e-dalgo Modding: Various Questions -1 reply

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Soldier6644

I Am Sofa King We Todd Ed.

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26th January 2003

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#1 14 years ago

Hey there. I've been working on a small project called e-dalgo Realism (yeah, I'm the creator of e-dalgo Mod, in case you're wondering :p). So far, I have coded-in more realistic rates of fire, muzzle velocities, damaging, et cetera, and have even started modifying and replacing sounds. But I'm not here to talk about my mod; I'm here to ask some questions. My first question is... what is ObjectTemplate.velocity measured in? Meaning, is it in meters/second (which is what I'm coding it in as currently), feet/second, other? (I ask this because I know ObjectTemplate.roundOfFire is measured in rounds/second, so I'm just supposing DICE coded the velocity in based on something.) My second question is... how can I add something to a kit that can replenish ammo? For example, what I'm trying accomplish is that one of the Engineer kits can drop an ammobox (like the kind you can find scattered across the maps) then pick it up when whoever getting the ammo is finished, or have a medkit-type-thing that doesn't heal, but replenishes ammo... (you know what I mean, hopefully). I've been trying to figure out how to accomplish either, but I'm stumped. Thanks in advance for any help that any of you may give. :deal:




Destrucktion_XL

I like make go boom.

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19th April 2004

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#2 14 years ago

EDIT: supstitute medic box with ammo box. for the handheld medpack, you could draw some ammo icon instead of the red cross.

Hey there, hows it going? I don't think I can help you with your velocity question, but as far as making the medpack thing I may be able to help. I remember seeing that in a 42 mod, you had a medic that could throw a small medpack up to 10 feet to one of his buddies. I guess it would just expire after x amount of time. I know for a fact that you can create various objects with embedded features, for example in the latest BFD mod, I have made a bunker that an NVA engineer can create. It even has a built in MG position. All you would need to do really is take the handheld medipack model from the Car kit, and make it so you can throw it like a grenade. Then you just have to set the amount of time the object exists, and give it the code for the healing radius from the stationary medic boxes. should work. Ill make it into a minimod if I get some freetime.




Soldier6644

I Am Sofa King We Todd Ed.

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26th January 2003

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#3 14 years ago
Destrucktion_XLEDIT: supstitute medic box with ammo box. for the handheld medpack, you could draw some ammo icon instead of the red cross. Hey there, hows it going? I don't think I can help you with your velocity question, but as far as making the medpack thing I may be able to help. I remember seeing that in a 42 mod, you had a medic that could throw a small medpack up to 10 feet to one of his buddies. I guess it would just expire after x amount of time. I know for a fact that you can create various objects with embedded features, for example in the latest BFD mod, I have made a bunker that an NVA engineer can create. It even has a built in MG position. All you would need to do really is take the handheld medipack model from the Car kit, and make it so you can throw it like a grenade. Then you just have to set the amount of time the object exists, and give it the code for the healing radius from the stationary medic boxes. should work. Ill make it into a minimod if I get some freetime.

Hey there, Destrucktion_XL. Thanks for responding. Anyway, thanks for the info... I'll try that out someday if my other plan (which I will present) doesn't work. I was wondering... is there a way to make a new HandWeapon called "AmmoPack" that is modeled exactly like the MedPack, except that when the fire button is held, it makes the same effect to the person its being used on like he's been standing next to an ammobox? Would I just find that code for the ammobox (that replenishes ammo) and replace the healing code with that? Or something else? Thanks in advance for any replies.




Destrucktion_XL

I like make go boom.

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19th April 2004

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#4 14 years ago

Yeah, thats exactly what I would do. Look at the code in the medikit for the car kit and find the value for healing radius or whatever. Thats all. If you look at a vehicle like the tango, which has a built in ammo replenisher, you should be able to use the code for the ammo replenish in whatever handweapon your using. Im 100% sure this would work if you wanted to have a 'deployable' ammo box, the replenish ammo code may not work if its just a handheld weapon. I would use the code for deployable objects like the mortar for the deployable functionality like I did for the sandbags in my mod. Then just swap out the model, and remove the animation references in the complex version (since its just a static deployable box with no animations). Better yet, you could just gank the deployable sandbag in my mod bfd .5 (its already got the deployable functionality from the mortar code, but its stripped of the stuff that makes the mortar animate and fire projectiles) then replace the sandbags lod models with your ammobox model. All you have to do to finish is put in the ammo replenish code from the tango or the stationary ammo boxs. Vioala, deployable ammo box...