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Full Version: Yanko693's Scripted Airstrike('s)
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Yanko693
Just a quick release of my B52 Scripted Airstrike. Not the final release but it works and I hope people have fun with it. I will use this thread to release my other Airstrikes if I choose to release them, and/or get permission from owners of content.
NOTE: The B52 model included is property of Trahn_Lee_Liao of EOD on loan to me for this. DO NOT re upload it in any way shape for form. If you would like to modify the code, go ahead please just give credit to Golden Dragon for the original concept, myself for the modifications, and Satnav for the Effects.




Download

Password is:
CODE
battlefieldsingleplayer.com


QUOTE
B-52 is sole property of Trahn_Lee_Liao of EOD, on loan to USI and Yanko693 for this mini-mod. He left it broken
in the release of EOD for a reason; it is NOT configured for proper flight, and it is against his wishes to attempt
to make it so. Therefor I have gone ahead and removed all code not needed for this mini-mod to deter anyone putting
it ingame as a player controlled object, I recognize anyone with half a brain can and most likely will make it work anyway,
but this is so I don't have any noobs asking how to make it work. Do NOT PM me asking how to make the B52 work in game. I WILL NOT RESPOND.
M.Combat
Thanks a bunch! biggrin.gif
MasterChiefRulZ
w00t w00t! Thanks Yanko693! Will be watching for updates..

QUOTE
I will use this thread to release my other Airstrikes if I choose to release them, and/or get permission from owners of content.

Oh boy! fingersx.gif
mschoeldgen
If you are worried about redistributing content you could always use one of my free models for BF2. Admittedly they are not very suitable for airstrikes but at least you don't need to worry about legal issues.
There's the Seafury plane from the tutorial :
http://www.battlefieldsingleplayer.com/for...showtopic=14264
and i've released a free Space Shuttle model:
http://www.bfeditor.org/forums/index.php?showtopic=14380

Good job on bringing Golden Dragons original idea to life !
Bubbles
Nice work! The space shuttle, that would be interesting to see that doing bombing runs!
Yanko693
I might do the space shuttle just for kicks. happy.gif
My ultimate goal would be an AC-130, Obviously mod the rotation so it orbits, not straight fly over, and when you deploy a smoke nade which calls it, the smoke nade becomes an entry point to the AC-130, where you man guns similar to DCON's.
Only problem is I don't know about having an entry point completely free of the vehicle, I suppose I could add it to the vehicle at a -150 z (assuming it flys at 150 alt) and have an (X,Y) of 0,0 and an entry radius of 25m. Seems doable, but how to force the person out after say 30 seconds, I don't need AC-130's orbiting every inch the entire round.
ba12348
Would just doing a super-low entry point work? if the plane is orbiting then that would put it at an angle and the entry somewhere outside of its orbit and moving. Plus I see no problem with a bunch of ac-130's going at it, air to air combat with 105mm guns would be awesome

Perhaps for your shuttle you make a custom bomb, something that looks a lot like a satelite for instance...
mschoeldgen
Be careful with that C-130 tongue.gif
http://www.youtube.com/watch?v=4bDNCac2N1o
spartan117gw
pmcs. it pays off (preventive maintenance checks and services)
ba12348
I know its horrible that the crew died, but the way they just fell off was insane! it could not have been planned better.
M.Combat
I did a bit of recoding to my likings, fixed the smoke trailers and exhausts and to finish it off the soldiers asks for artillery upon firing.

http://www.youtube.com/watch?v=-86j_d7QfPc
MasterChiefRulZ
SWEET. bigthumb.gif
Yanko693
QUOTE (ba12348 @ Jul 4 2010, 11:50 PM) *
Perhaps for your shuttle you make a custom bomb, something that looks a lot like a satelite for instance...

I know NOTHING on modeling. lol All I do is code.
Jetthro
blink.gif I don`t want to be there where that red marker is tongue.gif
Mr. S
mind posting your version M. Combat? I was planning to do the same thing but since you already did it...yea
M.Combat
Here you go, full credits to Yanko. I just did a minor recode
http://www.multiupload.com/I0YKYYTXQ8
Side note, my SIMRAD is set to item index 7
Yanko693
Keep the re codes coming bigthumb.gif I like seeing what others make. Just don't re up the model. anything else is fine. bigthumb.gif
M.Combat
I made it drop a single vehicle (Since patch 1.5's vehicle drop is broken)
And a few carepackages to imitate MW2's emergency airdrop

Fine tuning is still needed.
ba12348
do you think there would be a way to make it drop pickup kits? A supply crate and half a dozen kits in the middle of nowhere would be handy

You could even make it kits that have the smoke markers for the original airstrike and others to act as a MW2 airdrop
MasterChiefRulZ
Awesome sauce M.!! I'm lovin' this. biggrin.gif

QUOTE
I made it drop a single vehicle (Since patch 1.5's vehicle drop is broken)
And a few carepackages to imitate MW2's emergency airdrop


It's always good to know someone cares.
ShellShocked
Awesome! crazy.gif I know what I'm doing today...

