
colt shooting ovens
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- Posts: 3
- Joined: Fri Aug 20, 2010 11:52 pm
colt shooting ovens
i wanted to make a sandbox mod and want the colt to shoot ovens.I tried changing the colt projectile to stove_eu_m1 but it didnt work. can someone give help? 

Re: colt shooting ovens
with it didint work what u mean? the game crashed or it didnt shooted what u wanted
and if u mean that it doesnt shoots the stove, try this:
the normal colt projectile its like this:
change to this
has been some time since i posted something here 
and if u mean that it doesnt shoots the stove, try this:
the normal colt projectile its like this:
Code: Select all
ObjectTemplate.create Projectile ColtProjectile
ObjectTemplate.geometry bullet_m1
ObjectTemplate.timeToLive CRD_NONE/1/0/0
Rem ObjectTemplate.endEffectTemplate e_RichoSand
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.gravityModifier 0
ObjectTemplate.hasStartEffect 0
ObjectTemplate.hasCollisionEffect 1
ObjectTemplate.hasOnTimeEffect 0
ObjectTemplate.invisibleAtEndEffect 1
ObjectTemplate.dieAfterColl 1
ObjectTemplate.stopAtEndEffect 1
ObjectTemplate.invisible 1
ObjectTemplate.material 214
ObjectTemplate.minDamage 0.5
ObjectTemplate.distToStartLoseDamage 20
ObjectTemplate.distToMinDamage 40
ObjectTemplate.loadSoundScript ..\..\common\Sounds\projectile.ssc
change to this
Code: Select all
ObjectTemplate.create Projectile ColtProjectile
ObjectTemplate.geometry stove_eu_m1
ObjectTemplate.timeToLive CRD_NONE/1/0/0
Rem ObjectTemplate.endEffectTemplate e_RichoSand
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.gravityModifier 0
ObjectTemplate.hasStartEffect 0
ObjectTemplate.hasCollisionEffect 1
ObjectTemplate.hasOnTimeEffect 0
ObjectTemplate.invisibleAtEndEffect 1
ObjectTemplate.dieAfterColl 1
ObjectTemplate.stopAtEndEffect 1
ObjectTemplate.invisible 0
ObjectTemplate.material 214
ObjectTemplate.minDamage 0.5
ObjectTemplate.distToStartLoseDamage 20
ObjectTemplate.distToMinDamage 40
ObjectTemplate.loadSoundScript ..\..\common\Sounds\projectile.ssc



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- Posts: 3
- Joined: Fri Aug 20, 2010 11:52 pm
Re: colt shooting ovens
is that from the colt objects.con inside objects.rfa? otherwise it didnt shoot a stove
Re: colt shooting ovens
not on the colt obejcts but in handweapons common and weapons then look for the colt projectile and replace it with the one i gave u


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- Posts: 3
- Joined: Fri Aug 20, 2010 11:52 pm
Re: colt shooting ovens
ty and welcome back to posting even though i just came here lol
EDIT: ok i did it, but now bf1942 crashes on map load
EDIT: didnt work
EDIT: ok i did it, but now bf1942 crashes on map load
EDIT: ok i did it, but now bf1942 crashes on map load
EDIT: didnt work

