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  • Burning and smoking wrecks

    HI!

    Editing vehicle's TWEAK file I already know:

    wreck stay on ground for a while if I change time:
    ObjectTemplate.armor.timeToStayAsWreck <time>

    wreck burning and smoking if I change x to -1:
    ObjectTemplate.armor.addArmorEffect <x> e_sAmb_wreckfire

    vehicles start burning before getting destroyed if I change x to -1:
    ObjectTemplate.armor.addArmorEffect <x> e_dstate_static_fire

    Does anybody knows how other commands means and how to activate them?

    ObjectTemplate.armor.addArmorEffect <x> e_vexp_tank
    ObjectTemplate.armor.addArmorEffect <x> e_vexp_tank_2nd
    ObjectTemplate.armor.addArmorEffectSpectacular <x> e_vexp_m1a2
    ObjectTemplate.armor.addArmorEffectSpectacular <x> e_vexp_tank_spec


  • #2
    Re: Burning and smoking wrecks

    I cope with wreck thing for a while. Did not working well for
    me. Wrecks stays on ground only about 25-30 seconds no
    matter how much is the ObjectTemplate.armor.timeToStayAsWreck value!
    Is this working well for anybody?

    Comment


    • #3
      Re: Burning and smoking wrecks

      Even if you have the time to stay as wreck up, you may also want to adjust the wreck's hitpoints:
      ObjectTemplate.armor.wreckHitPoints 1000

      I can make wrecks that stay after being destroyed for the entire round.

      ObjectTemplate.armor.addArmorEffect <x> e_vexp_tank
      x = precentage of hitpoints to activate the effect

      Comment


      • #4
        Re: Burning and smoking wrecks

        Originally posted by rexman
        Even if you have the time to stay as wreck up, you may also want to adjust the wreck's hitpoints:
        ObjectTemplate.armor.wreckHitPoints 1000

        I can make wrecks that stay after being destroyed for the entire round.

        ObjectTemplate.armor.addArmorEffect <x> e_vexp_tank
        x = precentage of hitpoints to activate the effect
        Not working for me! Maybe I messed up something

        ObjectTemplate.armor.explosionForce 15
        ObjectTemplate.armor.explosionForceMod 8
        ObjectTemplate.armor.explosionForceMax 5000
        ObjectTemplate.armor.explosionDamage 300
        ObjectTemplate.armor.explosionRadius 7
        ObjectTemplate.armor.explosionMaterial 99
        ObjectTemplate.armor.wreckExplosionForce 50
        ObjectTemplate.armor.wreckExplosionDamage 30
        ObjectTemplate.armor.wreckExplosionRadius 5
        ObjectTemplate.armor.wreckExplosionMaterial 70
        ObjectTemplate.armor.wreckHitPoints 1000
        ObjectTemplate.armor.timeToStayAsWreck 600
        ObjectTemplate.armor.criticalDamage 101
        ObjectTemplate.armor.hideChildrenOnSpectacularDeat h 1
        ObjectTemplate.armor.addArmorEffect 50 e_dstate_land_lightsmoke -0.8/1/-2.5 0/0/0
        ObjectTemplate.armor.addArmorEffect 25 e_dstate_land_Mediumsmoke -0.8/1/-2.5 0/0/0
        ObjectTemplate.armor.addArmorEffect 10 e_dstate_land_heavysmoke -0.8/1.1/-2.5 0/0/0
        ObjectTemplate.armor.addArmorEffect 0 e_vexp_tank 0/0/0 0/0/0
        ObjectTemplate.armor.addArmorEffectSpectacular 0 e_vexp_m1a2 0/0/0 0/0/0
        ObjectTemplate.armor.addArmorEffectSpectacular 0 e_vexp_tank_spec 0/0/0 0/0/0
        ObjectTemplate.armor.addArmorEffect 50 e_dstate_land_sparks -1.559/-0.197/-2.535 0/0/0
        ObjectTemplate.armor.addArmorEffect 0 e_dstate_static_fire 0.554/1/-0.295 0/0/0
        ObjectTemplate.armor.addArmorEffect -1 e_sAmb_wreckfire 0.8/1/-0.298 0/0/0
        ObjectTemplate.armor.addArmorEffect -100 e_vexp_tank_2nd 0/0/0 0/0/0


        If i change
        ObjectTemplate.armor.addArmorEffect 0 e_vexp_tank 0/0/0 0/0/0
        to
        ObjectTemplate.armor.addArmorEffect 65 e_vexp_tank 0/0/0 0/0/0
        the wreck will explode the same (early) time

        Can you copy your TWEAK file here please?

        Comment


        • #5
          Re: Burning and smoking wrecks

          I was answering two different questions in your first post. The part about .addArmorEffect has nothing to do with the length of time a wreck stays alive.

          timeToStayAsWreck is the correct command
          ObjectTemplate.armor.timeToStayAsWreck <number of seconds it takes to take away all wreck armor just sitting there>

          If this isn't working for you, it is likely your test procedure isn't working right or there are other files that are preventing your changes from appearing. If you create a mod with the bf2 editor, you have to go in and adjust the *.con files in the root directory. The server and clientarchives.con files have to mount your mod's files before the games. Otherwise your files won't be used.

          Another thing people often miss is that bf2 requires your files to be packed into .zip's to be used in game (unless you don't mount any archives of a folder).

          Comment


          • #6
            Re: Burning and smoking wrecks

            Maybe my problem is connection with version 1.0? Next week I will patch the game and see what happens. Until I can keep wreck alive if I rise ObjectTemplate.armor.wreckHitPoints 10000!

            Comment

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