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seraph

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Posts posted by seraph

  1. make some copy paste work from here jejejej

    <ProjectileFile>
    
    	<VersionNumber>2.1</VersionNumber>
    
    	<Type>0</Type>
    
    	<NameToken/>
    
    	<ModelFileName>chicken.qob</ModelFileName>
    
    	<Weight>.180</Weight>
    
    	<AirResistanceConstant>0.0625</AirResistanceConstant>
    
    	<DetonateOnImpact>0</DetonateOnImpact>
    
    	<DelayTime>10</DelayTime>
    
    	<InitialVelocity>85</InitialVelocity>
    
    	<ExplosionDataVersion>0</ExplosionDataVersion>
    
    	<VisualExplosionType>0</VisualExplosionType>
    
    	<IsDirectional>FALSE</IsDirectional>
    
    	<BlastRadius>0.000000</BlastRadius>
    
    	<CombatCoefficient>
    
    		<CombatCoefficientIndex>0.000000</CombatCoefficientIndex>
    
    		<CombatCoefficientV0>0.000000</CombatCoefficientV0>
    
    		<CombatCoefficientV1>0.000000</CombatCoefficientV1>
    
    		<CombatCoefficientV2>0.000000</CombatCoefficientV2>
    
    		<CombatCoefficientK1>0.000000</CombatCoefficientK1>
    
    		<CombatCoefficientK2>0.000000</CombatCoefficientK2>
    
    	</CombatCoefficient>
    
    </ProjectileFile>

    with taht the chiken does nothing.

    is that server side?

  2. Missions

    That's strange, cos I edited the MM1 to fire chickens and it was server-side.

    I only ask because in an attempt to make an anti-MM1/Support mod I must have altered something that changed it from being server side to client, and I was wondering if anyone knew why it wouldn't work.

  3. Just wondering what files can be edited for the mod to remain server sided?

    For example - to mod weapons that will appear in a server without the client downloading the same mod. How much/little can i edit from the .gun file? And is it only .gun files that are server-sided?

    Any help would be appreciated.

  4. I've tried altering the delay, but it has a maximum delay which I think is 10 seconds anyway :(

    The explosion data version refers to what kind of explosion, such as the M203, or your average nade etc.

    Not to worry, thanks for your replies anyway :thumbsup:

    EDIT - The delay does work - I edited it and forgot to save, hence my belief that it hadnt! Thanks Thales :)

  5. EDIT: Title should read '.prj files', not .qob

    I'm currently trying to edit the MM1 file so that people using our server end up with an MM1 that fires chickens rather than high explosive lagging grenades.

    I've edited the MM1.gun file so its associated with the chicken.prj file, now I just need to edit this file.

    My question: Is there any way to turn off the explosion so it just fires chickens that don't blow up...?

    <ProjectileFile>

    <VersionNumber>2.1</VersionNumber>

    <Type>0</Type>

    <NameToken/>

    <ModelFileName>chicken.qob</ModelFileName>

    <Weight>.180</Weight>

    <AirResistanceConstant>0.0625</AirResistanceConstant>

    <DetonateOnImpact>0</DetonateOnImpact>

    <DelayTime>10</DelayTime>

    <InitialVelocity>85</InitialVelocity>

    <ExplosionDataVersion>1</ExplosionDataVersion>

    <VisualExplosionType>0</VisualExplosionType>

    <IsDirectional>FALSE</IsDirectional>

    <BlastRadius>0.000000</BlastRadius> <--- I've made it non-lethal

    <CombatCoefficient>

    <CombatCoefficientIndex>0</CombatCoefficientIndex>

    <CombatCoefficientV0>869.642857</CombatCoefficientV0>

    <CombatCoefficientV1>50.357143</CombatCoefficientV1>

    <CombatCoefficientV2>-21.825397</CombatCoefficientV2>

    <CombatCoefficientK1>0.080000</CombatCoefficientK1>

    <CombatCoefficientK2>0.001500</CombatCoefficientK2>

    </CombatCoefficient>

    </ProjectileFile>

    Thanks for any replies.

    Seraph.

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