Author Topic: Airplane gun convergance map specific  (Read 1449 times)

Offline Kev4000

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Airplane gun convergance map specific
« on: 06-05-2009, 21:05:10 »
After [F|H]Spit asked for some help with adding airplane convergance to be map specific in the tmp.con file I went on through and figured out how to, for all you fan mappers out there. Open your map's tmp.con file and add the following example:

Quote

ObjectTemplate.create GenericFireArm hurricanemkiid_Cannons1
ObjectTemplate.modifiedByUser "jbp"
ObjectTemplate.createdInEditor 1
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\bomb.tga
ObjectTemplate.weaponHud.guiIndex -1
ObjectTemplate.weaponHud.altGuiIndex 1006
rem ---EndComp ---
rem ---BeginComp:MultiFireComp ---
ObjectTemplate.createComponent MultiFireComp
ObjectTemplate.fire.roundsPerMinute 900
ObjectTemplate.fire.batchSize 2

rem Notice name change from barrel01 and 02 to 03 and 04
ObjectTemplate.fire.addBarrelName hurricanemkiid_Cannons_barrel03
ObjectTemplate.fire.addBarrelName hurricanemkiid_Cannons_barrel04
rem ---EndComp ---
rem ---BeginComp:DefaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.nrOfMags 15
ObjectTemplate.ammo.magSize 2
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.reloadWithoutPlayer 1
rem ---EndComp ---
rem ---BeginComp:WeaponBasedRecoilComp ---
ObjectTemplate.createComponent WeaponBasedRecoilComp
ObjectTemplate.recoil.recoilSize 2
ObjectTemplate.recoil.recoilSpeed 20
ObjectTemplate.recoil.recoilForce 5
ObjectTemplate.recoil.cameraRecoilSpeed 8
ObjectTemplate.recoil.cameraRecoilSize 6
rem ---EndComp ---
rem ---BeginComp:SimpleDeviationComp ---
ObjectTemplate.createComponent SimpleDeviationComp
ObjectTemplate.deviation.minDev 0.15
rem ---EndComp ---
rem ---BeginComp:DefaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp:DefaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.aiTemplate hurricanemkiid_cannons1AI
rem -------------------------------------
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Fire1P
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Fire1P_Outdoor
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Fire3P
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_BoltClick
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_TriggerClick
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_SwitchFireRate
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Reload1P
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Reload3P
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Deploy1P
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Deploy3P
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Zoom

rem Notice name change from barrel01 and 02 to 03 and 04 here also. Notice the setRotation which causes the convergence
ObjectTemplate.addTemplate hurricanemkiid_Cannons_barrel03
ObjectTemplate.setPosition -1.79456/-0.805058/2.17684
ObjectTemplate.setRotation 0.823/0/0
ObjectTemplate.addTemplate hurricanemkiid_Cannons_barrel04
ObjectTemplate.setPosition 1.79456/-0.805058/2.17684
ObjectTemplate.setRotation -0.823/0/0
rem -------------------------------------
ObjectTemplate.projectileTemplate 2Pdr-AP-Projectile
ObjectTemplate.keepProjectiles 5
ObjectTemplate.velocity 615
 ObjectTemplate.isSelectable 0
ObjectTemplate.heatAddWhenFire 0.005
ObjectTemplate.coolDownPerSec 0.3
ObjectTemplate.overheatPenalty 1.25



rem Notice name change from barrel01 to 03 here also
ObjectTemplate.create Bundle hurricanemkiid_Cannons_barrel03
ObjectTemplate.modifiedByUser "jbp"
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate e_muzz_tank
ObjectTemplate.addTemplate e_shellejection_tunguska
ObjectTemplate.setPosition 0/0/-1
rem -------------------------------------



rem Notice name change from barrel02 to 04 here also
ObjectTemplate.create Bundle hurricanemkiid_Cannons_barrel04
ObjectTemplate.modifiedByUser "jbp"
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate e_muzz_tank
ObjectTemplate.addTemplate e_shellejection_tunguska
ObjectTemplate.setPosition 0/0/-1
rem -------------------------------------



