Server Side Modding

The Official Modding Resource for Battlefield 1942 and Battlefield Vietnam
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Getting Started
Getting Started
Prepping Your Files
  Testing Methods
Auto-Start Map
True Testing Enviroment
General How-To's
Stop Base Camping
Removing Out Of Bounds
Stop Base Camping 2
Disabling Parachutes
Add Repair Points
Add Spawn Points
Paradrops
Main Base Swapping
Modifying the Point System
Conquest Ticket System
Making CTF Versions of Maps
Vehicle How-To's
Replace/Add Vehicles
Lock Vehicles
Partially Disabling Vehicles
Totally Disabling Vehicles
Making a Carbomb
Adding Nitrous
Making Amphibious
Performance Tweaking
Adding Healing Supply
Adding/Changing/Removing Carrier Vehicles
Weapon How-To's
Spawn Weapon Kits
Change the Weapon Kits of Soldiers
Modifying Weapon Attributes
Disabling Weapons
Modifying the Damage System
Disabling Overheating
 
 
 
Fix Wall Hacks
How to Fix Wall/Floor Hacks
Basrah's Edge
Lost Village
Stalingrad
Al Khafji Docks
El Alamein
Other Fixes
Leaning F16 Fix
Glass Humvee
Oil Fields Exploding A-10
Operation Bragg Fixes
 
 
References
Object List
Weapon Kits List
Global Object Spawners
Global Soldier Spawns
Projectile Material Numbers
 

How to Add Nitrous (right click)

This will inject some nitrus into the feeble engine of your favorite vehicle when you right click as the driver.

All of the code below just needs to be added at the end of your ObjectSpawnTemplates.con of the map you'd like this affect on.

Find your favorite vehicle, and get it's complex bundle name (i.e., for the DPV, it's DPVComplex... if your unsure, check the OBJECTS.rfa, it's normally the 3rd object bundle defined under the vehicle of interest).

Next, active the complex bundle and the rocket engine and add the following lines to both (for example)

ObjectTemplate.Active DPVComplex
ObjectTemplate.addTemplate KatyushaRocket_Engine
ObjectTemplate.setPosition 0/0/0
ObjectTemplate.setRotation 0/0/0

ObjectTemplate.Active KatyushaRocket_Engine
ObjectTemplate.setAutomaticReset 1
ObjectTemplate.setInputToRoll c_PIAltFire
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setMaxSpeed 0/0/100000
ObjectTemplate.setAcceleration 0/0/100000
ObjectTemplate.setTorque 50.0
ObjectTemplate.setDifferential 30.0

actually, any engine would probably do that doesn't have setNetworkableInfo set on it. If it does, you can change it to the BRDM2 water engine (shown below). Making the above changes to the KatyushaRocket_Engine will also break it (the KatyushaRocket will probably now explode as soon as it's fired).

ObjectTemplate.setAutomaticReset 1 - Makes it so the engine only activates while your holding down the mouse button
ObjectTemplate.setInputToRoll - set the second mouse button to do the activating.
ObjectTemplate.setEngineType c_ETPlane - sets the engine type to a Plane engine.
ObjectTemplate.setMaxSpeed 0/0/10000 - sets the maxspeed of the engine itself, this WILL NOT affect the maximum speed of the vehicle (see Torque and Differential for that)
ObjectTemplate.setAcceleration 0/0/100000 - Sets the accelleration of the vehicle
ObjectTemplate.setTorque 50.0 - How much power the engine has.. adjust this to increase/decrease speed ObjectTemplate.setDifferential 30.0 - This number is multiplied by the Torque when the vehicle is on a level path. increase/decrease this to adjust speed.

In DC you have a veriety of rockets to play with to find what you need, depending on what you're willing to sacrafice:

SA3RocketEngine
MLRSRocket_Engine
BM21_Rocket_Engine
Tomahawk_Engine
Tomahawk_Engine2
Silkworm_Engine
Silkworm_Engine2

The tomahawk and silkworm have a second engine that provides a 'coasting' thrust after the main engine shuts down. They'd probably give a more moderate boost to a vehicle and might not completely ruin the original weapon.

If you want to sacrafice a plan engine, you need to change it's networkableinfo to the BRDM2 water engine. For example, to use the zero's engine (from cherry BF) for your DPV nitrous, u'd use the following code:

ObjectTemplate.Active ZeroEngine
ObjectTemplate.setNetworkableInfo BRDM2WaterEngineInfo 
ObjectTemplate.setAutomaticReset 1
ObjectTemplate.setInputToRoll c_PIAltFire
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setMinRotation -0.3/0/-3000
ObjectTemplate.setMaxRotation 0.3/0/5000
ObjectTemplate.setMaxSpeed 1000/0/500
ObjectTemplate.setAcceleration 500/0/1000
ObjectTemplate.setTorque 15
ObjectTemplate.setDifferential 5
ObjectTemplate.setGearUp 0.7
ObjectTemplate.setGearDown 0.3

ObjectTemplate.Active DPVComplex
ObjectTemplate.addTemplate ZeroEngine
ObjectTemplate.setPosition 0/0/0
ObjectTemplate.setRotation 0/0/0

I do not know if this will work in DC-F yet... if they didn't fixe the BRDM2 water engine, then it should work.

Fast vehicles usually take alot of damage when jumping hills. This can be remedied by setting the speedMod to a low number (or to 0). Just ObjectTemplate.Active the vehicle in question, and set it accordingly.

For example, to set the speedMod to 0 on the lada, use the following code at the end of your ObjectSpawnTemplates.con:

ObjectTemplate.active Lada
ObjectTemplate.speedMod 0 
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