Vanishing object

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Psycho
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Vanishing object

Post by Psycho »

Hi.

If I made a custom object of a orginal defcannon, and I place it on the map on the axis team. But when I place another spawn of the same object but for the other team, the defcannon doesent show up in game. But the first one is there as it should.

Anyone knows what can be the problem? I'm using Ed42.
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Swaffy
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Re: Vanishing object

Post by Swaffy »

I have a couple of questions to ask before answering your question:

- Is the object simply not spawning, or does it have an invisible texture?
- Is the object spawn attached to a flag or not? This could give me further understanding on what answer to give you.
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Psycho
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Re: Vanishing object

Post by Psycho »

It is attached to a flag. And both spawns are from the same template.
So the first spawn for team 1 is visible and works correct, but the other one for team 2 just isnt there.
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Psycho
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Re: Vanishing object

Post by Psycho »

I fixed it. It seems that ed42 messed upp something. I went back a couple of versions of my map and imported the object and placed it. and now it works. sorry about that.

And now it is a texture problem I have. But I will not ask for help in a day or so. Don't want people in here get tired of me:).
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Swaffy
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Re: Vanishing object

Post by Swaffy »

Ask all you want, we need more activity anyway. You can just put your issue in this thread to save space if you want to.
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Psycho
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Re: Vanishing object

Post by Psycho »

Solved the texture problem also. Just had to go trough all cons for paths and correct file names.

But now I have a couple of questions.

Is it possible to calculate a vehicles maximum speed compared to other vehicles in a map, from the physic settings for the object?
It's kind of hard to "messure" the speed when testing ingame. Anyone made a formula for that?

Also I need to calculate range for a modified defgun. The normal defguns will not reach all of the map, but the one I modified should do that.

And last, Is it possible to remove the bombs from fighterplanes in a map without making the objects mapside?
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Swaffy
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Re: Vanishing object

Post by Swaffy »

Psycho wrote:Is it possible to calculate a vehicles maximum speed compared to other vehicles in a map, from the physic settings for the object?
It's kind of hard to "measure" the speed when testing ingame. Anyone made a formula for that?
Formula? Most likely not. But you can set up objects [same distance apart] along side a straight, flat road and drive your vehicles on it while watching the speed of the objects flying by.

Or you can side-by-side race them with a friend.
Psycho wrote:Also I need to calculate range for a modified defgun. The normal defguns will not reach all of the map, but the one I modified should do that.
Raise up the muzzle velocity.
Psycho wrote:And last, Is it possible to remove the bombs from fighterplanes in a map without making the objects mapside?
Yep. But you'd have to change the airplane for all of those airplane models. You can't do it for just one unless it is Map-side.
Just go to [Objects.rfa/Vehicles/Air/AirplaneName/Objects.con] and look for an addTemplate that relates to the Bomb Rack firearm. The name can vary.
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Psycho
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Re: Vanishing object

Post by Psycho »

If I haven't missunderstod something these are the settings that in one way or other affects the vehicle top speed?
Or are there more parameters that I have to also concider?
objects.con:
ObjectTemplate.drag 0.06
ObjectTemplate.mass 2500
ObjectTemplate.inertiaModifier 0.9/0.9/0.8

ObjectTemplate.speedMod 2

physics.con:
ObjectTemplate.setMinRotation -0.3/0/-1000
ObjectTemplate.setMaxRotation 0.3/0/5000
ObjectTemplate.setMaxSpeed 1000/0/500
ObjectTemplate.setAcceleration 500/0/600

ObjectTemplate.setTorque 31
ObjectTemplate.setDifferential 5.17
ObjectTemplate.setGearUp 0.7
ObjectTemplate.setGearDown 0.3
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Senshi
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Re: Vanishing object

Post by Senshi »

A formula is pretty much impossible, as the mobile physics of BF42 are surprisingly complex. Not only the engine and the wheels are responsible for the vehicles speed and maneuverability, but the mere shape of the object itself is an influence. This becomes especially apparent for flying objects like planes. The visual size of rudder elements actually influences the strength of them, not only the Liftpower defined by code. It always is a bit of trial&error.

The same goes for land vehicles. The cross-influences of wheel/track layout (width, number, size, grip) and engine (gears, torque, RPM, position) is very complex and almost impossible to nail down precisely.

Swaffys idea of coding would probably be the easiest way to get your desired results.
You could for example set the input of your vehicles to the "rocket" type. This is the only type that does not require human interaction and means the second the objects spawns, it gives full throttle ahead until it dies. So if you spawn both vehicles on a flat long track side by side, you can verify their behavior in comparison by using the free camera or putting yourself on an overwatch hill nearby.

Range of weapons is defined by multiple things as well. Easies one is the muzzle velocity: The higher, the further the object will travel, but this is achieved by increasing the initial speed of the projectile, making it fly faster. Not always desired. The other possibility is to directly set the gravity modifier on the projectile, defining how strong the projectile is affected by gravity. If set to 0, it would ignore gravity and just travel straightforward. Set it to 10 and it will drop very quickly to the ground. Vanilla BF42 tanks have a combination of too low muzzle velocity and an increased grav mod that makes the shooting so "arcade".

EDIT: Your new post:
Speedmod has NOTHING to do with the speed of an object. It only defines the effect object-to-object-collisions have, f.e. how much damage driving your jeep against a wall does.
Else you pretty much have the most important ones, yes. Also, there's a Gearchangetime (dunno the exact code right now), don't understimate that one. It is a MAJOR factor regarding acceleration of an object.
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Psycho
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Re: Vanishing object

Post by Psycho »

Thanks a lot guys, for clearyfying things for me:). Now I have something to think about I guess:).

Another thing I have thought about, since I got som problems with battlecraft and switched over to Ed42. Are there some limits in the editors or in Bf1942 when it comes to how many objects you can put on a map? And is there in that case any difference if it is custom objects added to the map or Bf1942's own objects?
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