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AT grenade


poesel

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Taking a look at the XML file of this thing:

<Name>AT Grenade</Name>

<PhysicalObject>

<Type>Projectile</Type>

<ID>1</ID>

<ModelFile>20mmAPRound0.cob<ModelFile>

[..]

<Animation>

<AnimationID>0</AnimationID>

<BaseModelName>Mine0<BaseModelName>

[..]

I cannot import 20mmAPRound0.cob into Blender and the only Mine0 in /data is a png.

No wonder we can't see the darn thing! smile.gif

Is that intentionally by design for to me unknown reasons or was it just forgotten?

If not left out by intention then I think there are some people here who would like to draw one... ;)

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  • 1 month later...

Althought the light infantry squad's ATGs were fixed in the 1.2.1 release, there still seems to be a problem with them.

How do you miss with ATGs at point blank range? I have noticed that there are times when you can fire 4-5 ATGs at a close target (100m or less) to get a hit and other times you can nail a vehicle at 300m with a single shot. Since you cannot see the trajectory of the grenade, there is no feedback. In my opinion, the ATG should be point of aim, point of impact (within range limits), just like the vehicle weapons.

Some rocket propelled grenades (RPGs) would be a great addition as well.

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I think that all weapons have a minimum range to avoid a collision between the shot and their own model file. Happened to me several times with vhicles: we were so close together that you could stick the barrel through the enemies armour but yet noone scored a hit.

Maybe thats whats happening here, too.

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Originally posted by poesel71:

I think that all weapons have a minimum range to avoid a collision between the shot and their own model file. Happened to me several times with vhicles: we were so close together that you could stick the barrel through the enemies armour but yet noone scored a hit.

Maybe thats whats happening here, too.

That could be it. Maybe Clay can address that problem.
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Found out the way to make the AT grenade visible:

- look into the /data directory for the file 'ATGrenade.physicalobjectgroup'.

- make backup.

- open with text editor of choice and change the line:

<BaseModelName>Mine0<BaseModelName>

into:

<BaseModelName>Mine<BaseModelName>

- save.

Thats it. No need for a mod and it works on the server, too, since its a client side only thing.

Using the mine picture is a bit ugly IMHO. I'd rather take:

<BaseModelName>tracer00<BaseModelName>

Thats harder to see but looks better. YMMV. But maybe someone draws something better. Its just a png... smile.gif

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Hey Grunt, it aint tha difficult... smile.gif

(assuming you use windows)

- go with the explorer to: c:\programms\Battlefront\DropTeam\data\

- open with notepad the file 'ATGrenade.physicalobjectgroup'

- locate the line:

<BaseModelName>Mine0<BaseModelName>

(its near the top)

- change it to:

<BaseModelName>Mine<BaseModelName>

(that is: delete the zero)

- save file

Now you can see your AT grenade. HTH.

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