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Battlefield SinglePlayer Forum > Main > BF2/BF2142/BF3/BFPlay4Free Discussion > BF2 & BF2142 Advanced Topics
chain
So I am trying to make the "usatp_predator" dual mode.So it will fire both AA and AT rounds. Here's a short video showing my progress and my problems.

http://www.youtube.com/watch?v=NBKVyL0Tj5Y

I can't seem to get rid of the default Predators "scope view hud". Meaning,when I look through the scope I either want the default Predator scope or the default Stinger scope depending on the mode selected. Currently I can manage to either have both at once or none. My question is whats variable draws the inside of the Predator scope. Or better yet how can I get rid of the Predator scope altogether and only show the Stinger scope view. I think the Stinger scope might work fine for both modes.And one other thing if I may. Whats the best approach to making the Predator Dual Mode. Thanks in advance.



CODE
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\USATP_Predator.tga
ObjectTemplate.weaponHud.altWeaponIcon Ingame\Weapons\Icons\Hud\USATP_Predator_mini.tga
ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\USATP_Predator.tga
ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\SpecialKitIcons\antiTank.tga
ObjectTemplate.weaponHud.hudName "KILLMESSAGE_WEAPON_predator"
ObjectTemplate.weaponHud.guiIndex 34
ObjectTemplate.weaponHud.hasFireRate 0
ObjectTemplate.weaponHud.showClips 0
ObjectTemplate.weaponHud.firstLockSound HUD_TargetTrack
ObjectTemplate.weaponHud.secondLockSound HUD_TargetLock
rem ---EndComp ---
rem ---BeginComp:SingleFireComp ---
ObjectTemplate.createComponent SingleFireComp
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.projectileStartPosition 0.13/-0.1/0
ObjectTemplate.fire.showWeaponAfterReloadDelay 1.6
ObjectTemplate.fire.hideWeaponAfterReloadDelay 1
ObjectTemplate.fire.dropWeaponAfterReloadDelay 1
ObjectTemplate.fire.busyUntilButtonRelease 1
rem ---EndComp ---
rem ---BeginComp:DefaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.ammoType 1
ObjectTemplate.ammo.nrOfMags 30
ObjectTemplate.ammo.magSize 50
ObjectTemplate.ammo.reloadTime 3
ObjectTemplate.ammo.minimumTimeUntilReload 1.8
ObjectTemplate.ammo.reloadWithoutPlayer 1
rem ---EndComp ---
rem ---BeginComp:SoldierBasedRecoilComp ---
ObjectTemplate.createComponent SoldierBasedRecoilComp
rem ---EndComp ---
rem ---BeginComp:SoldierDeviationComp ---
ObjectTemplate.createComponent SoldierDeviationComp
ObjectTemplate.deviation.setTurnDev 0 0 0 0
ObjectTemplate.deviation.setSpeedDev 0 0 0 0
ObjectTemplate.deviation.setMiscDev 0 0 0
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 0.08
ObjectTemplate.zoom.zoomLod 1
ObjectTemplate.zoom.addZoomFactor 0
ObjectTemplate.zoom.addZoomFactor 0.85
ObjectTemplate.zoom.changeFovDelay 0.05
rem ---EndComp ---
rem ---BeginComp:MultiFireArmTargetComp ---
ObjectTemplate.createComponent MultiFireArmTargetComp
ObjectTemplate.target.maxDistance 9450
ObjectTemplate.target.targetSystem TSHeatSeeking
ObjectTemplate.target.lockDelay 0.7
ObjectTemplate.target.loseLockDelay 0.5
ObjectTemplate.target.lockAngle 15
rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.aiTemplate StingerWeapon
rem -------------------------------------
ObjectTemplate.addTemplate S_USAAS_Stinger_Launcher_Fire1P
ObjectTemplate.addTemplate S_USAAS_Stinger_Launcher_Fire1P_Outdoor
ObjectTemplate.addTemplate S_USAAS_Stinger_Launcher_Fire3P
ObjectTemplate.setPosition 0.0176825/0.159948/0.437294
ObjectTemplate.addTemplate S_USAAS_Stinger_Launcher_BoltClick
ObjectTemplate.addTemplate S_USAAS_Stinger_Launcher_TriggerClick
ObjectTemplate.addTemplate S_USAAS_Stinger_Launcher_SwitchFireRate
ObjectTemplate.addTemplate S_USAAS_Stinger_Launcher_Reload1P
ObjectTemplate.addTemplate S_USAAS_Stinger_Launcher_Reload3P
ObjectTemplate.addTemplate S_USAAS_Stinger_Launcher_Deploy1P
ObjectTemplate.addTemplate S_USAAS_Stinger_Launcher_Deploy3P
ObjectTemplate.setPosition -0.052/0.153/0.578674
ObjectTemplate.addTemplate usaas_stinger_barrel
ObjectTemplate.setPosition 0.0927569/0.153/0.573772
rem -------------------------------------
ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/USATP_Predator/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/USATP_Predator/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate igla_9k38
ObjectTemplate.velocity 30
ObjectTemplate.itemIndex 4
ObjectTemplate.delayToUse 1

ObjectTemplate.activeSafe Sound S_usatp_predator_Fire1P
ObjectTemplate.modifiedByUser jsa
ObjectTemplate.soundFilename "objects/weapons/handheld/usatp_predator/sounds/stereo/fire_1p.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.position -0.00307178/0.00170866/0.415331
SatNav
a single weapon can't fire two different projectiles so you need to clone the predator and rename it then make a new hud for the AA or change the hud id to a AA hud id.
chain
Darn..,thanks...So set it up like a rifle with a nade launcher?..Thanks for the edit,.."duh"..Thought "code" as in "embed code"
SatNav
QUOTE(chain @ Jan 18 2008, 09:20 PM) *
So set it up like a rifle with a nade launcher?

yep, you just make a copy of it and rename it etc. read this tut here> http://battlefieldsingleplayer.planetbattl...?showtopic=8882
chain
Thanks a bunch.
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