Re: Battlefield Heroes mod for BF1942...
Posted: Mon Apr 01, 2013 3:57 pm
Sorry haven't said much about the mod. But I have been working on it. There's quite a few new things I've added to it thus far. I've fixed the proximity fuse on the AA gun finally. (turns out the tracerScaler command will brake the proximity fuse of any projectile it's used on) and I've also made some improvements to the crosshair hud. And two new maps "Fortress Frenzy" and "Inland Invasion" I've finished porting awhile back. I've also made changes to a couple of the winter maps and added snow on the roofs of all buildings in all the winter maps.
I've added two new vehicles. But I can't actually say what they are until EAsy goes public with them. So I will wait till they do, before I make a video showing all the things I got in the mod thus far.
I had even expiremented with having engines that are destructible (just needed to make sure they are on a mesh that is hittable by a projectile) and they too can effectively be destroyed. Like for example, attaching one or more of the hover engines of a helicopter to a destructible child object and it gets destroyed while flying, the helo then flys out of control of sorts until the player either crashes and dies or bails out. (since in reality there are many instances where aircraft will malfunction and fly out of control in many instances when they become damaged. They simply don't "explode" the instant they become unflyable. )
It seemed to work great, but during singleplayer testing I tested it when it had bots in it, and noticed it would kill the occupants of the vehicle despite the host vehicle not actually being destroyed. Thus the reason I had to drop my idea for this in my mod.
I've added two new vehicles. But I can't actually say what they are until EAsy goes public with them. So I will wait till they do, before I make a video showing all the things I got in the mod thus far.
That wouldn't work very well. The reason I would have liked to use it as I had originally coded it was that the tire's destruction would actually impact the driving physics of the car and would thus add some realism. However making them separate PCOs would prevent that from occuring and then they would be purely decorative and have no impact on the driving physics even when destroyed. So no go on that method.Vilespring wrote:I looked around a bit and saw you couldn't add the destructible tire on the back of the willy without problems. I woke up the next day with the dumbest idea.
Make the tire a PCO. I thought that it would just need no entrance points, and spawned with a spawner with the "ObjectTemplate.NrOfObjectToSpawn 1" and the "ObjectTemplate.holdObject 1." Very dumb, yes, but it should work, since the Ratte in secret weapons uses that idea for the gun ports.
I had even expiremented with having engines that are destructible (just needed to make sure they are on a mesh that is hittable by a projectile) and they too can effectively be destroyed. Like for example, attaching one or more of the hover engines of a helicopter to a destructible child object and it gets destroyed while flying, the helo then flys out of control of sorts until the player either crashes and dies or bails out. (since in reality there are many instances where aircraft will malfunction and fly out of control in many instances when they become damaged. They simply don't "explode" the instant they become unflyable. )
It seemed to work great, but during singleplayer testing I tested it when it had bots in it, and noticed it would kill the occupants of the vehicle despite the host vehicle not actually being destroyed. Thus the reason I had to drop my idea for this in my mod.