Who here remembers the catapults the Arado's were attached to? You could rev up your engine and then catapult yourself off the ship.
I'd like to add this to FH2, but have run into a problem.
Here's what I researched thus far:
PrinzEugen:
Objects.con
ObjectTemplate.addTemplate PrinzEugenAr196Spawner
ObjectTemplate.setPosition 3.5/14.718/-4.808
ObjectTemplate.setRotation -89.999/0/0
rem *** PrinzEugenAr196Spawner***
ObjectTemplate.create ObjectSpawner PrinzEugenAr196Spawner
ObjectTemplate.setObjectTemplate 1 Ar196
ObjectTemplate.setObjectTemplate 2 Ar196
ObjectTemplate.minSpawnDelay 20
ObjectTemplate.maxSpawnDelay 40
ObjectTemplate.TimeToLive 120
ObjectTemplate.Distance 200
ObjectTemplate.spawnOffset 0/0/0
ObjectTemplate.holdObject 1
ObjectTemplate.team 1
Ar196:
Objects.con
ObjectTemplate.addTemplate Ar196Guns
ObjectTemplate.addTemplate Ar196Cannons
ObjectTemplate.addTemplate Air_Spotter
rem ObjectTemplate.addTemplate Ar196PlaneholderDispenser
rem ObjectTemplate.setPosition 0/-2.0/1.5
ObjectTemplate.addTemplate Jumpstart
ObjectTemplate.setPosition 0/0/0
ObjectTemplate.setRotation 179.999/0/0
Weapons.con
rem *** Ar196PlaneholderDispenser***
ObjectTemplate.create FireArms Ar196PlaneholderDispenser
rem ObjectTemplate.setNetworkableInfo PlaneFireArmInfo
ObjectTemplate.projectileTemplate Ar196PlaneholderProjectil
ObjectTemplate.visibleDummyProjectileTemplate Ar196PlaneholderDummy
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.magSize 2
ObjectTemplate.numOfMag 1
ObjectTemplate.velocity 10
ObjectTemplate.roundOfFire 10
ObjectTemplate.setFireCameraShakeAnimationState FirePlaneGunsLightShake
ObjectTemplate.setInputFire c_PIAltFire
ObjectTemplate.fireDelay 0.4
ObjectTemplate.aiTemplate Ar196Bombs
ObjectTemplate.addFireArmsPosition 0/0/0 0/0/0
ObjectTemplate.addFireArmsPosition 0.001/0/0.001 0/0/0
ObjectTemplate.create Bundle Ar196PlaneholderDummy
ObjectTemplate.geometry YamatoCatapult_planeholder_m1
ObjectTemplate.create Projectile Ar196PlaneholderProjectil
ObjectTemplate.createNotInGrid 1
ObjectTemplate.geometry YamatoCatapult_planeholder_m1
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.timeToLive CRD_NONE/20/0/0
ObjectTemplate.material 210
ObjectTemplate.dieAfterColl 0
ObjectTemplate.hasCollisionPhysics 0
ObjectTemplate.hasCollisionEffect 0
ObjectTemplate.mass 150
ObjectTemplate.drag 0.08
ObjectTemplate.setHasPointPhysics 0
Air\common:
Weapons.con
rem *** Jumpstart***
ObjectTemplate.create FireArms Jumpstart
ObjectTemplate.aiTemplate JumpstartAI
ObjectTemplate.loadSoundScript ../Common/Sounds/fire.ssc
ObjectTemplate.projectileTemplate JumperProjectile
ObjectTemplate.projectilePosition 0/0/-5
ObjectTemplate.magSize 4
ObjectTemplate.numOfMag 1
rem ------------------------------------------
rem -----------------------------------------
ObjectTemplate.velocity 10
ObjectTemplate.reloadtime 999
ObjectTemplate.roundOfFire 10
ObjectTemplate.fireingForce 1000
ObjectTemplate.fireDelay 0.2
ObjectTemplate.recoilSpeed 6
ObjectTemplate.recoilSize 100
ObjectTemplate.setInputFire c_PIAltFire
ObjectTemplate.addFireArmsPosition 2/0/20 0/0/0
ObjectTemplate.addFireArmsPosition -2/0/20 0/0/0
ObjectTemplate.addFireArmsPosition 0/2/20 0/0/0
ObjectTemplate.addFireArmsPosition 0/-2/20 0/0/0
rem *** JumperProjectile ***
ObjectTemplate.create Projectile JumperProjectile
ObjectTemplate.createNotInGrid 1
ObjectTemplate.loadSoundScript ../../Common/Sounds/Projectile.ssc
ObjectTemplate.geometry Projectile_m1
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 0
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.invisible 1
ObjectTemplate.timeToLive CRD_NONE/0.01/0/0
ObjectTemplate.damageType 1
ObjectTemplate.material 500
ObjectTemplate.radius 0
ObjectTemplate.hasCollisionEffect 0
How I see it is this:
Prinz Eugen (parent) spawns Arado.
Arado has Guns+Cannons on PrimaryFire, Airspotter+Jumpstart on AltFire. Apparently the Ar196PlaneholderDispenser isn't used anymore as it's rem'd.
The Jumpstart weapon basically has a HUGE recoil which yanks the plane clean off the Prinz Eugen, but does no damage.
How does the plane cling on to the ship though? Cause normally when you touch the throttle the parent let's go.
I know that
ObjectTemplate.hasMobilePhysics 0 makes the spawner not move anywhere in BF2. But what does
ObjectTemplate.floaterMod 1 do? Make it float?
And as for what this is for, it's not a ship. Anyone know what Zveno stands for