Improving the killing power of the ac-47 minigun

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Scooby
Posts: 24
Joined: Fri Nov 23, 2012 5:15 pm

Improving the killing power of the ac-47 minigun

Post by Scooby »

Hi, I wonder if anyone can please help? - I have been trying to improve the killing power of the ac-47 minigun. I have used the following code in the OST file of the map I am on. This is on BFV 1.21;

ObjectTemplate.active USMortar
ObjectTemplate.setSoldierExitLocation 0/0/0 0/0/0
ObjectTemplate.projectileTemplate AC-47MiniGun_PCO3
ObjectTemplate.projectilePosition 0/-2/0
ObjectTemplate.spawnOverGroundOnly 0
ObjectTemplate.deployOnGround 0

ObjectTemplate.active NVAMortar
ObjectTemplate.setSoldierExitLocation 0/0/0 0/0/0
ObjectTemplate.projectileTemplate AC-47MiniGun_PCO3
ObjectTemplate.projectilePosition 0/-2/0
ObjectTemplate.spawnOverGroundOnly 0
ObjectTemplate.deployOnGround 0

objecttemplate.active AC-47MiniGun_PCO3
ObjectTemplate.geometry stationary_m60_post_m1
ObjectTemplate.setSoldierExitLocation 0/0.5/0 0/0/0
ObjectTemplate.TimeToLive 5
ObjectTemplate.VehicleCategory VCSea
rem ^^^needed to spawn vehicle successfully
ObjectTemplate.canConvertToAmmo 100
ObjectTemplate.hasCollisionPhysics 2
ObjectTemplate.HasResponsePhysics 10
ObjectTemplate.explosionRadius 100
ObjectTemplate.explosionDamage 100
ObjectTemplate.explosionForceMod 1
ObjectTemplate.setEntryRadius 1
ObjectTemplate.AmmoType 16
ObjectTemplate.damageType 2
ObjectTemplate.material 224
ObjectTemplate.material2 224
ObjectTemplate.ForceOnExplosion 5
ObjectTemplate.radius 5
ObjectTemplate.YModOnExplosion 2.0
ObjectTemplate.seatFlags c_SeatIsOutside
ObjectTemplate.seatFlags c_SeatShowfullBodySoldier

It doesn't seem to matter what I change, the effect of the bullets is the same. It takes a lot of bullets to bring down a huey and I would like to improve it if possible.

Hope someone can help - this is a SSM mod by the way :D

Thanks

Scooby
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Vilespring
Posts: 740
Joined: Sat Nov 24, 2012 5:47 am
Location: Somewere in the United States

Re: Improving the killing power of the ac-47 minigun

Post by Vilespring »

I bet changing the material to something else that you see, like use the material 1 of the ZSU AA tank. :P That will make it have the impact damage, but no splash. That would woop some... everything! :lol:
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freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Improving the killing power of the ac-47 minigun

Post by freddy »

you can do a quick and dirty and just add some FireArmsPositions

Code: Select all

objecttemplate.active AC-47MiniGun_PCO3
ObjectTemplate.addFireArmsPosition 0/0/0 
ObjectTemplate.addFireArmsPosition 0/0/0 
save some ammo

Code: Select all

ObjectTemplate.setBlastAmmoCount 1
Scooby
Posts: 24
Joined: Fri Nov 23, 2012 5:15 pm

Re: Improving the killing power of the ac-47 minigun

Post by Scooby »

Thanks for the replies, unfortunately changing the material type doesn't seem to change the lethality of the mini-gun, I changed it to the ZSU and the Huey types but no change, I have 'dumbed down' the code to the original but I want to make the minigun more lethal, any more ideas I can try???? :)

I want to do this in the OST as I don't want to write a patch if possible.

Here's the code now, it works fine but as I say its not 'bad' enough :)

ObjectTemplate.active USMortar
ObjectTemplate.setSoldierExitLocation 0/0/0 0/0/0
ObjectTemplate.projectileTemplate AC-47MiniGun_PCO3
ObjectTemplate.projectilePosition 0/-2/0
ObjectTemplate.spawnOverGroundOnly 0
ObjectTemplate.deployOnGround 0

