Little questions about modding.

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

Re: Little questions about modding.

Post by freddy »

put it in object.con

example

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ObjectTemplate.create PlayerControlObject AichiVal
ObjectTemplate.TimeToLiveAfterDeath 60
for ssm modding

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objectTemplate.Active Corsair
ObjectTemplate.TimeToLiveAfterDeath 60
edit: tekk was faster :D
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Senshi
Posts: 697
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Location: Germany
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Re: Little questions about modding.

Post by Senshi »

Gotta put it in. Simply add it somewhere in the beginning of the objects.con where the PCO is defined.

If you want to refine the effect, use this:

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ObjectTemplate.timetoliveafterdeath 80
ObjectTemplate.TimeToStartFadeAfterDeath 75
This makes the wreck stay for 75 seconds, then starts to fade out for the last 5 seconds (slowly gets invisible). I prefer that to the sudden "plop-vanish" you'd get else.
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Little questions about modding.

Post by freddy »

anyone tried this on soldier bodies?

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ObjectTemplate.TimeToStartFadeAfterDeath 75
Lev_Nougol
Posts: 7
Joined: Sat Jan 16, 2010 12:04 am

Re: Little questions about modding.

Post by Lev_Nougol »

Hey guys.
Been a while, I see a change of hands has occured.
Good times.

Anyway, on to business.
I forgot how to lock vehicles so the opposing team can't hijack.
I know, nooby issue, but that's what this topic is about. :p


~Lev
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fo0k
Posts: 1433
Joined: Fri Oct 16, 2009 4:21 pm
Location: UK

Re: Little questions about modding.

Post by fo0k »

Lev_Nougol wrote:...lock vehicles so the opposing team can't hijack.
Hey man,

Welcome. This should cover it.. ;)

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ObjectTemplate.teamOnVehicle 1
Lev_Nougol
Posts: 7
Joined: Sat Jan 16, 2010 12:04 am

Re: Little questions about modding.

Post by Lev_Nougol »

fo0k wrote:
Lev_Nougol wrote:...lock vehicles so the opposing team can't hijack.
This should cover it..

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ObjectTemplate.teamOnVehicle 1

Thanks. :D


~Lev
Lev_Nougol
Posts: 7
Joined: Sat Jan 16, 2010 12:04 am

Re: Little questions about modding.

Post by Lev_Nougol »

Actually, there's one more thing...
I'd seen somewhere about coding to make the walk (shift key) into a sprint.
I didn't think much about it, but I played EoD today and hit shift to see what happened.
I gotta say, I'm a fan.
Is that SSM, and how do I do it for DC? :p


~Lev
Poow
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Re: Little questions about modding.

Post by Poow »

Normal ammo boxes don't reload the mortar for DC
How can I add a reload point for the "mortarprojectile2" under a static mortar?
You’re entering a world of pain!
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Little questions about modding.

Post by freddy »

im not faniliar with DC but

cant you just use a supply depot and add a ObjectTemplate.AmmoType # that matches the mortar? if the mortar doesnt have a AmmoType it should be possible to assign one to it

(edit spelling)
Last edited by freddy on Wed Jan 20, 2010 5:36 am, edited 1 time in total.
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