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  #141  
Old 01-25-2007, 07:30 PM
Mauser 98K is offline Mauser 98K
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the M24 SWS (sniper weapon system) is a long range bolt action, clip fed rifle holding 6 rounds(1 in the chambre and 5 in clip), weighs 14.5lbs and is chambred for 7.62X51mm NATO or .308WIN, the M118 ball ammo and M118LR(Long Range) is a 173gr round with a guilded metal jacket and lead antonomy slug in a BT(Boat Tail) design for added accuracy and stability in flight, it has a muzzle velocity of 2700fps and is sutable for ranges up to 900m.

the M24 SWS designed for use with either the M3A telescope (day optic sight) (usually called the M3A scope) or the metallic iron sights with micrometer adjustment, and 10X is right but the 1 in game isnt even close for the magnification or for ranging of targets.

the M24 uses the Remington 700 receiver group, as does the M40A1 rifle.


the M21 is based on the M14, it uses a Bausch & Lomb Tactical 10×40 scope, or sometimes Leupolds MK4 10x scopes.
, the M21 is a gas operated,rotating bolt clip fed semi automatic rifle equiped with a 20rnd boxmag, that is the M21 weighs in at a 8.7lbs and is good for 750-800m and has a muzzle velocity of 2,800 fps, this rifle also come equiped with a National Match front blade .062
Rear: Match-grade hooded aperture with one-half minute adjustments for both windage and elevation.
26 3/4 in sight radius.

the The Barrett M82A1 Light Fifty is a long range hard target interdiction weapon chambred for the .50 BMG( Browning Machine Gun) it is a recoil operated semiautomatic clip fed rifle equiped with a 10rnd box mag with a range of 1830m and a muzzle velocity of
the Barret M82A1 employes a mechanical recoil reduction system giving it 1 of the lowest recoils or any .50 rifle
it is usually equiped with a Leupold M series 10x telescope sights but sometimes fitted with other types depending on the job it is being used for, the Barrett is used as both a sniping rifle and as a ordenance desposal rifle to explode un exploded bombs at a safe distance.
Muzzle velocity: 854 m/s (M33 Ball).
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  #142  
Old 01-25-2007, 07:33 PM
Grenademan is offline Grenademan
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Quote:
Originally posted by Mstenger404
well incase u havent checked my xfire profile, i got BF2 with every single expansion; green, blue, and orange. and also 2142 if u havent just looked down at my sig.

well its a lot of fun hosting coop lan by myself with 48 bots on 16 person maps, but heres the problem. i can only do 16 person maps, so mauser i was wondering if u had a mod or something for bf2 so i can do 32 and 64 person maps so i can play over a wide area with my 48 bottys.
Mstenger,
I have seen a few mods that do this. In fact, i even found a mod that allows up to 128 Bots. Thats right, ONE-HUNDRED-TWENTY-EIGHT bots.

http://battlefield2.filefront.com/fi...Modifier;45602

And if thats a bit too much for you:
http://battlefield2.filefront.com/fi...leplayer;43597

^^ this adds 32 bots on your maps.

And the 64 bot mod
http://battlefield2.filefront.com/fi...Settings;44503

^^ However, there seems to be some issue with the languages...

Hope these work. Bots own, baby!

Nothing to report on my end.
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  #143  
Old 01-25-2007, 09:44 PM
Chrispy is offline Chrispy

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Quote:
Originally posted by Mauser 98K
the M24 SWS (sniper weapon system) is a long range bolt action, clip fed rifle holding 6 rounds(1 in the chambre and 5 in clip), weighs 14.5lbs and is chambred for 7.62X51mm NATO or .308WIN, the M118 ball ammo and M118LR(Long Range) is a 173gr round with a guilded metal jacket and lead antonomy slug in a BT(Boat Tail) design for added accuracy and stability in flight, it has a muzzle velocity of 2700fps and is sutable for ranges up to 900m.

the M24 SWS designed for use with either the M3A telescope (day optic sight) (usually called the M3A scope) or the metallic iron sights with micrometer adjustment, and 10X is right but the 1 in game isnt even close for the magnification or for ranging of targets.

the M24 uses the Remington 700 receiver group, as does the M40A1 rifle.


