Battle of Britain Factory / Radars DC_F

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POTAmatt
Posts: 89
Joined: Mon Dec 07, 2009 9:09 pm
Location: New Yawk

Re: Battle of Britain Factory / Radars DC_F

Post by POTAmatt »

Okay, you're all set. The factory appears to be material 56, and the radar bunkers are 52. So, all you need to do is:

MaterialManager.attGroup 717
MaterialManager.defGroup 52
MaterialManager.damageMod 10
MaterialManager.setEffectTemplate e_ExplArmor

MaterialManager.attGroup 718
MaterialManager.defGroup 52
MaterialManager.damageMod 10
MaterialManager.setEffectTemplate e_ExplArmor

MaterialManager.attGroup 717
MaterialManager.defGroup 56
MaterialManager.damageMod 10
MaterialManager.setEffectTemplate e_ExplArmor

MaterialManager.attGroup 718
MaterialManager.defGroup 56
MaterialManager.damageMod 10
MaterialManager.setEffectTemplate e_ExplArmor

Take it for a whirl and let me know how it works out. Matt
tekk
Posts: 171
Joined: Fri Dec 11, 2009 6:12 pm

Re: Battle of Britain Factory / Radars DC_F

Post by tekk »

Well it was a good attempt but it did nothing sadly, I appreciate your help on this. Seems the solution may lay elsewhere or different combinations of code, But seriously thou you would think this would be easy right....right? lol *Smashes face against astray
Nodbrother- "getting whiped every single game by some over-active 9 year old kid with too much spare time and a reaction time that is a third of yours."
POTAmatt
Posts: 89
Joined: Mon Dec 07, 2009 9:09 pm
Location: New Yawk

Re: Battle of Britain Factory / Radars DC_F

Post by POTAmatt »

Yeah, you're right. I just threw an AH64 into DCF BOB Objectivemode. I Added those materials plus a few more i found in both col 1 & 2 meshes (92, 118, 100, 102, 85) against the hydra and hellfire (712, 713, 717, 718). No change. I also messed with objective armor (76) and got no results. As you said, this should have worked and should have been easy. Now where's that ashtray? LOL. I need a smoke.
tekk
Posts: 171
Joined: Fri Dec 11, 2009 6:12 pm

Re: Battle of Britain Factory / Radars DC_F

Post by tekk »

Ya i have been in and out..up and down six ways to sunday with the factory/radar codes but I just cant get it figured out, Hopefully someone has attempted this before , If i cant get this to work then I might just have to switch the hellfire/ATs projectiles to something less damaging. :(
Nodbrother- "getting whiped every single game by some over-active 9 year old kid with too much spare time and a reaction time that is a third of yours."
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Battle of Britain Factory / Radars DC_F

Post by freddy »

where are you changing this?

Code: Select all

MaterialManager.attGroup 717
MaterialManager.defGroup 52
MaterialManager.damageMod 10
MaterialManager.setEffectTemplate e_ExplArmor
if its directly in a map patch i can say i have never got that working, it have to be in objects.rfa

if you want it done map based better set up a new material to the projectiles and then you can define the new material damage in the map patch
tekk
Posts: 171
Joined: Fri Dec 11, 2009 6:12 pm

Re: Battle of Britain Factory / Radars DC_F

Post by tekk »

I had attached the code to the OST.con file and repacked it, I dont want to modify the object.con directly cause i only want the change to take effect on this map and not others so I will try a new mat number.Thanks for the tip
Nodbrother- "getting whiped every single game by some over-active 9 year old kid with too much spare time and a reaction time that is a third of yours."
POTAmatt
Posts: 89
Joined: Mon Dec 07, 2009 9:09 pm
Location: New Yawk

Re: Battle of Britain Factory / Radars DC_F

Post by POTAmatt »

if you want it done map based better set up a new material to the projectiles and then you can define the new material damage in the map patch
Sweet! Thanks for the confirm, Freddy. I'd only done that CSM and assumed it would work SSM. Doh. Nice to see there's a solution.
tekk
Posts: 171
Joined: Fri Dec 11, 2009 6:12 pm

Re: Battle of Britain Factory / Radars DC_F

Post by tekk »

Have not got a chance to do the new mat numbers yet and test it but have you had a chance yet POTAmatt ?
Nodbrother- "getting whiped every single game by some over-active 9 year old kid with too much spare time and a reaction time that is a third of yours."
tekk
Posts: 171
Joined: Fri Dec 11, 2009 6:12 pm

Re: Battle of Britain Factory / Radars DC_F

Post by tekk »

Sorry im just not understanding the last suggestion, Am I making a new material for the radar/factory or for the projectiles that damage them?
Nodbrother- "getting whiped every single game by some over-active 9 year old kid with too much spare time and a reaction time that is a third of yours."
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Battle of Britain Factory / Radars DC_F

Post by freddy »

you can make a new material for the projectiles

example

Code: Select all

ObjectTemplate.Active BazookaProjectile 
ObjectTemplate.material 999
ObjectTemplate.material2 999

Code: Select all

MaterialManager.attGroup 999
MaterialManager.defGroup 40
MaterialManager.damageMod 0

MaterialManager.attGroup 999
MaterialManager.defGroup 41
MaterialManager.damageMod 0

MaterialManager.attGroup 999
MaterialManager.defGroup 42
MaterialManager.damageMod 0

rem * *************************************************
rem *		scout cars target
rem * *************************************************

MaterialManager.attGroup 999
MaterialManager.defGroup 43
MaterialManager.damageMod 0.2

MaterialManager.attGroup 999
MaterialManager.defGroup 44
MaterialManager.damageMod 0.2
and so on, you can use the same material for both directdamage and splash if you want to save some time, just make sure the numbers you use (999) isnt already in use

edit: one more thing lol

Code: Select all

MaterialManager.material 999
MaterialManager.materialAttGroup 999
MaterialManager.materialDefGroup 999
MaterialManager.materialDamage 4
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