EDIT: ok i did it, but now bf1942 crashes on map load
Last edited by Apache Thunder on Sat Aug 21, 2010 3:46 am, edited 2 times in total.
Reason: Try not to triple post in a quick span. Use the Edit button to make changes to your existing post!
Reason: Try not to triple post in a quick span. Use the Edit button to make changes to your existing post!
- Apache Thunder
- Posts: 1213
- Joined: Mon Oct 19, 2009 2:48 am
- Location: Levelland Texas, USA
- Contact:
Re: colt shooting ovens
Do you want the stoves to stick around a little? Try this code as the above will result in a stove that would dissappear in a second and would also die if it touched something:
I also remed a few other codes you didn't need and added mass command. Turned off collision effect since the effect was remmed out and also changed it so it won't die on impact with something. I also set gravity modifier to 1 since you probably don't want your stove to float.
Now that's not all you need to do. If you want your stove to behave more like a stove, you also need to reduce the velocity your gun fires it at otherwise it will be fired into oblivion somewhere and won't be much use like that:
The code I changed is:
Increase number if you want the stove to shoot out at faster speed or decrease for slower shoot out speed. This does not effect the fire rate of your hand weapon. This just changes it's "launch" speed. 
You might need to set it up to fire it as a PCO if you want soldiers to collide with the stove properly. Since you can't simply change the object type to PCO and expect it to work right, I would try to find a way not to do this as there is way more coding involved to make it work.
If your getting a CTD, try running the game in window mode and see what error it displays and tell us what the error says. To run the game in window mode, find the VideoDefault con file in the settings folder found in the vanilla BF1942 mod folder's Settings folder and edit the setting that refers to fullscreen. Set it to zero.
Then the game will run in a window. This time it should tell you what the error was. Unless you get a complete CTD where the windows error report dialog comes up, then you would to try using the debugger instead and after it crashes retrieve the log file it made and try to determine what it crashed on. But hopefully that's not the kind of CTD you got as the former is easier to debug.
Also, you don't need to triple post. If you have something new to add and it hasn't been too long, then just use the edit button to add new information!
Code: Select all
ObjectTemplate.create Projectile ColtProjectile
ObjectTemplate.geometry stove_eu_m1
ObjectTemplate.timeToLive CRD_NONE/30/0/0
Rem ObjectTemplate.endEffectTemplate e_RichoSand
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.gravityModifier 1
ObjectTemplate.hasStartEffect 0
ObjectTemplate.hasCollisionEffect 0
ObjectTemplate.hasOnTimeEffect 0
ObjectTemplate.invisibleAtEndEffect 1
ObjectTemplate.dieAfterColl 0
ObjectTemplate.stopAtEndEffect 0
ObjectTemplate.invisible 0
ObjectTemplate.material 214
ObjectTemplate.mass 100
rem ObjectTemplate.minDamage 0.5
rem ObjectTemplate.distToStartLoseDamage 20
rem ObjectTemplate.distToMinDamage 40
rem ObjectTemplate.loadSoundScript ..\..\common\Sounds\projectile.ss
Now that's not all you need to do. If you want your stove to behave more like a stove, you also need to reduce the velocity your gun fires it at otherwise it will be fired into oblivion somewhere and won't be much use like that:
Code: Select all
ObjectTemplate.create HandFireArms Colt
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.networkableInfo HandFireArmsInfo
ObjectTemplate.itemIndex 2
ObjectTemplate.projectileTemplate coltProjectile
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.magSize 8
ObjectTemplate.numOfMag 4
ObjectTemplate.magType 0
ObjectTemplate.reloadtime 4
ObjectTemplate.roundOfFire 6
ObjectTemplate.fireOnce 1
objectTemplate.aiTemplate ColtAI
ObjectTemplate.zoomFov 0.7
ObjectTemplate.altFireOnce 1
ObjectTemplate.soldierZoomFov 0.5
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.soldierZoomPosition -0.01/-0.01/0.1
ObjectTemplate.soldierCameraPosition 0.02/-0.05/0.2
ObjectTemplate.addRootSpeed 0
ObjectTemplate.AmmoType 1
ObjectTemplate.minDamage 0.5
ObjectTemplate.distToStartLoseDamage 20
ObjectTemplate.distToMinDamage 40
rem ObjectTemplate.autoReload 1
ObjectTemplate.GUIIndex 16
ObjectTemplate.setHudAmmoType ATAmmoBar
ObjectTemplate.setAmmoBar "Ingame/Magbar_Pistol_empty_32x64.tga"
ObjectTemplate.setAmmoBarFill "Ingame/Magbar_Pistol_full_32x64.tga"
ObjectTemplate.setAmmoBarSize 41
ObjectTemplate.setAmomBarPosX 5
ObjectTemplate.setAmomBarPosY -11
ObjectTemplate.setAmomBarTextPosX 6
ObjectTemplate.setAmomBarTextPosY 4
ObjectTemplate.setCrossHairType CHTCrossHair
Rem *** Deviation Begin *****
ObjectTemplate.velocity 25
ObjectTemplate.setRecoilForceUp CRD_UNIFORM/0.4/0.6/0
ObjectTemplate.setRecoilForceLeftRight CRD_UNIFORM/-0.2/-0.2/0
ObjectTemplate.setHasRecoilForce 1
ObjectTemplate.setGoBackOnRecoil 1
ObjectTemplate.setFireDev 2.5 1.5 0.07
ObjectTemplate.setMinDev 0.2
ObjectTemplate.setTurnDev 0 0 0 0
ObjectTemplate.setSpeedDev 1.5 0.2 0.2 0.1
ObjectTemplate.setMiscDev 2.5 2.5 0.1
Rem *** Deviation End *****
ObjectTemplate.fireInCameraDof 1
ObjectTemplate.loadSoundScript Sounds/colt.ssc
ObjectTemplate.createSkeleton animations/Colt.ske
ObjectTemplate.useSkeletonPartAsMain Colt
ObjectTemplate.addTemplate ColtLod
ObjectTemplate.addTemplate e_MuzzGun
ObjectTemplate.setInputId -1
ObjectTemplate.startoneffects 0
ObjectTemplate.setPosition 0/0.001/0.14
ObjectTemplate.setRotation 0/0/0
ObjectTemplate.addTemplate e_Shell9mm
ObjectTemplate.setInputId -1
ObjectTemplate.startoneffects 0
ObjectTemplate.setPosition 0/0.01/0.29
ObjectTemplate.setRotation 0/0/0
Code: Select all
ObjectTemplate.velocity 25

You might need to set it up to fire it as a PCO if you want soldiers to collide with the stove properly. Since you can't simply change the object type to PCO and expect it to work right, I would try to find a way not to do this as there is way more coding involved to make it work.
If your getting a CTD, try running the game in window mode and see what error it displays and tell us what the error says. To run the game in window mode, find the VideoDefault con file in the settings folder found in the vanilla BF1942 mod folder's Settings folder and edit the setting that refers to fullscreen. Set it to zero.
Then the game will run in a window. This time it should tell you what the error was. Unless you get a complete CTD where the windows error report dialog comes up, then you would to try using the debugger instead and after it crashes retrieve the log file it made and try to determine what it crashed on. But hopefully that's not the kind of CTD you got as the former is easier to debug.
Also, you don't need to triple post. If you have something new to add and it hasn't been too long, then just use the edit button to add new information!



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