Sticky sticky poo pop

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takiwa
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Joined: Mon Dec 30, 2013 4:29 pm
Location: The Great State of Georgia

Sticky sticky poo pop

Post by takiwa »

So, after all these years...has anyone come up with ANY ideas on how to make projectiles stick to collision meshes? I really want to implement magnetic mines to Warfront, but I can't see a way to do it, so I thought I'd check here and see if we could brainstorm the idea.

There has to be a way, we've figured out so much other stuff the game never intended...
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Diamondback
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Re: Sticky sticky poo pop

Post by Diamondback »

This might help: http://bfmods.com/viewtopic.php?f=23&t= ... cky#p12691

Apache describes two ways to make it work. One would be to use the isSticky command, providing that you remove the network info of the projectile (for expacks, for example).

The other involves creating a new material that can interact with your projectile so that the projectile sticks to the mesh. This is rather easy to do in the Game.rfa, in the materialmanagerdefine.con file I think. Just create a new material that has a high friction value so that the projectiles stick to the mesh.
See my Strasbourg map project here.
takiwa
Posts: 134
Joined: Mon Dec 30, 2013 4:29 pm
Location: The Great State of Georgia

Re: Sticky sticky poo pop

Post by takiwa »

haha, I KNEW I had seen that somewhere before, thanks for linking :)
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Swaffy
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Location: Cibolo, Texas

Re: Sticky sticky poo pop

Post by Swaffy »

Code: Select all

ObjectTemplate.create Projectile StickyPackProjectile
rem ObjectTemplate.networkableInfo ProjectileInfo
ObjectTemplate.geometry DemoSticky
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.setHasMobilePhysics 1
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.setHasResponsePhysics 1
ObjectTemplate.setHasPointPhysics 0
ObjectTemplate.hasCollisionEffect 0
ObjectTemplate.invisibleAtEndEffect 1
ObjectTemplate.useMMOnEndEffect 1
ObjectTemplate.detonateOnWaterCollision 1
ObjectTemplate.hasArmor 1
ObjectTemplate.hitPoints 9999
ObjectTemplate.maxHitPoints 9999
ObjectTemplate.explosionDamage 0
ObjectTemplate.timeToLive CRD_NONE/10/0/0
ObjectTemplate.dieAfterColl 0
ObjectTemplate.radius 10
ObjectTemplate.damageType 1
ObjectTemplate.material 70
ObjectTemplate.material2 306
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.endEffectTemplate e_ExplGranade
ObjectTemplate.noFFSound 1
... then this at the bottom
ObjectTemplate.gravityModifier 0.5
ObjectTemplate.isSticky 1

- - -

You may wanna try to give it less mass (since it's transfered to parent vehicle and moves it) and make use of GravityModifier
ObjectTemplate.mass [small number]
ObjectTemplate.gravityModifier [change rate of drop]
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Diamondback
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Re: Sticky sticky poo pop

Post by Diamondback »

Swaffy wrote:

Code: Select all

ObjectTemplate.create Projectile StickyPackProjectile
rem ObjectTemplate.networkableInfo ProjectileInfo
ObjectTemplate.geometry DemoSticky
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.setHasMobilePhysics 1
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.setHasResponsePhysics 1
ObjectTemplate.setHasPointPhysics 0
ObjectTemplate.hasCollisionEffect 0
ObjectTemplate.invisibleAtEndEffect 1
ObjectTemplate.useMMOnEndEffect 1
ObjectTemplate.detonateOnWaterCollision 1
ObjectTemplate.hasArmor 1
ObjectTemplate.hitPoints 9999
ObjectTemplate.maxHitPoints 9999
ObjectTemplate.explosionDamage 0
ObjectTemplate.timeToLive CRD_NONE/10/0/0
ObjectTemplate.dieAfterColl 0
ObjectTemplate.radius 10
ObjectTemplate.damageType 1
ObjectTemplate.material 70
ObjectTemplate.material2 306
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.endEffectTemplate e_ExplGranade
ObjectTemplate.noFFSound 1
... then this at the bottom
ObjectTemplate.gravityModifier 0.5
ObjectTemplate.isSticky 1

- - -

You may wanna try to give it less mass (since it's transfered to parent vehicle and moves it) and make use of GravityModifier
ObjectTemplate.mass [small number]
ObjectTemplate.gravityModifier [change rate of drop]
This method uses the timed projectile explosion procedure right? Meaning you cannot detonate the projectile voluntarily.
See my Strasbourg map project here.
freddy
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Joined: Sun Oct 18, 2009 4:58 pm

Re: Sticky sticky poo pop

Post by freddy »

Im guessing its timed, since there is no network.info conection you cant detonate it after you put it out.
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Swaffy
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Location: Cibolo, Texas

Re: Sticky sticky poo pop

Post by Swaffy »

freddy wrote:Im guessing its timed, since there is no network.info conection you cant detonate it after you put it out.
Right, if I recall the detonator stops working once you take out the networking. And using the networking on the timed bomb (with sticky) causes a crash.
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takiwa
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Joined: Mon Dec 30, 2013 4:29 pm
Location: The Great State of Georgia

Re: Sticky sticky poo pop

Post by takiwa »

Most magnetic mines of WWII were timed, tho, so this doesn't pose a problem...
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