random vehicle weapons

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freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

random vehicle weapons

Post by freddy »

Or more like sequential but anyway. Cant remember if this was posted earlier or not so here is a possible rerun.

example csm code

Code: Select all

ObjectTemplate.create Bundle WillyComplex
ObjectTemplate.addTemplate WillyWeapon
ObjectTemplate.setPosition 0.5/0.3/0
ObjectTemplate.setRandomGeometries 3
map based

Code: Select all

ObjectTemplate.Active WillyComplex
ObjectTemplate.addTemplate WillyWeapon
ObjectTemplate.setPosition 0.5/0.3/0
ObjectTemplate.setRandomGeometries 3
example weapons

Code: Select all

ObjectTemplate.create FireArms WillyWeapon1
ObjectTemplate.setNetworkableInfo TankFireArmInfo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.geometry RiBro_Body_m1
ObjectTemplate.aiTemplate Browning 
ObjectTemplate.projectileTemplate Browning_Projectile
ObjectTemplate.setTracerTemplate Tracer_Projectile CRD_NONE/2/0/0
ObjectTemplate.projectilePosition 0/0/1
ObjectTemplate.magSize 500
ObjectTemplate.numOfMag 1
ObjectTemplate.magType 0
ObjectTemplate.reloadtime 0.1
ObjectTemplate.recoilSpeed 50.0
ObjectTemplate.roundOfFire 10
ObjectTemplate.autoReload 1
ObjectTemplate.addDevFire 0
ObjectTemplate.setFireCameraShakeAnimationState FireMachineGunShake

ObjectTemplate.create FireArms WillyWeapon2
ObjectTemplate.setNetworkableInfo TankFireArmInfo
ObjectTemplate.loadSoundScript Sounds/M10Cannon.ssc
ObjectTemplate.geometry M10_Cannon1_M1
ObjectTemplate.aiTemplate M10MainGun
rem -------------------------------------
ObjectTemplate.addTemplate e_MuzzPanz
ObjectTemplate.setPosition 0/0/1
ObjectTemplate.setRotation -179.999/0/0
rem -------------------------------------
ObjectTemplate.projectileTemplate M10Projectile
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.magSize 30
ObjectTemplate.numOfMag 1
ObjectTemplate.velocity 100
ObjectTemplate.autoReload 1
ObjectTemplate.reloadtime 0.25
ObjectTemplate.roundOfFire 0.25
ObjectTemplate.fireingForce 90
ObjectTemplate.recoilSpeed 10
ObjectTemplate.recoilSize 14

ObjectTemplate.create FireArms WillyWeapon3
ObjectTemplate.setNetworkableInfo TankFireArmInfo
ObjectTemplate.geometry Defgun_barrel_end_m1
ObjectTemplate.loadSoundScript Sounds/defgunfire.ssc
ObjectTemplate.aiTemplate DefGunGunAI
rem -------------------------------------
ObjectTemplate.addTemplate e_MuzzDefGun
ObjectTemplate.setPosition 0/0/9.2
rem ObjectTemplate.setPosition 0/0/0.5
ObjectTemplate.setRotation -179.999/0/0
rem -------------------------------------
ObjectTemplate.projectileTemplate Defgun_Projectile
ObjectTemplate.projectilePosition 0/0/9.7
ObjectTemplate.magSize 499
ObjectTemplate.numOfMag 999
ObjectTemplate.velocity 125
ObjectTemplate.reloadtime 5
ObjectTemplate.roundOfFire 0.2
ObjectTemplate.recoilSpeed 10.0
ObjectTemplate.recoilSize 50

User avatar
fo0k
Posts: 1433
Joined: Fri Oct 16, 2009 4:21 pm
Location: UK

Re: random vehicle weapons

Post by fo0k »

random rims? :lol:
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: random vehicle weapons

Post by freddy »

you would like that huh? :mrgreen:

hmm i think that could actually work, just point to different textures for the wheel


wait, you already done that have you?
User avatar
fo0k
Posts: 1433
Joined: Fri Oct 16, 2009 4:21 pm
Location: UK

Re: random vehicle weapons

Post by fo0k »

heheh no, just sounded fun. probably a lot easier to just have a random wheel mesh in all honesty.. just never thought of it
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Vilespring
Posts: 740
Joined: Sat Nov 24, 2012 5:47 am
Location: Somewere in the United States

Re: random vehicle weapons

Post by Vilespring »

That can be used to have vehicles with cosmetic difference, like battle damage, things like "Tiger Killer", or maybe some tally marks. :lol:
A picture is worth a thousand words, but takes up three thousand times the memory.

Area 51: http://battlefieldarea51mod.weebly.com/

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"I didn't steal your pizza"
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Swaffy
Posts: 1715
Joined: Sun Aug 29, 2010 9:25 pm
Location: Cibolo, Texas

Re: random vehicle weapons

Post by Swaffy »

Actually, that would be great for a mod such as IS-82. You can have vehicles with meshes that change. Like a red car, or blue with a racing stripe, or maybe black with flames.
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
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Vilespring
Posts: 740
Joined: Sat Nov 24, 2012 5:47 am
Location: Somewere in the United States

Re: random vehicle weapons

Post by Vilespring »

or any mod to make things have a personality, other than hundreds of the same thing.
A picture is worth a thousand words, but takes up three thousand times the memory.

Area 51: http://battlefieldarea51mod.weebly.com/

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"I didn't steal your pizza"
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Swaffy
Posts: 1715
Joined: Sun Aug 29, 2010 9:25 pm
Location: Cibolo, Texas

Re: random vehicle weapons

Post by Swaffy »

Vilespring wrote:or any mod to make things have a personality, other than hundreds of the same thing.
Jeep willy with Kettenkrad tracks anyone?
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
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Vilespring
Posts: 740
Joined: Sat Nov 24, 2012 5:47 am
Location: Somewere in the United States

Re: random vehicle weapons

Post by Vilespring »

I have seen that before in a mod. I think it was TWITMTB (The Way it Was Meant To Be).
A picture is worth a thousand words, but takes up three thousand times the memory.

Area 51: http://battlefieldarea51mod.weebly.com/

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"I didn't steal your pizza"
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: random vehicle weapons

Post by freddy »

you can use it on spawners to, like if you sink a carrier it changes the planes it is spawning.
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