Need help with custom objects in map
Re: Need help with custom objects in map
I have learned how to:
Set up physics.
Get all sounds working.
Have all weapons working (used the bazookaprojectile as the Typhoon's rockets).
The thing now is, that the damn plane takes damage when entering a hangar. But it survives unharm when krasching into the ground.
And if the plane so much as touch another vehicle, that vehicle will be destroyed.
The files if someone want to look, or use them: http://uppit.com/fqqgx58y6ysu/typhoon_files_08.zip
Set up physics.
Get all sounds working.
Have all weapons working (used the bazookaprojectile as the Typhoon's rockets).
The thing now is, that the damn plane takes damage when entering a hangar. But it survives unharm when krasching into the ground.
And if the plane so much as touch another vehicle, that vehicle will be destroyed.
The files if someone want to look, or use them: http://uppit.com/fqqgx58y6ysu/typhoon_files_08.zip
I want to live in a created universe. Virtual reality, here I come.
They may be using a bit of their own material numbers in FH.
check out this thread http://bfmods.com/viewtopic.php?f=6&t=887&hilit=meshes
check out this thread http://bfmods.com/viewtopic.php?f=6&t=887&hilit=meshes
Re:
that was what I was affraid of:). Thanks for the information. over ten years since I sat with 3dsmax.... I have to sleep on it I think hehe.freddy wrote:They may be using a bit of their own material numbers in FH.
check out this thread http://bfmods.com/viewtopic.php?f=6&t=887&hilit=meshes
I want to live in a created universe. Virtual reality, here I come.
Re: Need help with custom objects in map
Now I'm almost finished with my map. Got all vehicles, and tweaks working as supposed.
And now I just have this little sound scripting problem. I am adding alarms and sirens to activate with alternate fire for those operators that not have other functions on altfire.
So I started up with using the stuff from a willys horn. I added a "whoop whoop" siren for sea vessels (the one the destroyers in "The Guns of Navarone" use in the end of the movie). It isnt exactly the same sound, but close enogh for me, very har to find a proper wav sampling for that sound.
Anyway, to make the sampling only play once, I have to click very fast on alternate fire. If I press to slowly the sample plays several times and creates this weird echoing sound.
Here is the ssc:
And here is the con:
How do I set it up so that you only can fire once, and then for example only can activate it after 10 seconds?
BTW, here are the samplings if anybody wants them: http://uppit.com/oox8d3e9qj9b/whoopwhoo ... ren_01.zip
And now I just have this little sound scripting problem. I am adding alarms and sirens to activate with alternate fire for those operators that not have other functions on altfire.
So I started up with using the stuff from a willys horn. I added a "whoop whoop" siren for sea vessels (the one the destroyers in "The Guns of Navarone" use in the end of the movie). It isnt exactly the same sound, but close enogh for me, very har to find a proper wav sampling for that sound.
Anyway, to make the sampling only play once, I have to click very fast on alternate fire. If I press to slowly the sample plays several times and creates this weird echoing sound.
Here is the ssc:
Code: Select all
newPatch
load @ROOT/Sound/@RTD/whoopwhoop.wav
minDistance 180
dopplerOff
priority 1
*** Distance Volume ***
beginEffect
controlDestination Volume
controlSource Distance
envelope Ramp
param 30
param 1000
param 1
param -1
endEffect
Code: Select all
rem *** whoopwhoopsiren ***
ObjectTemplate.create FireArms whoopwhoopsiren
ObjectTemplate.setNetworkableInfo PlaneFireArmInfo
ObjectTemplate.loadSoundScript Sounds/whoopwhoopsiren.ssc
rem ObjectTemplate.projectileTemplate MG42_Projectile
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.magSize -1
ObjectTemplate.numOfMag 1
ObjectTemplate.magType 0
ObjectTemplate.fireOnce 1
ObjectTemplate.reloadtime 1
ObjectTemplate.roundOfFire 1
ObjectTemplate.AmmoType 6
ObjectTemplate.velocity 0
ObjectTemplate.setInputFire c_PIAltFire
BTW, here are the samplings if anybody wants them: http://uppit.com/oox8d3e9qj9b/whoopwhoo ... ren_01.zip
I want to live in a created universe. Virtual reality, here I come.
Re: Need help with custom objects in map
Solved the sound issue.
Since "ObjectTemplate.fireOnce 1" apparently only works on primary fire, I couldn't use the willys horn code as it was.
I hade to add a "fake" projectile also.
Adjusted the reloadtime so the sampling can't start before the first sample have played to end.
Another question: If I'm understanding right, the sonar is hard coded in the game? And the destroyer can detect a sub, but the sub's sonar can only detect the destroyers active sonar? I have tried to create a new sonar object just for test, but it won't work.
And if I understand it correctly you can alter the sonar to become a radar?
Since "ObjectTemplate.fireOnce 1" apparently only works on primary fire, I couldn't use the willys horn code as it was.
I hade to add a "fake" projectile also.
