poesel Posted September 18, 2006 Share Posted September 18, 2006 I'm trying to create a rocket launcher similar to what the russians had in WW2 (I don't know the correct name). I have the Paladin ATGM. Switch the missiles for a light mortar round and set ShotsPerFire to 3. Thats fine so far. Nice area bombardment. Spread is worse enough for not making it too effective. One problem: how do I get a smoke trail? If I switch to the TOW model file it just flings the missile around (with no trail) and taking the TOW animation with the light mortar settings doesn't work at all. I had hoped to be able to use the missile animation and just stop it after a second (faking the burn phase of the missile) and let the thing just fly ballistically. Any hope for that Clay? Link to comment Share on other sites More sharing options...
ClaytoniousRex Posted September 18, 2006 Share Posted September 18, 2006 It just so happens that with 1.1.6 you can now do this: </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"><Smokes>true</Smokes></pre> Link to comment Share on other sites More sharing options...
Chilibird Posted September 18, 2006 Share Posted September 18, 2006 This could be cool. Sounds like everyone is getting the model bug And I do believe you're thinking of the Nerbelwerfer. (SP?) Link to comment Share on other sites More sharing options...
Hub Posted September 18, 2006 Share Posted September 18, 2006 [ October 21, 2006, 07:44 AM: Message edited by: Hub ] Link to comment Share on other sites More sharing options...
poesel Posted September 19, 2006 Author Share Posted September 19, 2006 Great! Getting a smoke trail for a projectile flying over half of the battlefield will definetly look cool! My intention for this unit was to provide the poor planetary dwellers with no orbital support some cheap area bombardment capabilities. A rocket launcher rack strapped to a paladin seems fitting. Slow speed, slow turret rotation, slow reload, long range, big bang. It would have a low trajectory so it couldn't shoot over high hills. Nebel(=smoke)werfer(=launcher) - no Iceman, I wanted something that makes dents in other things But I really like to see Clay mention smoke grenades! Link to comment Share on other sites More sharing options...
aittam Posted September 19, 2006 Share Posted September 19, 2006 looks like a great idea to me, give it a 14mm for self defense and I'll jump on it asap Link to comment Share on other sites More sharing options...
tankibanki Posted September 19, 2006 Share Posted September 19, 2006 The Nebelwerfer was used to fire rockets, not just smoke. I'm not completely sure why it was called Nebelwerfer, but smoke=Nebel is not the reason ("fog" would be a better translation anyway). The Nebelwerfer was invented by a man called Nebel, but there is the story that the Nebelwerfer got its name by being distributed to the chemical weapons troops. Link to comment Share on other sites More sharing options...
B0nes Posted September 19, 2006 Share Posted September 19, 2006 I think they were trying to disguise it's true use when it was being designed (by calling it a smoke launcher). Possibly because of arms limitations imposed as a result of the Treaty of Versailles. Link to comment Share on other sites More sharing options...
poesel Posted September 19, 2006 Author Share Posted September 19, 2006 Ok, you got me to look it up. Wikipedia tells me that the german rocket scientist Robert Nebel was one of the developers but it was not named after him. That device was part of the 'Nebeltruppe' which was a disguise for a chemical warfare unit. The Nebelwerfer was really a rocket launcher. See some pictures here: http://commons.wikimedia.org/wiki/Nebelwerfer The correct name for what I thought was a Nebelwerfer is 'Nebelmittelwurfanlage'. What I wanted is this: http://commons.wikimedia.org/wiki/BM-13_Katyusha But I think I'll go with the six in a circle design because that makes the shot animation easier - yes I know I'm cheap Link to comment Share on other sites More sharing options...
aittam Posted September 19, 2006 Share Posted September 19, 2006 well actually those depicted were simply the russian and its german counterpart, for the design i think you can grab the ATGM launcher anyways it fires already cobras and atgms why not dumb ammo? Link to comment Share on other sites More sharing options...
poesel Posted September 19, 2006 Author Share Posted September 19, 2006 Wheres the fun in that? Just wait for the smoke tag and be finished? Link to comment Share on other sites More sharing options...
aittam Posted September 20, 2006 Share Posted September 20, 2006 well i'd like to bomb the bejesus out of a couple of maps Link to comment Share on other sites More sharing options...