ObjectTemplate.active NVAMortar
ObjectTemplate.setSoldierExitLocation 0/0/0 0/0/0
ObjectTemplate.projectileTemplate AC-47MiniGun_PCO3
ObjectTemplate.projectilePosition 0/-2/0
ObjectTemplate.spawnOverGroundOnly 0
ObjectTemplate.deployOnGround 0

objecttemplate.active AC-47MiniGun_PCO3
ObjectTemplate.geometry stationary_m60_post_m1
ObjectTemplate.setSoldierExitLocation 0/0.5/0 0/0/0
ObjectTemplate.TimeToLive 10
ObjectTemplate.VehicleCategory VCSea
rem ^^^needed to spawn vehicle successfully
ObjectTemplate.canConvertToAmmo 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.HasResponsePhysics 1
ObjectTemplate.explosionRadius 2
ObjectTemplate.explosionDamage 2
ObjectTemplate.explosionForceMod 2
ObjectTemplate.setEntryRadius 0.5
ObjectTemplate.seatFlags c_SeatIsOutside
ObjectTemplate.seatFlags c_SeatShowfullBodySoldier

Thanks again for your help :)

Scooby
Scooby
Posts: 24
Joined: Fri Nov 23, 2012 5:15 pm

Re: Improving the killing power of the ac-47 minigun

Post by Scooby »

Can anyone help?????

Please, please, please :)

Thanks

Scooby
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Improving the killing power of the ac-47 minigun

Post by freddy »

can you post all the code of the AC-47MiniGun_PCO3?
Scooby
Posts: 24
Joined: Fri Nov 23, 2012 5:15 pm

Re: Improving the killing power of the ac-47 minigun

Post by Scooby »

Hi freddy, the code below is from the weapons.con in the objects.rfa file for the AC-47;

ObjectTemplate.create FireArms AC-47Bombs
ObjectTemplate.NetworkableInfo PlaneFireArmInfo
ObjectTemplate.aiTemplate CorsairBomb
ObjectTemplate.projectileTemplate CorsairBombProjectile
ObjectTemplate.projectilePosition 0/-2/0
ObjectTemplate.magSize 5
ObjectTemplate.numOfMag 5
ObjectTemplate.roundOfFire 3
ObjectTemplate.AsynchronyFire 1
ObjectTemplate.velocity 0
ObjectTemplate.autoReload 1
ObjectTemplate.reloadtime 5
ObjectTemplate.addFireArmsPosition -1.474/-0.58/0.3 0/0/0
ObjectTemplate.addFireArmsPosition 1.474/-0.58/0.3 0/0/0
ObjectTemplate.AmmoType 9

ObjectTemplate.create FireArms Minigun
ObjectTemplate.networkableInfo PlaneFireArmInfo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.geometry w_minigun_vert_m1
ObjectTemplate.aiTemplate Browning
ObjectTemplate.projectileTemplate Minigun_Projectile
ObjectTemplate.setTracerTemplate Tracer_Projectile CRD_NONE/0.5/0/0
ObjectTemplate.projectilePosition 0/0/1
ObjectTemplate.magSize 500
ObjectTemplate.numOfMag 1
ObjectTemplate.magType 0
ObjectTemplate.reloadtime 0.1
ObjectTemplate.roundOfFire 10
ObjectTemplate.autoReload 1
ObjectTemplate.AmmoType 16
rem -------------------------------------
ObjectTemplate.addTemplate minigun_barrel
ObjectTemplate.setPosition -0.024/0.005/-0.148
ObjectTemplate.setRotation 0/0/0

rem *** Deviation Begin *****
ObjectTemplate.velocity 1000
ObjectTemplate.setFireDev 0.7 0.3 0.048
ObjectTemplate.setMinDev 0.5
rem *** Deviation End *****

ObjectTemplate.fireInCameraDof 1
objectTemplate.heatAddWhenFire 0.025
objectTemplate.coolDownPerSec 0.4
objectTemplate.timeDelayOnOverHeat 2

ObjectTemplate.addSkeletonIK Bip01_R_Hand 0.12/0.08/-0.28 -30/80/90
ObjectTemplate.addSkeletonIK Bip01_L_Hand -0.12/0.08/-0.28 30/-100/-90

ObjectTemplate.addTemplate e_MuzzHueyGun
ObjectTemplate.setPosition 0/0.1/0.8
ObjectTemplate.setRotation 0/0/0

ObjectTemplate.addTemplate e_Shell1250mm
ObjectTemplate.setPosition 0/0.12/0.16
ObjectTemplate.setRotation 0/0/0

ObjectTemplate.loadSoundScript Sounds/UH1fire.ssc

rem *** Minigun_Projectile ***
ObjectTemplate.create Projectile Minigun_Projectile
ObjectTemplate.geometry bullet_m1
ObjectTemplate.timeToLive CRD_NONE/3/0/0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.gravityModifier 0.0
ObjectTemplate.hasCollisionEffect 1
ObjectTemplate.hasOnTimeEffect 0
ObjectTemplate.invisibleAtEndEffect 1
ObjectTemplate.dieAfterColl 1
ObjectTemplate.stopAtEndEffect 1
ObjectTemplate.invisible 1
ObjectTemplate.material 224
ObjectTemplate.loadSoundScript ..\..\Common\Sounds/Projectile.ssc


