View Full Version : more mod help
09-27-2007, 07:46 PM
Hey, I need some more help with my modding if you guys dont mine, I have a missile ready, but I want it to drop out, free fall for a few seconds, then jet off at its target, can I do that? and if so how?
Thanks for all the help so far,
09-28-2007, 02:25 AM
In the missle there's a start up time, same stuff is in the PR vehicles. im @ school right now so i dont know the code :P maybe someone else can help you.
had some bf2 files on my extern hd, try editing ObjectTemplate.startDelay .
09-28-2007, 08:40 AM
Also, could you keep all your questions in one thread please?
09-28-2007, 01:47 PM
K, ill keep my mod help posts in this thread, and thanks apache ill try that now :-D
09-29-2007, 01:58 PM
well, that doesn't work right, it still accelerates when it drops no matter what, that just changes the time for the trail to start so I guess I wont be doing that, and I have another question, how can I change the vehicle that drops when you select it from the commander thing?
09-29-2007, 02:11 PM
Vehicle drop is done in the map, go to the map, server.zip and open init.con
sometimes (sf maps) it's done in the gamemode, server.zip/gamemodes/gpm_cq/64/
09-29-2007, 03:22 PM
awwww, thats gunna be annoying in the long run lol, thanks though.
09-29-2007, 03:43 PM
not rly, takes 10 seconds per map.
09-29-2007, 04:14 PM
well, ya but when I distribute ill have to include the maps x.x (1 gig download oh noes), anywho, I tried to make it drop the artillery thing from NAW 5.0 and it just crashes when I click the vehicle drop button, I ran it in windowed mode and no message just straight crash, any ideas on whats wrong? Thanks.
09-29-2007, 04:22 PM
1. You probably imported the vehicle wrong or forgot a file.
2. If your using normal bf2 maps you can take the info folder with the init.con and the server.zip, it will load the client/pics from the bf2 mod folder.
3. If you want to release your minimod i don't think it's a good idea to use N@W stuff :/ or did they allowed you to use it?? :0
09-29-2007, 04:47 PM
well, im not really planning to release it, and if I do ill have to ask ALOT of people If I can use there stuff x.x lol, and how can I tell what im missing? the 1st 2 times I loaded it without changing the maps init.con file it gave me errors saying I was missing things, and I put them in and it was all good, but now....I got nothin
well...I decided to scrap that idea for now..., so I tried to edit the map a little(dalian plant) and add the arty vehicle on the carrier, but nay I cant figure out how to add a vehicle spawn point, anyone got a video or something that can show me? or can explain it to me here? Thanks.
09-30-2007, 05:39 AM
'-___- go look around at bfeditor.org
09-30-2007, 10:13 AM
lol, I just used google and found it out....go figure
10-07-2007, 04:27 PM
Well, I got another problem I just cant figure out, how can I make it so the artillery launches a missile, straight up, and sets something so the missile knows where to go when its tracking kicks in (...trackingDelay 20 or something like that)
10-09-2007, 09:12 AM
Im not sure if you should take 300 down to like 10 or get it up to something like 1000 :p
(not sure but can also be the speed of the artillary point up XP
(ohyeah... stuff is done in objects_server.zip/weapons/stationary/USART_LW155/USART_LW155.tweak )
10-09-2007, 01:42 PM
Er....thats not what I meant lol all I need to know is how to make the artillery just fire out a pre-made missile. I made it so the missile will track any ground vehicle from really far away, so I want the artillery to just shoot missiles straight up and when the missiles tracking kicks in they will go to the target themselves, so....just how do I make the arty fire straight up no matter where the end target is, and work right...ya....lets go with that. Sorry for the misunderstanding. Thanks again.
10-13-2007, 09:24 PM
I think my thread died....*CPR!*
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