the M21 is based on the M14, it uses a Bausch & Lomb Tactical 10×40 scope, or sometimes Leupolds MK4 10x scopes.
, the M21 is a gas operated,rotating bolt clip fed semi automatic rifle equiped with a 20rnd boxmag, that is the M21 weighs in at a 8.7lbs and is good for 750-800m and has a muzzle velocity of 2,800 fps, this rifle also come equiped with a National Match front blade .062
Rear: Match-grade hooded aperture with one-half minute adjustments for both windage and elevation.
26 3/4 in sight radius.

the The Barrett M82A1 Light Fifty is a long range hard target interdiction weapon chambred for the .50 BMG( Browning Machine Gun) it is a recoil operated semiautomatic clip fed rifle equiped with a 10rnd box mag with a range of 1830m and a muzzle velocity of
the Barret M82A1 employes a mechanical recoil reduction system giving it 1 of the lowest recoils or any .50 rifle
it is usually equiped with a Leupold M series 10x telescope sights but sometimes fitted with other types depending on the job it is being used for, the Barrett is used as both a sniping rifle and as a ordenance desposal rifle to explode un exploded bombs at a safe distance.
Muzzle velocity: 854 m/s (M33 Ball).
Okay, so the M24 SWS is 10x, M21 is 10x, and the Barret is 10x?!

What does it mean by 10 x 40? What range (8x, etc.) is 10 x 40?

And is it possible to get info on the W300? (MCRT .300 Tactical.)

Also, in the .def file, what does ''scope_max_zero 10 100 200'' mean?

And by the way, the W300 in BHD has 18x scope Imao. BS... the Barret's closer to 18x...

* Edit:
Imao, the AI Impact Damage for the claymore is 0 Imao. Does that mean that AI's can't die by clays? WTF is it in SP lol.

I might wanna add a bigger damage radius with the AT4 too... make things more realistic.
And... recoil too.

If I wanted to, I could look up the weight for all the weapons in BHD but it'll be too hard for everything to be ''accurate''.

And WTF... the CAR15 has a recoil of 10 and the Colt has 30 and the M9 has 20... WTF...

Chris
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Last edited by Chrispy; 01-25-2007 at 10:28 PM.
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  #144  
Old 01-25-2007, 11:21 PM
Mauser 98K is offline Mauser 98K
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lol, the recoil and everything is prettymuch FUBAR.

and the 10X40 means the magnification is brought 10X closer thru the scope, that is the magnification power, and the 40 is in mm and that is the objective lense size.

''scope_max_zero 10 100 200'' that is (10=the number of adjustment clicks that the scope can be zeroed) (100=the increments that the zero adjustments move your POI at any given range) (200=the range that the scope is zeroed at by default)

the MCRT .300 Tactical.....


heres ya a site to one
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  #145  
Old 01-26-2007, 03:54 PM
Chrispy is offline Chrispy

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Thanks bro!

Before I saw your reply, I saw on the Net that 10 x 40 is 10x so yeah, thanks anyway!

And I was thinking of making the recoil for the Barret big too...

To be honest, I haven't even had time to test my mod to see if the recoil changes took effect but it's highly likely the recoil will be different lol.

I also made the explosion radius for the AT4 bigger too...

BTW, that link you gave to me had no info on the W300 scope lol. That's okay, I'll try and find somethin'...

Chris
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Last edited by Chrispy; 01-26-2007 at 04:03 PM.
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  #146  
Old 01-26-2007, 04:24 PM
Mstenger404 is offline Mstenger404
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Quote:
Originally posted by front-liner ™
Mstenger,
I have seen a few mods that do this. In fact, i even found a mod that allows up to 128 Bots. Thats right, ONE-HUNDRED-TWENTY-EIGHT bots.

http://battlefield2.filefront.com/fi...Modifier;45602

And if thats a bit too much for you:
http://battlefield2.filefront.com/fi...leplayer;43597

^^ this adds 32 bots on your maps.

And the 64 bot mod
http://battlefield2.filefront.com/fi...Settings;44503

^^ However, there seems to be some issue with the languages...

Hope these work. Bots own, baby!

Nothing to report on my end.
oh thanks dude, i even found a coop mod nearby but a havent figured out how to use it right now :/ but thanks much
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  #147  
Old 01-26-2007, 07:36 PM
Grenademan is offline Grenademan
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I aim to please
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  #148  
Old 01-27-2007, 08:56 PM
Chrispy is offline Chrispy

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Recoil changes worked fortunately! But I just realized I forgot to see if the scope maginification edits came into play...