poesel Posted September 20, 2006 Author Share Posted September 20, 2006 Ok, so here extra for aittam a preliminary version: Katjuscha Heres a screenshot: Its obviously lacking a turret and some decent settings (ammo is 100, reload 1 second). Happy bombing. Oh and does someone have a good source for nice military soundfiles? Nothing against the missile launch sound but I would like to have something more, well, screeching. Link to comment Share on other sites More sharing options...
aittam Posted September 20, 2006 Share Posted September 20, 2006 love you man! Link to comment Share on other sites More sharing options...
poesel Posted September 21, 2006 Author Share Posted September 21, 2006 Aah, the joy of being loved for making an area bombardment device! Some questions for Clay: Is there a way to have two different models/textures for loaded and unloaded gun? The missiles in the launcher would be visible thats why I ask. Sketchup puts textures in a separate directory and this is mentioned in the .obj. DT expects all textures to be in the main /data directory though. Is this a bug or a feeature? I just need to know, its no problem to copy the files. Link to comment Share on other sites More sharing options...
aittam Posted September 21, 2006 Share Posted September 21, 2006 am I right if I create a Kat folder under mods that contains a data folder and a txt file there and i drop the rest in the main directory? Link to comment Share on other sites More sharing options...
poesel Posted September 21, 2006 Author Share Posted September 21, 2006 Just unzip it inside your Mod directory. Choose the Katjuscha mod in DT and look for a Paladin-KT. Link to comment Share on other sites More sharing options...
jdevlin Posted September 21, 2006 Share Posted September 21, 2006 Hi- I'm getting a similar "XML File Invalid error" to the one I received before. I've submitted the crashdump; I believe that therers something wrong with my setup. I'll keep trying, though and hopefully figure out how I'm going to use your creation. -Joe Link to comment Share on other sites More sharing options...
jdevlin Posted September 21, 2006 Share Posted September 21, 2006 Finally fixed the problem ( sort of ) and got to play witht the katjuscha - very cool! -Joe Link to comment Share on other sites More sharing options...
aittam Posted September 21, 2006 Share Posted September 21, 2006 Originally posted by jdevlin: Finally fixed the problem ( sort of ) and got to play witht the katjuscha - very cool! -Joe how did u fixed it? i got several ctd....... Link to comment Share on other sites More sharing options...
jdevlin Posted September 21, 2006 Share Posted September 21, 2006 Hi Aittam- I had to add the katjuscha to another inventory.xml file - the one poesel used didn't work for me - the engine complained about invalid XML just like before. If you still need help, I'll post a copy of the inventory.xml that works for me tonight. Just out of curiosity, are you running under windows? -Joe Link to comment Share on other sites More sharing options...
aittam Posted September 21, 2006 Share Posted September 21, 2006 nope osx 10.4.7, yhea that XML would be really appreciated Link to comment Share on other sites More sharing options...
poesel Posted September 21, 2006 Author Share Posted September 21, 2006 Strange - I've made the whole thing under OSX and it runs fine here. jdevlin - what did you change? Link to comment Share on other sites More sharing options...
Chilibird Posted September 21, 2006 Share Posted September 21, 2006 Posesl-> What are you using to make your models? Blender is the only way I know to make a model that has a texture, and it doesn't seem to be working very well... Link to comment Share on other sites More sharing options...
aittam Posted September 21, 2006 Share Posted September 21, 2006 Originally posted by poesel71: Strange - I've made the whole thing under OSX and it runs fine here. jdevlin - what did you change? i'll try one more time stay tuned in ten minutes the answer hre when it crashed twice: this is loading Battlecreek: COB: Loading texture >DropTeam.app/Contents/Resources/data/Team1ArcticMBTGunLoiter0.png< PHYSICALOBJECTFACTORY: Loading DropTeam.app/Contents/Resources/data/120mmAP.physicalobjectgroup PHYSICALOBJECTFACTORY: Loading DropTeam.app/Contents/Resources/data/120mmHEAT.physicalobjectgroup PHYSICALOBJECTFACTORY: Loading DropTeam.app/Contents/Resources/data/120mmHE.physicalobjectgroup PHYSICALOBJECTFACTORY: Loading DropTeam.app/Contents/Resources/data/SmokeGrenade.physicalobjectgroup CRITICAL: The XML file is not valid and the same for Icefield [ September 21, 2006, 02:45 PM: Message edited by: aittam ] Link to comment Share on other sites More sharing options...
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