Vehicle Material Number
Vehicle Material Number
HI
As the topic's title says. Various posts notice that I can adjust projectile strength but I can not do that, as there would be too much to edit. So is it possible to change Collision material number of vehicle by server side? My overall goal is to make the vehicle weaker; presently it is immune to any kind of fire what makes the map unbalanced. Thanks in advance.
As the topic's title says. Various posts notice that I can adjust projectile strength but I can not do that, as there would be too much to edit. So is it possible to change Collision material number of vehicle by server side? My overall goal is to make the vehicle weaker; presently it is immune to any kind of fire what makes the map unbalanced. Thanks in advance.
Re: Vehicle Material Number
Yes its possible but not easy viewtopic.php?f=6&t=887Waldek wrote:HI
As the topic's title says. Various posts notice that I can adjust projectile strength but I can not do that, as there would be too much to edit. So is it possible to change Collision material number of vehicle by server side? My overall goal is to make the vehicle weaker; presently it is immune to any kind of fire what makes the map unbalanced. Thanks in advance.
Re: Vehicle Material Number
Thanks for guiding me. So I need to change coll Mat ID?? That's weird as I thought it's not allowed to edit any meshes via ssm
Re: Vehicle Material Number
Hm i didn´t notice the ssm prefix in the thread title, but it shold work fine to change Mat ID as long its just in the serverfiles. Perhaps try with something small and easy first like say a landmine or wait and see if theres any modder here that would like to share their wisdom.Waldek wrote:Thanks for guiding me. So I need to change coll Mat ID?? That's weird as I thought it's not allowed to edit any meshes via ssm
You could also take a look in the old forum, there are many years of modding knowledge there. http://battlefieldmodding.com/ssm/phpBB ... 8b13325139
edit: now when i come to think about it perhaps you could just use a mesh from another vehicle instead of going throw all the troubble of changing Mat ID.
Code: Select all
GeometryTemplate.active Hueyatk_fus_m1
GeometryTemplate.file ve_oh6a_main_m1
Re: Vehicle Material Number
Actually editing collision meshes is an easy task for me, since I'm familiar with 3DS Max.freddy wrote:Perhaps try with something small and easy first like say a landmine or wait and see if theres any modder here that would like to share their wisdom.
So I tweaked COL ID in 3ds max and reexported. As far as I know game ignores _xxx patches for game.rfa and standardmesh.rfa and Reuploading and restarting the server ten of times is not a solution for me since our mod's standardmesh.rfa is 360mb large, so I thought I'll create additional minimod in mods folder. However the game seems to ignore that too

minimod fodler name:
mod_tweak
files inside:
init.con
Archives/standardmesh.rfa
init.con content:
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game.SetCustomGameName FHSW
game.addmodPath Mods/mod_tweak
game.addmodPath Mods/FHSW/
game.addModPath Mods/FH/
game.addModPath Mods/Bf1942/
game.customGameFlushArchives 0
game.setCustomGameVersion 0.1
game.setCustomGameUrl "http://wbmuse.blog89.fc2.com/"
game.setCustomGameInfo "mod_t"
And what about ForceMatID command (even is there such one, or that's a tool's name only?) Would that work when added to map's object spawner? Actually the vehicle which I want to be edited, has only 1 coll mat id assigned to.
Moreover my vehicle uses an exclusive col ID, never used in any other vehicle. Maybe that's the clue? Would it allow me to edit collision definition in game.rfa then, if .sm tweak couldn't work ?
Re: Vehicle Material Number
I guess there is no good way around the problem, you could put the new mesh in a map with the _xxx method and make a call for it from your other maps where its needed, something like
But it would still need a lot of testing to get it all right.
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GeometryTemplate.create StandardMesh Ve_Cobra_Main_m1 <-- or objecttemplate.active StandardMesh (im not sure)
GeometryTemplate.file ../bf1942/levels/Chopper_Coral/CustomMeshes/Cobra/Ve_Cobra_Main_m1
This would propably be the best way to go, you could simply copy the settings from another material fast and easy using the find and replace function in for example wordpad.Waldek wrote: Moreover my vehicle uses an exclusive col ID, never used in any other vehicle. Maybe that's the clue? Would it allow me to edit collision definition in game.rfa then, if .sm tweak couldn't work ?
Re: Vehicle Material Number
Thank you freddy, I'll try my best.
I got one more question though. The spoken vehicle spawns when allied team captures a certain flag but I I want to prevent allies from entering that machine. In other words Allies must not drive it, only Axis.
So I typed ObjectTemplate.TeamOnVehicle 1 in map's ObjectsSpawnTemapltes.con, assuming that 2 value belongs to to allied team.
The result is, it gets disabled for Axis instead of Allies, same for value 2..... Why??
I got one more question though. The spoken vehicle spawns when allied team captures a certain flag but I I want to prevent allies from entering that machine. In other words Allies must not drive it, only Axis.
So I typed ObjectTemplate.TeamOnVehicle 1 in map's ObjectsSpawnTemapltes.con, assuming that 2 value belongs to to allied team.
The result is, it gets disabled for Axis instead of Allies, same for value 2..... Why??
Re: Vehicle Material Number
It is either on or off, 0=off. 1 or higher= on it works along with the spawner to set the team that can use itWaldek wrote: I got one more question though. The spoken vehicle spawns when allied team captures a certain flag but I I want to prevent allies from entering that machine. In other words Allies must not drive it, only Axis.
So I typed ObjectTemplate.TeamOnVehicle 1 in map's ObjectsSpawnTemapltes.con, assuming that 2 value belongs to to allied team.
The result is, it gets disabled for Axis instead of Allies, same for value 2..... Why??
Code: Select all
ObjectTemplate.create ObjectSpawner AAGunSpawner
ObjectTemplate.setObjectTemplate 2 willy <--- only team 2 can use
ObjectTemplate.setObjectTemplate 1 BlackMedal <----- only team 1 can use
ObjectTemplate.teamOnVehicle 1
Re: Vehicle Material Number
Ah, okay. Why mdt knowledge base says about 1, 2 arguments then? http://bfmods.com/mdt/scripting/ObjectT ... hicle.html
Is there any other method or command of disabling vehicles then?
Is there any other method or command of disabling vehicles then?