But but but, I just changed the W300 scope magnification to 10x so the M21, M24, W300, and the Barret all have 10x scopes... and those scope magnifications are all based on their real scopes... weird.

Dunno what else to do now lol.

But I did make the impact light for the AT4 ''100.0'' and that should make the impact bigger (in appearance)... but before I had it on ''20.0'' and I couldn't really see a difference TBH lol. Umm... yeah...

I might make the blast radius for the grenades and AT4 bigger though... but I'm not entirely sure how to... just gotta play around...

Chris
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  #149  
Old 01-27-2007, 10:47 PM
Mauser 98K is offline Mauser 98K
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hmm. i think the MCRT 300 doesnt come with a scope and ya put your choice of scope on it, fer i havnt found a scope mag in a standard magnification, i get 10x, 18x, 3-9x and a whole bunch of others.

and how ya like my Knee Deep In The Dead MOD, lol.
here is a SS of it, the dead dont dissapear anymore, after ya die ya body stays for a bit more realistic look.
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  #150  
Old 01-27-2007, 11:24 PM
Chrispy is offline Chrispy

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I changed the W300 scope magnification to 18x as it was like at default because you said that you found 10x, 18x, etc. on the Net so I thought having 18x would be good... it's better than having 10x for every gun...

BTW, nice effing pic!

Chris
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  #151  
Old 01-28-2007, 01:01 AM
Grenademan is offline Grenademan
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Ive tried to do that with the bodys lasting longer than usual. Like i said, i did it with the vehicle wrecks. So how did you do it?
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  #152  
Old 01-29-2007, 02:57 PM
Mauser 98K is offline Mauser 98K
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to make the bodies sit longer i changed the ObjectTemplate.armor.timeToStayAfterDestroyed to 999999 rather than the 1 origionaly.

im also making the kits that ya drop stay so if ya get low on ammo ya can just find a body and take what ya need.

and for a larger recoil of the M82A1 the mechanical recoil reduction that the barrett incooperates makes the recoil not much larger that a hot round 12guage.

and ya can make the explosion radius to over a mile and a half for the at4, ive done that,lol.
thing is ya have to be faaaaarrrrrr out or ya will get yaself.

i also made a suitcase nuke for the BHD game that i call the great leveler, it destroys everything for a 2000m circle, just make shure ya get the hell out of there or ya will become a permanent resident, lol.
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  #153  
Old 01-29-2007, 05:42 PM
Chrispy is offline Chrispy

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How do you make the explosion radius bigger BTW? (I wanna make things bigger for the grenade too (not including smoke or flash), and the claymore, and the satchel lol.)

Also, I changed the Barret recoil back to 40 just like the shotgun thanks to ya lol.

Chris
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  #154  
Old 01-29-2007, 07:23 PM
Grenademan is offline Grenademan
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Woah! 2000 metre blast radius! Thats just as bad as the nuclear bomb doll in UT99 - maybe even worse!

That information about bodies lasting longer should be very useful. I'll have to hunt that line of code down.

I did however find some more interesting lines. I made infantry weapons a bit more powerful against other soldiers and such. The tweaking goes on!
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  #155  
Old 01-29-2007, 11:33 PM
Grenademan is offline Grenademan
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No luck with the timetolive thing...will keep searching though.

Made some more improvements to both BFV and BF42.

BFV
- Made some infantry weapons more powerful against other infantry
- Made bots slightly more effective in jets when engaging ground targets.
- I am going to reduce the US air control tower health some more...

BF42
- Pumped up the recoil on all infantry weapons, making it harder to track your targets.
- Upped infantry weapon damage against other infantry.
- Made bots in tanks, aircraft and destroyers more effective and accurate.
- And played around with weapon strengths again. Omaha just became what it was meant to be, we never even made it up the cliffs! OMG!

Still some more things to do though, like trying to turn off friendly fire in single player.
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  #156  
Old 01-30-2007, 01:07 AM
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I keep seeing ''timeTolive'' in the BFV articles lol.

I think the ''timeTolive'' is in every gun setting or whatever. I have no bloody idea so I'm just making a gay assumption...

In Reply To #1
The file you need to alter to set the time is objects\HandWeapons\TimeBomb\Objects.con

The line reads:
rem *** ExpPacks explodes after 120 seconds, if not detonated by hand first.
ObjectTemplate.timeToLive CRD_NONE/240/0/0

By altering the 240, you can change the time.