Code: Select all
rem *** whoopwhoopjsiren ***
ObjectTemplate.create FireArms whoopwhoopjsiren
ObjectTemplate.setNetworkableInfo PlaneFireArmInfo
ObjectTemplate.loadSoundScript Sounds/whoopwhoopjsiren.ssc
ObjectTemplate.projectileTemplate whoopwhoopjProjectile
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.magSize 1
ObjectTemplate.numOfMag 999
ObjectTemplate.magType 0
rem ObjectTemplate.fireOnce 1
ObjectTemplate.autoReload 1
ObjectTemplate.reloadtime 3.5
ObjectTemplate.roundOfFire 1
ObjectTemplate.AmmoType 6
ObjectTemplate.velocity 0
ObjectTemplate.setInputFire c_PIAltFire
rem *** whoopwhoopjProjectile ***
ObjectTemplate.create Projectile whoopwhoopjProjectile
ObjectTemplate.createNotInGrid 1
ObjectTemplate.hasMobilePhysics
ObjectTemplate.hasCollisionPhysics
ObjectTemplate.hasResponsePhysics
ObjectTemplate.timeToLive CRD_NONE/0/0/0
ObjectTemplate.gravityModifier 0
ObjectTemplate.material 213
ObjectTemplate.material2 -1
ObjectTemplate.stopAtEndEffect 1
ObjectTemplate.hasCollisionEffect 1
Another question: If I'm understanding right, the sonar is hard coded in the game? And the destroyer can detect a sub, but the sub's sonar can only detect the destroyers active sonar? I have tried to create a new sonar object just for test, but it won't work.
And if I understand it correctly you can alter the sonar to become a radar?
I want to live in a created universe. Virtual reality, here I come.
Re: Need help with custom objects in map
For full-fledged working radar, check Battle of Britain (radar towers) or check Desert Combat, where about every plane has radar.
Re: Need help with custom objects in map
Strange, I just can't get it to work. Checked Battle of Britain and Desert Combat. And I'm quite sure I'm doing it right.
Am I missing something?
Code: Select all
rem *** GatoComplex ***
ObjectTemplate.create Bundle GatoComplex
ObjectTemplate.setNetworkableInfo GatoBodyInfo
ObjectTemplate.geometry Gato_Hull_m1
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasResponsePhysics 1
rem -------------------------------------
ObjectTemplate.addTemplate SubmarineSonar2
ObjectTemplate.sonarPos 1
ObjectTemplate.addTemplate GatoEngine
ObjectTemplate.setPosition 0/0/-30
ObjectTemplate.addTemplate GatoRudder
ObjectTemplate.setPosition 0/-3/-30
ObjectTemplate.setRotation 0/0/-90
ObjectTemplate.addTemplate GatoHullWing
ObjectTemplate.setPosition 0/-3/30
ObjectTemplate.setRotation 0/0/-90
ObjectTemplate.addTemplate GatoDriverSoldierSpawn
ObjectTemplate.setPosition 0/2.75/8.8
ObjectTemplate.addTemplate GatoEntry
ObjectTemplate.setPosition 5/1.9/18.5
ObjectTemplate.addTemplate GatoEntry
ObjectTemplate.setPosition 5/1.9/10.5
ObjectTemplate.addTemplate GatoEntry
ObjectTemplate.setPosition -5/1.9/18.5
ObjectTemplate.addTemplate GatoEntry
ObjectTemplate.setPosition -5/1.9/10.5
beginrem
ObjectTemplate.addTemplate GatoDaiHatsuSpawner
ObjectTemplate.setPosition 10.54/2.55/5.44
endrem
Code: Select all
rem *** GatoEntry ***
ObjectTemplate.create EntryPoint GatoEntry
ObjectTemplate.setEntryRadius 8
rem *** SubmarineSonar2 ***
ObjectTemplate.create SonarObject SubmarineSonar2
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.detectionRadius 800.0
rem ObjectTemplate.scanForEnemySonars c_True
ObjectTemplate.loadSoundScript ../../../../../objects/vehicles/sea/common/Sounds/sonarsub.ssc
rem *** divealarm ***
ObjectTemplate.create FireArms divealarm
ObjectTemplate.setNetworkableInfo PlaneFireArmInfo
ObjectTemplate.loadSoundScript Sounds/divealarm.ssc
ObjectTemplate.projectileTemplate whoopwhoopjProjectile
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.magSize 1
ObjectTemplate.numOfMag 999
ObjectTemplate.magType 0
rem ObjectTemplate.fireOnce 1
ObjectTemplate.autoReload 1
ObjectTemplate.reloadtime 2
ObjectTemplate.roundOfFire 1
ObjectTemplate.AmmoType 6
ObjectTemplate.velocity 0
ObjectTemplate.setInputFire c_PIAltFire
rem *** GatoDaiHatsuSpawner ***
ObjectTemplate.create ObjectSpawner GatoDaiHatsuSpawner
ObjectTemplate.geometry spawnbutton_m1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.setObjectTemplate 1 DaiHatsu
ObjectTemplate.setObjectTemplate 2 DaiHatsu
ObjectTemplate.minSpawnDelay 20
ObjectTemplate.maxSpawnDelay 20
ObjectTemplate.TimeToLive 30
ObjectTemplate.Distance 20
ObjectTemplate.useButtonRadius 2
ObjectTemplate.spawnOffset -5.5/-2/0
ObjectTemplate.damageWhenLost 10
I want to live in a created universe. Virtual reality, here I come.
perhaps this line shouldn´t be remmed?
http://bfmods.com/mdt/scripting/ObjectT ... onars.html
Code: Select all
rem ObjectTemplate.scanForEnemySonars c_True
Re:
Tried both variants. That is the flag to detect other sonars. Without it the sonar should work as on the destroyer.freddy wrote:perhaps this line shouldn´t be remmed?http://bfmods.com/mdt/scripting/ObjectT ... onars.htmlCode: Select all
rem ObjectTemplate.scanForEnemySonars c_True
I want to live in a created universe. Virtual reality, here I come.