ObjectTemplate.create GenericFireArm hurricanemkiid_WingMG
ObjectTemplate.modifiedByUser "jbp"
ObjectTemplate.createdInEditor 1
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\bomb.tga
ObjectTemplate.weaponHud.guiIndex -1
ObjectTemplate.weaponHud.altGuiIndex 1006
ObjectTemplate.weaponHud.switchGuiOnCamera 1
rem ---EndComp ---
rem ---BeginComp:MultiFireComp ---
ObjectTemplate.createComponent MultiFireComp
ObjectTemplate.fire.roundsPerMinute 1800
ObjectTemplate.fire.fireInput PIAltFire

rem notice name change from _barrel TO _barrel2
ObjectTemplate.fire.addBarrelName hurricanemkiid_WingMG_barrel2
rem ---EndComp ---
rem ---BeginComp:DefaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.nrOfMags 1
ObjectTemplate.ammo.magSize 1200
ObjectTemplate.ammo.reloadTime 5
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.reloadWithoutPlayer 1
rem ---EndComp ---
rem ---BeginComp:WeaponBasedRecoilComp ---
ObjectTemplate.createComponent WeaponBasedRecoilComp
ObjectTemplate.recoil.cameraRecoilSpeed 8
ObjectTemplate.recoil.cameraRecoilSize 0.5
rem ---EndComp ---
rem ---BeginComp:SimpleDeviationComp ---
ObjectTemplate.createComponent SimpleDeviationComp
ObjectTemplate.deviation.minDev 0.15
rem ---EndComp ---
rem ---BeginComp:DefaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp:DefaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
rem ---BeginComp:ToggleCameraComp ---
ObjectTemplate.createComponent ToggleCameraComp
ObjectTemplate.zoom.changeCameraId 3
ObjectTemplate.zoom.cameraInput PIFlareFire
ObjectTemplate.zoom.zoomInput PIFlareFire
ObjectTemplate.zoom.changeCameraViewMode 1
rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.aiTemplate hurricanemkiid_WingMGAI
rem -------------------------------------
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Fire1P
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Fire1P_Outdoor
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Fire3P
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_BoltClick
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_TriggerClick
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_SwitchFireRate
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Reload1P
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Reload3P
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Deploy1P
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Deploy3P
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Zoom

rem notice name change from _barrel TO _barrel2 here also. Notice the setRotation which causes the convergence
ObjectTemplate.addTemplate hurricanemkiid_WingMG_barrel2
ObjectTemplate.setPosition 2.47301/-0.445384/1.11821
ObjectTemplate.setRotation -1.133/0/0
ObjectTemplate.addTemplate hurricanemkiid_WingMG_barrel2
ObjectTemplate.setPosition -2.47301/-0.445384/1.11821
ObjectTemplate.setRotation 1.133/0/0
rem -------------------------------------
ObjectTemplate.projectileTemplate 7,92x57mmProjectileAir
ObjectTemplate.keepProjectiles 5
ObjectTemplate.velocity 823
ObjectTemplate.heatAddWhenFire 0.001
ObjectTemplate.coolDownPerSec 0.4
ObjectTemplate.overheatPenalty 5



rem notice name change from _barrel TO _barrel2 here also
ObjectTemplate.create Bundle hurricanemkiid_WingMG_barrel2
ObjectTemplate.modifiedByUser "jbp"
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate e_muzz_coax
rem -------------------------------------

If I wasn't such a lazy bastard I'd do it for the other planes aswell, but I'm sure someone will figure it out and make that aswell ;)

For the calculations in the rotations, look no further then this topic in the old forums:
http://forums.filefront.com/fh2-suggestions/392332-airoplane-gun-convergence-2.html#post4803020
« Last Edit: 06-05-2009, 21:05:43 by Kev4000 »

Offline Eat Uranium

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Re: Airplane gun convergance map specific
« Reply #1 on: 06-05-2009, 21:05:10 »
For the calculations in the rotations, look no further then this topic in the old forums:
http://forums.filefront.com/fh2-suggestions/392332-airoplane-gun-convergence-2.html#post4803020
More up to date calculator thingy can be found below my sig in post 6 of this thread:
http://fhpubforum.warumdarum.de/index.php?topic=174.0

My thanks to you for bringing gun convergence closer to our grasp.

azreal

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Re: Airplane gun convergance map specific
« Reply #2 on: 06-05-2009, 23:05:53 »
Ahh thank you soo much Kev. Now I can test this at WaW.