Pungee Sticks:
objects\HandWeapons\PungiStick\Objects.con
ObjectTemplate.timeToLive CRD_NONE/180/0/0
can be increased to as high as 9999. It will be the same for all objects that dissapear. BTW, the pungee sticks will disappear without dieing if you live long enough.

TheByrd


In Reply To #7
Dawdler I think you hit it right on the mark!

Im not sure, but if it were me I would start by opening winRFA from the Mod Dev Toolkit, and navigating to

Program Files\EA GAMES\Battlefield Vietnam\Mods\BfVietnam\Archives\BfVietnam\Levels

I would open the Hue_alt.rfa. DON'T UNPACK A LEVEL OR GAME .rfa or you will corrupt it. You can only modify the .cons by using winRFA

In the Hue_alt.rfa list find the file that says

BFVietnam/levels/Hue_alt/singleplayer/ObjectSpawnsTemplates.con

look in the text window at the bottom of winRFA when you click on the file. It will show you whats in the .con file so scroll down till you see this code chunk..

ObjectTemplate.create ObjectSpawner SpeakersSpawner
ObjectTemplate.setObjectTemplate 1 O_SpeakersHue
ObjectTemplate.SpawnDelay 30 <set to 9999 for no respawn.
ObjectTemplate.SpawnDelayAtStart 0 <delay at start of game.
ObjectTemplate.TimeToLive 120
ObjectTemplate.Distance 200 <hearing distance

I have commented the code so you know what it does, edit to your liking, then just click the save changes button in winRFA and your all set. For single player campaign at least you are set.

For coop and conquest change the speakerspawner code in the file below in the list.

BFVietnam/levels/Hue_alt/conquest/ObjectSpawnsTemplates.con

This will not eliminate the sound indefinatly, I think if you wait for 9999 seconds it will respawn, but I never have waited that long so I don't know.

Hope it helps anyways.


^^ This is random stuff I posted up for fun... it's got no meaning to me... ^^

Chris
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  #157  
Old 01-30-2007, 07:41 PM
Grenademan is offline Grenademan
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I already know about TimeToLive settings for mines and such. Ive got them all on 800 or something - except teh timebomb. That goes off in 10 seconds (explodes).

But that one particular line involving 'CRD' is interesting. I'll have to search it out.

I dont understand what they are trying to do with the Hue_alt map. No idea.

Just realised that some of the weapon recoils i editted was way too much...ridiculous even. So i have to reduce them (it gets worse with lag)
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  #158  
Old 01-30-2007, 09:31 PM
Chrispy is offline Chrispy

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I'm just redoing my old BHD maps lol.

Until Mr. Mauser comes back and tells me how to make the AT4 radius bigger, I'll be unstoppable! Muhahahaha!

* Edit:
The .50cal recoil is awesome! Made it 35, and I did the same for the MK19 grenade launcher but hardly any difference.

And the shotgun recoil by default is 40, and still is. Same for the Barret.

Is the .50cal more ''recoilish'' Mauser? Curious lol...

Still doing my maps...

Chris
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Last edited by Chrispy; 01-30-2007 at 09:48 PM.
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  #159  
Old 01-31-2007, 07:39 PM
Grenademan is offline Grenademan
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I managed to get the bots to use the M46! Hurrah! Its so cool...well not so cool for anyone within its range.

And for some bizarre reason, the Huey weapon firing buttons got mixed up for the bots. I have no idea how this could have happened, its like the computer did it to confuse me. Regardless i fixed that problem, and now they fire the miniguns even better than before! HA HA!

I did however tried to enable weapons for the Zippo and the Chinook, but that went screwy or didnt even work at all. The bots never bothered firing the Zippo weapon, just drove the thing around the place, and although they did use the rockets and grenade launchers for the Chinook, they began using the bloody winch instead of the machineguns. Which is wierd and stupid! So i dont know how that happened.
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  #160  
Old 01-31-2007, 08:37 PM
Mauser 98K is offline Mauser 98K
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lol, the way i made the blast radius bigger in BHD i went into the ammo.DEF and in the AT4 ammo section ya will have a line that says

kz_minradius 2.0
kz_maxradius 10.0

that controlls the radius of the blast, it wont make the animations anybigger but it will make the kill zone a lot bigger.
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