EDIT: I implemented this along with the code fix and everything works except for the SIMRAD. For some reason the reticle lights up when activated but it does not release a simrad smoke projectile as it is supposed to do. I can chuck one of the nades to call for the airstrike, but that's dangerous business with 5000 damage points raining from the sky.

The way I understand it, the SIMRAD emits a projectile called airstrike_smoke_Projectile which activates e_airstrike_simrad_attack. From there there I should hear "Artillery requested at this location" or something similar and then the scripted flyover should be activated. When I press the button, I get zero audio confirmation and no airstrike. I can switch to the thrown smoke nade and wooosh, boooom! I sure would like to use the SIMRAD if anyone can spot any errors. BTW, I am running this in AIX 2 on Aberdeen for the fun of it.

Here's my SIMRAD .tweak:

CODE
ObjectTemplate.activeSafe GenericFireArm simrad
ObjectTemplate.creator TLO-1:tlo
ObjectTemplate.modifiedByUser Yanko693
ObjectTemplate.setNetworkableInfo HandFireArmsInfo
ObjectTemplate.saveInSeparateFile 1
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\USLMG_M249SAW.tga
ObjectTemplate.weaponHud.altWeaponIcon Ingame\Weapons\Icons\Hud\USLMG_M249SAW_mini.tga
ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\SpecialKitIcons\laserpainter.tga
ObjectTemplate.weaponHud.crosshairIcon Ingame\Weapons\Icons\Hud\LaserPainter\laserPainterOff.tga
ObjectTemplate.weaponHud.altCrosshairIcon Ingame\Weapons\Icons\Hud\LaserPainter\laserPainterOn.tga
ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\simrad.tga
ObjectTemplate.weaponHud.guiIndex 0
ObjectTemplate.weaponHud.altGuiIndex 100
ObjectTemplate.weaponHud.hasFireRate 0
ObjectTemplate.weaponHud.showInfo 0
rem ---EndComp ---
rem ---BeginComp:helpHud ---
ObjectTemplate.createComponent HelpHud
ObjectTemplate.HelpHud.altHelpStringKey HUD_HELP_WEAPON_HANDHELD_SIMRAD_CONTROLS_transmitTargetCoordinates
ObjectTemplate.HelpHud.altHelpSoundKey "SIMRAD"
rem ---EndComp:helpHud ---
rem ---BeginComp:SingleFireComp ---
ObjectTemplate.createComponent SingleFireComp
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.fireInCameraDof 1
rem ---EndComp ---
rem ---BeginComp:SoldierDeviationComp ---
ObjectTemplate.createComponent SoldierDeviationComp
ObjectTemplate.deviation.setFireDev 3.5 2 0.5
ObjectTemplate.deviation.minDev 5
ObjectTemplate.deviation.setTurnDev 0 0 0 0
ObjectTemplate.deviation.setSpeedDev 3 0.2 0.2 1
ObjectTemplate.deviation.setMiscDev 2.5 2.5 0.2
ObjectTemplate.deviation.devModStand 2
ObjectTemplate.deviation.devModCrouch 1.5
ObjectTemplate.deviation.devModLie 0.8
ObjectTemplate.deviation.devModZoom 0.005
rem ---EndComp ---
rem ---BeginComp:DefaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp:DefaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
rem ---BeginComp:DefaultZoomComp ---
ObjectTemplate.createComponent DefaultZoomComp
ObjectTemplate.zoom.zoomDelay 0.15
ObjectTemplate.zoom.zoomLod 1
ObjectTemplate.zoom.addZoomFactor 0
ObjectTemplate.zoom.addZoomFactor 0.8
ObjectTemplate.zoom.addZoomFactor 0.2
ObjectTemplate.zoom.changeFovDelay 0.1
rem ---EndComp ---
rem ---BeginComp:LPTargetComp ---
ObjectTemplate.createComponent LPTargetComp
ObjectTemplate.target.maxDistance 2000
ObjectTemplate.target.targetSystem TSLaserGuided
ObjectTemplate.target.connectionEffect e_simradscope
ObjectTemplate.target.targetObjectTemplate LaserPainterTarget
rem ---EndComp ---
ObjectTemplate.geometry SIMRAD
ObjectTemplate.setCollisionMesh simrad
ObjectTemplate.mapMaterial 0 Rubber 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate S_simrad_Fire1P
ObjectTemplate.addTemplate S_simrad_Fire1P_Outdoor
ObjectTemplate.addTemplate S_simrad_Fire3P
ObjectTemplate.addTemplate S_simrad_BoltClick
ObjectTemplate.addTemplate S_simrad_TriggerClick
ObjectTemplate.addTemplate S_simrad_SwitchFireRate
ObjectTemplate.addTemplate S_simrad_Reload1P
ObjectTemplate.addTemplate S_simrad_Reload3P
ObjectTemplate.addTemplate S_simrad_Deploy1P
ObjectTemplate.addTemplate S_simrad_Deploy3P
ObjectTemplate.addTemplate S_simrad_Zoom
ObjectTemplate.addTemplate e_simradscope
ObjectTemplate.setPosition 0.00026271/0.0118544/-0.0446282
rem -------------------------------------
ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/simrad/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/simrad/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate airstrike_smoke_Projectile
ObjectTemplate.velocity 500
ObjectTemplate.itemIndex 4
ObjectTemplate.delayToUse 0.958

