poesel Posted October 23, 2006 Share Posted October 23, 2006 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! 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... Link to comment Share on other sites More sharing options...
aittam Posted October 23, 2006 Share Posted October 23, 2006 you wouldn't have see it anyways yesterday I was too close :cool: Link to comment Share on other sites More sharing options...
poesel Posted October 23, 2006 Author Share Posted October 23, 2006 Well, two and a half Thors and three of your men for one Thor is a good deal, isn't it? Link to comment Share on other sites More sharing options...
aittam Posted October 24, 2006 Share Posted October 24, 2006 two were your infiltrates Link to comment Share on other sites More sharing options...
Imperial Grunt Posted November 27, 2006 Share Posted November 27, 2006 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. Link to comment Share on other sites More sharing options...
aittam Posted November 27, 2006 Share Posted November 27, 2006 your ATs do not penetrate, but they are right on target Link to comment Share on other sites More sharing options...
poesel Posted November 27, 2006 Author Share Posted November 27, 2006 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. Link to comment Share on other sites More sharing options...
Imperial Grunt Posted November 27, 2006 Share Posted November 27, 2006 Originally posted by aittam: your ATs do not penetrate, but they are right on target But shouldn't they register as a hit still, with a flash that other HEAT round have when they hit but fail to penetrate? I just thing that the accuracy up close needs to be tweaked some. Link to comment Share on other sites More sharing options...
Imperial Grunt Posted November 27, 2006 Share Posted November 27, 2006 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. Link to comment Share on other sites More sharing options...
aittam Posted November 27, 2006 Share Posted November 27, 2006 thinking about it I had a better ratio kills/shoots from the distance but may be it's just because I wait to see the effect instead to unload the mag at point blank Link to comment Share on other sites More sharing options...
poesel Posted November 27, 2006 Author Share Posted November 27, 2006 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... Link to comment Share on other sites More sharing options...
Imperial Grunt Posted November 28, 2006 Share Posted November 28, 2006 Well, hopefully it will be in the next update. You might as well speak in Chinese to me. Thanks alot for looking into it though. Link to comment Share on other sites More sharing options...
poesel Posted November 28, 2006 Author Share Posted November 28, 2006 Hey Grunt, it aint tha difficult... (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. Link to comment Share on other sites More sharing options...
Imperial Grunt Posted November 30, 2006 Share Posted November 30, 2006 Thanks Poesel, I was able to figure it out. Now I can adjust my misses base on the trajectory of the previous grenade fired. Excellent. Link to comment Share on other sites More sharing options...
Imperial Grunt Posted November 30, 2006 Share Posted November 30, 2006 I tried the mine and then the tracer. The tracer looks alot better and I believe my ATG accuracy just went up. Thanks for the help Poesel. Link to comment Share on other sites More sharing options...
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