Modded Bazooka & colt

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mikex222
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Re: Modded Bazooka & colt

Post by mikex222 »

Tossicità wrote:
mikex222 wrote:i think i should make a First Beginners part where all the newbies can goto to start learning to code from there...
first ill teach em to make their first modded gun.
...or they could utilise the ssm.com backup; really useful for these kinds of questions.
ya hard
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Master Jay
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Re: Modded Bazooka & colt

Post by Master Jay »

????

if you guys can just give me code for the weapones i will just copy and paste but never mind its not need :(
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Iced Earth
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Re: Modded Bazooka & colt

Post by Iced Earth »

we aren't (at least we never used to be) in the business of posting code so you can copy+paste it. Honestly this stuff isn't very hard. "Coding" is what the game designers did; all we do is change a bunch of settings or turn things on/off.

You can learn if you're willing to try.

We will help you if you're willing to try.
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Kuyong_Chuin
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Re: Modded Bazooka & colt

Post by Kuyong_Chuin »

How to add a new weapon to Battlefield tutorial and scripting link. Plus Projectile Modding Tutorial

Read these tutorial and it will teach you alot about how the handweapons and other things are coded in BF. This is what I used to import the M21 into BF42.
http://dzn.org.pl/mdt/Tutorials/How%20t ... .shtm.html
http://dzn.org.pl/mdt/scripting/Intro.shtm.html

First off I'm am doing this from memory so is someone see a mistake I made please correct me. If someone can do some screen shots of these files I'll make a better dialup safe tutorial in a html or php format to upload. Looks like all the tutorials on here are video which on a 26.4k dial up is impossible for me to see.

Before doing any mods to your game files back them up. I usually do this by copying the file to a backup folder that I created pasting it there then right click it and hit rename. then add .bak on the end of the file. example: Object.rfa.bak ignore the the message that pops up and hit yes you are sure. Then highlight the file and hit Ctrl+X and paste it bak in the orginal folder. That way if you mess up the file you are editing all you have to do is delete the file you messed up and remove .bak on the orginal file and you you are back in business.

As for the guys "flying all over the place" That has to do with the weapons projectile code. Find the name of the projectile of the weapon you are modding in this case it should be in the object.rfa file open the file with Winrfa or what ever you are using then look for if I remember right it should be something like C:\objects\items\handweapons\colt.con open that file and look for the projectile code. Should be something like Colt_Projectile in the line. Now that you know the name of the projectile you want to mod go up to C:\objects\items\handweapons\common.con and open it and find the colt_projectile. Highlight the colt projectile code and hit Ctrl+C then open your text editor like notepad or wordpad and paste the code there. Minimize the editor and go back to your winrfa tool. Now look at your Bazooka projectile code look at the differance for the two codes. You will see that the bazooka code has has more code including 2 damage types. The first is direct damage the second is splash damage. You will also see a line that has force on explosion followed by a number. You will need to add this line and the radius lines to your code that is on your editor. After you paste your new line in the colt projectile you can change the numbers of the force and radius line to what you want the higher the number on force the higher they fly. Radius size if how far from the center of impact the force of the explosion is effective. Now on the line that has the projectile name add xp to it. Example: ColtXP_Projectile. Copy and past your new projectile into your common file where you found the projectiles. Save the changes and go back to the colt file where you found the name of the projectile at and change the projectile to the new projectile that you just made. While you are at it change the mag size to -1 and the number of mags to 9999 and you have unlimited ammo.

Without the code infront of me I wouldn't feel safe trying to walk you through the recoil code.
Good Luck
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Master Jay
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Re: Modded Bazooka & colt

Post by Master Jay »

thats alot of words :oops:
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Kuyong_Chuin
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Re: Modded Bazooka & colt

Post by Kuyong_Chuin »

thats alot of words :oops:
:lol: What do you expect when you have to do a text only tutorial ;)
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