ObjectTemplate.create GenericProjectile airstrike_smoke_Projectile
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.createNotInGrid 1
ObjectTemplate.createdInEditor 1
rem ---BeginComp:StickyCollisionComp ---
ObjectTemplate.createComponent StickyCollisionComp
ObjectTemplate.collision.bouncing 1
ObjectTemplate.collision.maxStickAngle 270
rem ---EndComp ---
rem ---BeginComp:DefaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
rem ---EndComp ---
rem ---BeginComp:DefaultProjSoundComp ---
ObjectTemplate.createComponent DefaultProjSoundComp
rem ---EndComp ---
rem ---BeginComp:DefaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 0
rem ---EndComp ---
rem ObjectTemplate.setCollisionMesh hgr_smoke
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.collisionGroups 8
ObjectTemplate.material 81
rem -------------------------------------
ObjectTemplate.addTemplate e_airstrike_simrad_attack
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/20/0/0
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.minDamage 0
ObjectTemplate.damage 0

ObjectTemplate.activeSafe Sound S_simrad_Fire1P
ObjectTemplate.modifiedByUser LJO

ObjectTemplate.activeSafe Sound S_simrad_Fire1P_Outdoor
ObjectTemplate.modifiedByUser LJO

ObjectTemplate.activeSafe Sound S_simrad_Fire3P
ObjectTemplate.modifiedByUser LJO

ObjectTemplate.activeSafe Sound S_simrad_BoltClick
ObjectTemplate.modifiedByUser LJO

ObjectTemplate.activeSafe Sound S_simrad_TriggerClick
ObjectTemplate.modifiedByUser LJO

ObjectTemplate.activeSafe Sound S_simrad_SwitchFireRate
ObjectTemplate.modifiedByUser LJO

ObjectTemplate.activeSafe Sound S_simrad_Reload1P
ObjectTemplate.modifiedByUser LJO

ObjectTemplate.activeSafe Sound S_simrad_Reload3P
ObjectTemplate.modifiedByUser LJO

ObjectTemplate.activeSafe Sound S_simrad_Deploy1P
ObjectTemplate.modifiedByUser LJO

ObjectTemplate.activeSafe Sound S_simrad_Deploy3P
ObjectTemplate.modifiedByUser LJO

ObjectTemplate.activeSafe Sound S_simrad_Zoom
ObjectTemplate.modifiedByUser nfe


There are also two lines in the SIMRAD .tweak calling for HUD graphics I can't find in any mod...
CODE
ObjectTemplate.weaponHud.crosshairIcon Ingame\Weapons\Icons\Hud\LaserPainter\laserPainterOff.tga
ObjectTemplate.weaponHud.altCrosshairIcon Ingame\Weapons\Icons\Hud\LaserPainter\laserPainterOn.tga
ShellShocked
Did I just bump this? bangin.gif I'm telling you, it was the dog...
1215drew
Anyone got a copy of this they can upload, filefront link ISN'T dead but filefront won't let me download

Edit: filefront finally works for me! Yay
GlebCLOSE
This mod makes my game run on 0.001-0.0000000000001 FPS.Whats a problem, it shots more than 300 bombs. sad.gif
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