Vanishing object

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Psycho
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Re: Vanishing object

Post by Psycho »

Senshi wrote:The third parameter is ignored for CRD_NONE and CRD_UNIFORM. In CRD_EXPONENTIAL and CRD_NOMRAL it does describe the symetry and thus can negate the value (-40 instead of 40 or vice versa) if set to 1. But all that is described in detail on the MDT.

Glad that the flak thing worked for you :), Pyscho.
Me to:). but its a bit dissapointing not to hearing the pooffing sound from the grenades due to the increased distance:) but I guess I can live with that.
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Senshi
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Re: Vanishing object

Post by Senshi »

Just increase the sound range as well...but now it starts to get tricky ;) . Sound code always is tricky...
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Psycho
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Re: Vanishing object

Post by Psycho »

I think I skip that;).

Have another idea though. I have made acustom object from a defgun called Big Bertha, to use as a "superweapon" on the axis side. And I also put one of those on the allied side. But mor I think about it the more wrong it feels. So I'm thinking about using a part of the katuscha vehicle and mounting it on a static object as you do with AA and defguns. But I'm not sure how to proceed.

I guess I just remove those meshes and code for the lorry and keep the rocket ramp? Then another thing, how do I make the rocket ramp staying on a building or ground without destroying it or moved by splashdamage and so on?
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freddy
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Re: Vanishing object

Post by freddy »

Psycho wrote: I guess I just remove those meshes and code for the lorry and keep the rocket ramp? Then another thing, how do I make the rocket ramp staying on a building or ground without destroying it or moved by splashdamage and so on?
the rocketramp is one of those thing you actually can spawn in witch server you want (like in public ssm mod) as it got separate networkinfo in it from start.

if its a vehicle you just addtemplate it where you want it, if you just want it spawnd somewhere just use a spawner and put it in your map.

however in its original shape it has no hp settings (it normally dies with the vehicle its added to) and it has no visible seat and i think entering point so if i where you (csm modding) i had added some hp, a seat and those normal stuff before i used it in my map.

edit: as it is you cant destroy it, you cant shot the operator (splash from bombs and exppacks can kill the soldier but must be a perfect hit) also its a RotationalBundle so im not totally sure its possible to give it hp directly.

Code: Select all

rem *** Katyusha_Ramp ***
ObjectTemplate.create RotationalBundle Katyusha_Ramp
ObjectTemplate.setNetworkableInfo KatGunInfo
ObjectTemplate.setAttachToListener 1
ObjectTemplate.loadSoundScript Sounds/KatyushaRamp.ssc
ObjectTemplate.geometry Katyusha_Ramp_M1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasMobilePhysics 1
rem -------------------------------------
rem ObjectTemplate.addTemplate KatyushaRampSeat
ObjectTemplate.addTemplate Katyusha_Camera_PcoId1
ObjectTemplate.addTemplate KatyushaFireArmsBundle
ObjectTemplate.setPosition 0/1/0
rem -------------------------------------
ObjectTemplate.setMinRotation 0/-45/0
ObjectTemplate.setMaxSpeed 0/15/0
ObjectTemplate.setAcceleration 0/1000/0
ObjectTemplate.setInputToPitch c_PIMouseLookY
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Psycho
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Re: Vanishing object

Post by Psycho »

ok i got it Freddy.

So what do you think about just take a defgun, strip it of its gun barrel. An add the katyusha rocket ramp on top of the defguns rotating body.
In that way the seat isnt needed. But I guess it will be a nightmare to adjust all meshes positions and so on?
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Swaffy
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Re: Vanishing object

Post by Swaffy »

The defgun turret would have a hole in the front where the barrel used to be.
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freddy
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Post by freddy »

Psycho wrote:ok i got it Freddy.

So what do you think about just take a defgun, strip it of its gun barrel. An add the katyusha rocket ramp on top of the defguns rotating body.
In that way the seat isnt needed. But I guess it will be a nightmare to adjust all meshes positions and so on?
should work ok, id just start with position 0/0/0 and adjust from there.
Swaffy wrote:The defgun turret would have a hole in the front where the barrel used to be.
hehe one can think that but i´m not sure they made a hole in the texture ;)
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Psycho
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Re: Vanishing object

Post by Psycho »

I have realized that making compound custom objects are far above my head:). So I settle for my allready in place modded defguns;).

Instead I'm trying to get this damn Me262 to work. Before that I modified the B17 and added gun positions (borrowed some code from the net).
So I got some confidence for a while hehe. I have now made several attempts with the ME262, and it seem that I'm missing something. The map won't even start, and no the the debugging procedure will not work on my windows 7 computer with SLi.

I have loaded up the Me262 http://uppit.com/4lmjryeb6ed7/Me262_files_mod_01.zip for anyone to check out what I have missed.
I really need just that plane to balance things out on the map.

At first i tried with the Me262 from FH. But that one had so much special stuff in the con files so i got another Me262 from a minimod, that replaced the spit, mustang and the bf109. Then I replaced sound and fixed paths an so on. The object is simple enough, but somewhere in the cons something is wrong. I even removed objects from my map in case I had reached som limitations for the map. But that made no difference.

I just need another pair of eyes to check if I missed something simple and stupid;).
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Senshi
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Re: Vanishing object

Post by Senshi »

Debug works fine on Win7. Make sure to run in windowed mode (it never works in fullscreen) by setting "setFullscreen" in your Battlefield 1942\mods\bf1942\settings\VideoDefault.con to "0" and run the bf1942_r.exe with compatibility mode XP SP2, full admin rights. It also is never a bad idea to grant the same rights to the "Blackscreen.exe" (found in the main folder of BF42) and the regular bf1942.exe as well. It generally increases stability on Win7 systems.
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Psycho
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Re: Vanishing object

Post by Psycho »

Senshi wrote:Debug works fine on Win7. Make sure to run in windowed mode (it never works in fullscreen) by setting "setFullscreen" in your Battlefield 1942\mods\bf1942\settings\VideoDefault.con to "0" and run the bf1942_r.exe with compatibility mode XP SP2, full admin rights. It also is never a bad idea to grant the same rights to the "Blackscreen.exe" (found in the main folder of BF42) and the regular bf1942.exe as well. It generally increases stability on Win7 systems.
hehe yes I knew everything except that about "Blackscreen.exe".
To make a long story short, My hardware setup isn't what nvidia calls a standard pc. Therefor I have to use a old driver to be able to run BF1942, or Bf2. simply said, matrox Th2go analog, nvidia gtx 285 in sli and windows 7 really don't work well with eachother. For example, when I test run my map BF can crasch up to three times before I can get it running. I have learned now that if it crasches directly or four times in a row, it is something wrong with the map:).
I want to live in a created universe. Virtual reality, here I come.
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