Damage System

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N!tro
Posts: 10
Joined: Thu Jan 14, 2010 5:55 pm

Re: Damage System

Post by N!tro »

I had a look at projectile codes and it appears the Minigun_Projectile is coded like a HandFireArm projectile and that was the bugger ;)
Compare:
rem *** UH1_GunProjectile ***
ObjectTemplate.create Projectile UH1_GunProjectile
ObjectTemplate.createNotInGrid 1<<This one i'm not sure it has something to do with the problem but who knows?
ObjectTemplate.loadSoundScript Sounds/Projectile.ssc
ObjectTemplate.hasPointPhysics 1<<Must be this one missing then
ObjectTemplate.timeToLive CRD_NONE/1.5/0/0
ObjectTemplate.gravityModifier 0
ObjectTemplate.damageType 0
ObjectTemplate.material 213
ObjectTemplate.material2 -1
ObjectTemplate.stopAtEndEffect 1
ObjectTemplate.hasCollisionEffect 1

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
I added this to your code and it worked
ObjectTemplate.active Minigun_Projectile
ObjectTemplate.createNotInGrid 1
ObjectTemplate.hasPointPhysics 1

ObjectTemplate.damageType 1
ObjectTemplate.material 518
ObjectTemplate.material2 518
ObjectTemplate.radius 30
ObjectTemplate.ForceOnExplosion 60
ObjectTemplate.YModOnExplosion 2
=ArA=DeathFromAbove
Posts: 48
Joined: Sun Oct 18, 2009 11:38 pm

Re: Damage System

Post by =ArA=DeathFromAbove »

I tried your code and the minigun reverted to its initial strength.
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Damage System

Post by freddy »

this is very strange, the code you first posted looked ok to me. only thing im not sure about is if you can add a meterial2 to a bullet.

suggestions if you want to pan out whats wrong, try use a material thats already defined in game.rfa, something with lot of damage like c4

suggestion2 try change the minigun projectile alltogether to something like a tankshell or what ever that does a lot of damage

this just for testing offcourse
User avatar
N!tro
Posts: 10
Joined: Thu Jan 14, 2010 5:55 pm

Re: Damage System

Post by N!tro »

Mistery...
Tried it with the PCO deployed from Mortar code and it didn't work indeed, btw no matter what projectile you assign to Minigun it still use stock Minigun_projectile :shock:
Modded Minigun_projectile works on other weapons tho...

As you said tracers worked fine so i believe that's all can do then and it works perfect!
After all only the result counts
ObjectTemplate.active USMortar
ObjectTemplate.projectileTemplate AC-47MiniGun_PCO3
ObjectTemplate.projectilePosition 0/-2/0.3 <<< Looks better player's feet on ground!
ObjectTemplate.spawnOverGroundOnly 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
ObjectTemplate.canConvertToAmmo 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.HasResponsePhysics 1
ObjectTemplate.setEntryRadius 0.5
ObjectTemplate.seatFlags c_SeatIsOutside
ObjectTemplate.seatFlags c_SeatShowfullBodySoldier

ObjectTemplate.active Minigun
ObjectTemplate.setTracerTemplate Minigun_Projectile CRD_NONE/1/0/0 <<< 1 Tracer/shot or keep 0.5 (2 Tracers/shot)

ObjectTemplate.active Minigun_Projectile
ObjectTemplate.damageType 1
ObjectTemplate.material 518
ObjectTemplate.material2 518
ObjectTemplate.radius X
ObjectTemplate.ForceOnExplosion X
ObjectTemplate.YModOnExplosion X
@Freddy: Damagetype 1 + material2 works fine on any projectile
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