2017-05-19, 09:02 | #11 |
PR:BF2 Lead Developer
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Re: French AT Riflegrenade disporportionate damage
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Mineral: TIL that Wire-guided missiles actually use wire
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2017-05-19, 09:24 | #12 | ||||
Join Date: Apr 2017
Posts: 109
Turkey
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Re: French AT Riflegrenade disporportionate damage
Quote:
http://saab.com/about-saab/sites/eur...on-for-france/ Quote:
Quote:
I just got through looking at Chinese HAT: Code:
rem *** Generated with Bf2Editor.exe [created: 2006/1/4 7:47] GeometryTemplate.setSubGeometryLodDistance 1 0 10 GeometryTemplate.setSubGeometryLodDistance 1 1 15 GeometryTemplate.maxSkip3pLods 0 GeometryTemplate.setMaterialReflectionScale 0 0 0 0.25 GeometryTemplate.setSpecularStaticGloss 0 0 0 0.15 GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 16 ObjectTemplate.activeSafe GenericFireArm chat_pf98 ObjectTemplate.creator Happy ObjectTemplate.modifiedByUser "Happy" ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.castsDynamicShadow 1 ObjectTemplate.cullRadiusScale 10 rem ---BeginComp:WeaponHud --- ObjectTemplate.createComponent WeaponHud ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\chat_PF98.tga ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\SpecialKitIcons\antiTank.tga ObjectTemplate.weaponHud.hudName "killed" ObjectTemplate.weaponHud.guiIndex 222 ObjectTemplate.weaponHud.altGuiIndex 20002 ObjectTemplate.weaponHud.disableOnSprint 0 ObjectTemplate.weaponHud.hasRangeFinder 1 rem ---EndComp --- rem ---BeginComp:SingleFireComp --- ObjectTemplate.createComponent SingleFireComp ObjectTemplate.fire.addFireRate 0 ObjectTemplate.fire.projectileStartPosition 0/0.027/0 ObjectTemplate.fire.showWeaponAfterReloadDelay 1.6 ObjectTemplate.fire.dropWeaponAfterFiringDelay 1.5 ObjectTemplate.fire.busyUntilButtonRelease 1 rem ---EndComp --- rem ---BeginComp:DefaultAmmoComp --- ObjectTemplate.createComponent DefaultAmmoComp ObjectTemplate.ammo.ammoType 1 ObjectTemplate.ammo.nrOfMags 2 ObjectTemplate.ammo.magSize 1 ObjectTemplate.ammo.reloadTime 8 ObjectTemplate.ammo.minimumTimeUntilReload 1.2 ObjectTemplate.ammo.autoReload 1 ObjectTemplate.ammo.toggleWhenNoAmmo 1 ObjectTemplate.ammo.reloadWithoutPlayer 0 rem ---EndComp --- rem ---BeginComp:SoldierBasedRecoilComp --- include ../../common/recoil.con "antiarmor" "lat" rem ---EndComp --- rem ---BeginComp:SoldierDeviationComp --- include ../../common/deviation.con "antiarmor" "lat" rem ---EndComp --- rem ---BeginComp:DefaultSoundComp --- ObjectTemplate.createComponent DefaultSoundComp rem ---EndComp --- rem ---BeginComp:DefaultAnimationComp --- ObjectTemplate.createComponent DefaultAnimationComp rem ---EndComp --- rem ---BeginComp:DefaultZoomComp --- ObjectTemplate.createComponent DefaultZoomComp ObjectTemplate.zoom.zoomDelay 1.5 ObjectTemplate.zoom.zoomLod 1 ObjectTemplate.zoom.addZoomFactor 0 ObjectTemplate.zoom.addZoomFactor 0.306 ObjectTemplate.zoom.changeFovDelay 1.5 ObjectTemplate.zoom.mouseSpeedMod 0.2 ObjectTemplate.zoom.disableMuzzleWhenZoomed 1 rem ---EndComp --- ObjectTemplate.geometry chat_pf98 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.aiTemplate at_heavy_ai rem ------------------------------------- ObjectTemplate.addTemplate S_chat_pf98_Fire1P ObjectTemplate.addTemplate S_chat_pf98_Fire1P_Outdoor ObjectTemplate.addTemplate S_chat_pf98_Fire3P ObjectTemplate.setPosition 0/0.027/0.7085 ObjectTemplate.addTemplate S_chat_pf98_BoltClick ObjectTemplate.addTemplate S_chat_pf98_TriggerClick ObjectTemplate.addTemplate S_chat_pf98_SwitchFireRate ObjectTemplate.addTemplate S_chat_pf98_Reload1P ObjectTemplate.addTemplate S_chat_pf98_Reload3P ObjectTemplate.addTemplate S_chat_pf98_Deploy1P ObjectTemplate.addTemplate S_chat_pf98_Deploy3P ObjectTemplate.addTemplate