ObjectTemplate.create RotationalBundle minigun_barrel
ObjectTemplate.networkableInfo AC-47_body_info
ObjectTemplate.geometry w_minigun_barrel_m1
rem -------------------------------------
ObjectTemplate.MinRotation 0/0/0
ObjectTemplate.MaxRotation 0/0/0
ObjectTemplate.MaxSpeed 0/0/1000
ObjectTemplate.Acceleration 0/0/5000
ObjectTemplate.InputToRoll c_PIFire

I had hoped to be able to change the lethalness in the OST file so that players won't need a patch, I can't seem to change anything about the minigun, any changes I make in the OST don't affect it?????

Thanks for responding, its really getting me down :(

Scooby
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Improving the killing power of the ac-47 minigun

Post by freddy »

im not sure but i guess it should work in OST.con, if it dont try put the code in other files like ObjectSpawns.con. the main thing is that it gets read at some point.

iwe looked at the code you posted and got this code examples i think should work

for double damage, if you need more just add more FireArmsPositions

Code: Select all

ObjectTemplate.active Minigun
ObjectTemplate.addFireArmsPosition 0/0/1
ObjectTemplate.addFireArmsPosition 0.01/0/1
ObjectTemplate.setBlastAmmoCount 1
changing projectile example, bombs are propably overkill but just as an example

Code: Select all

ObjectTemplate.active Minigun
ObjectTemplate.projectileTemplate CorsairBombProjectile
and a last example is to change the material of the Minigun_Projectile

Code: Select all

ObjectTemplate.active Minigun_Projectile 
ObjectTemplate.material 226  <----- this is the bazooka projectile material in bf42 but look in the game files to find one you can use 
you can try either of this code but if you combine them it gonna end up a super weapon :)
Scooby
Posts: 24
Joined: Fri Nov 23, 2012 5:15 pm

Re: Improving the killing power of the ac-47 minigun

Post by Scooby »

freddy wrote:im not sure but i guess it should work in OST.con, if it dont try put the code in other files like ObjectSpawns.con. the main thing is that it gets read at some point.

iwe looked at the code you posted and got this code examples i think should work

for double damage, if you need more just add more FireArmsPositions

Code: Select all

ObjectTemplate.active Minigun
ObjectTemplate.addFireArmsPosition 0/0/1
ObjectTemplate.addFireArmsPosition 0.01/0/1
ObjectTemplate.setBlastAmmoCount 1
changing projectile example, bombs are propably overkill but just as an example

Code: Select all

ObjectTemplate.active Minigun
ObjectTemplate.projectileTemplate CorsairBombProjectile
and a last example is to change the material of the Minigun_Projectile

Code: Select all

ObjectTemplate.active Minigun_Projectile 
ObjectTemplate.material 226  <----- this is the bazooka projectile material in bf42 but look in the game files to find one you can use 
you can try either of this code but if you combine them it gonna end up a super weapon :)
Hi freddy, many thanks for the reply, I have tried all 3 things in the OST but non seem to work :( Is there a specific position in the code in the OST that this code needs to go? I'm just about to give up but I don't want this to beat me :) :)

Thanks again freddy

Scooby
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Improving the killing power of the ac-47 minigun

Post by freddy »

if nothing else work, you can try change the gun directly in objects.rfa or where ever it is stored.

Code: Select all

ObjectTemplate.create FireArms Minigun
ObjectTemplate.networkableInfo PlaneFireArmInfo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.geometry w_minigun_vert_m1
ObjectTemplate.aiTemplate Browning
ObjectTemplate.projectileTemplate Minigun_Projectile
ObjectTemplate.setTracerTemplate Tracer_Projectile CRD_NONE/0.5/0/0
ObjectTemplate.projectilePosition 0/0/1
rem --
rem --- added code
ObjectTemplate.addFireArmsPosition 0/0/1
ObjectTemplate.addFireArmsPosition 0.01/0/1
ObjectTemplate.setBlastAmmoCount 1
rem -- end code
ObjectTemplate.magSize 500
ObjectTemplate.numOfMag 1
ObjectTemplate.magType 0
ObjectTemplate.reloadtime 0.1
ObjectTemplate.roundOfFire 10
ObjectTemplate.autoReload 1
ObjectTemplate.AmmoType 16
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