only weapons with a DamageType of 4, which was introduced with the v1.4 patch. This setting is used to allow the projectile to explode when it is near another object
http://bfmods.com/mdt/scripting/ObjectT ... eType.html
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