S_chat_pf98_Zoom ObjectTemplate.addTemplate e_muzz_at4 ObjectTemplate.setPosition 0/0.02703/0.32419 ObjectTemplate.addTemplate e_rifle_Prone ObjectTemplate.addTemplate e_rifle_from_prone rem ------------------------------------- ObjectTemplate.animationSystem1P objects/Weapons/Handheld/chat_PF98/AnimationSystem1p.inc ObjectTemplate.animationSystem3P objects/Weapons/Handheld/chat_PF98/AnimationSystem3p.inc ObjectTemplate.projectileTemplate pf98_missile ObjectTemplate.keepProjectiles 15 ObjectTemplate.velocity 205 ObjectTemplate.itemIndex 4 ObjectTemplate.delayToUse 8 ObjectTemplate.activeSafe Sound S_chat_pf98_Fire1P ObjectTemplate.modifiedByUser "Owner" ObjectTemplate.soundFilename "objects/weapons/handheld/chat_eryx/sounds/eryx_fire_1p.wav" ObjectTemplate.loopCount 0 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 1 ObjectTemplate.volume 1.0 ObjectTemplate.pitch 1 ObjectTemplate.pan 0.5 ObjectTemplate.reverbLevel 1 ObjectTemplate.activeSafe Sound S_chat_pf98_Fire3P ObjectTemplate.modifiedByUser "Owner" ObjectTemplate.soundFilename "objects/weapons/handheld/chat_eryx/sounds/eryx_fire_3p.wav" ObjectTemplate.loopCount 0 ObjectTemplate.is3dSound 1 ObjectTemplate.stopType 1 ObjectTemplate.volume 1 ObjectTemplate.pitch 1 ObjectTemplate.reverbLevel 1 ObjectTemplate.position 0/0.027/0.7085 ObjectTemplate.minDistance 15 ObjectTemplate.halfVolumeDistance 40 ObjectTemplate.activeSafe Sound S_chat_pf98_BoltClick ObjectTemplate.modifiedByUser "Owner" ObjectTemplate.activeSafe Sound S_chat_pf98_TriggerClick ObjectTemplate.modifiedByUser "Owner" ObjectTemplate.lowSamples 2147483647 ObjectTemplate.mediumSamples 2147483647 ObjectTemplate.soundFilename "objects/weapons/handheld/uslat_at4/sounds/at4_trigger.wav" ObjectTemplate.loopCount 1 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 1 ObjectTemplate.volume 0.49 ObjectTemplate.pitch 1 ObjectTemplate.pan 0.5 ObjectTemplate.reverbLevel 1 ObjectTemplate.activeSafe Sound S_chat_pf98_SwitchFireRate ObjectTemplate.modifiedByUser "Owner" ObjectTemplate.activeSafe Sound S_chat_pf98_Reload1P ObjectTemplate.lowSamples 2147483647 ObjectTemplate.mediumSamples 2147483647 ObjectTemplate.soundFilename "objects/weapons/handheld/chat_PF98/sounds/pf98_deploy_1p.wav" ObjectTemplate.loopCount 1 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 0 ObjectTemplate.volume 0.39 ObjectTemplate.pitch 1 ObjectTemplate.pan 0.5 ObjectTemplate.reverbLevel 1 ObjectTemplate.modifiedByUser "Owner" ObjectTemplate.activeSafe Sound S_chat_pf98_Reload3P ObjectTemplate.modifiedByUser "Owner" ObjectTemplate.activeSafe Sound S_chat_pf98_Deploy1P ObjectTemplate.modifiedByUser "Owner" ObjectTemplate.lowSamples 2147483647 ObjectTemplate.mediumSamples 2147483647 ObjectTemplate.soundFilename "objects/weapons/handheld/chat_PF98/sounds/pf98_deploy_1p.wav" ObjectTemplate.loopCount 1 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 0 ObjectTemplate.volume 0.39 ObjectTemplate.pitch 1 ObjectTemplate.pan 0.5 ObjectTemplate.reverbLevel 1 ObjectTemplate.activeSafe Sound S_chat_pf98_Deploy3P ObjectTemplate.modifiedByUser "Owner" ObjectTemplate.lowSamples 2147483647 ObjectTemplate.mediumSamples 2147483647 ObjectTemplate.soundFilename "objects/weapons/handheld/chat_PF98/sounds/pf98_deploy_3p.wav" ObjectTemplate.loopCount 1 ObjectTemplate.is3dSound 1 ObjectTemplate.stopType 0 ObjectTemplate.volume 0.42 ObjectTemplate.pitch 1 ObjectTemplate.reverbLevel 0 ObjectTemplate.minDistance 0.5 ObjectTemplate.halfVolumeDistance 1 ObjectTemplate.activeSafe Sound S_chat_pf98_Zoom ObjectTemplate.modifiedByUser "Owner" ObjectTemplate.lowSamples 2147483647 ObjectTemplate.mediumSamples 2147483647 ObjectTemplate.soundFilename "objects/weapons/handheld/uslat_at4/sounds/at4_aim.wav" ObjectTemplate.loopCount 1 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 1 ObjectTemplate.volume 0.8 ObjectTemplate.pitch 1 ObjectTemplate.pan 0.5 ObjectTemplate.reverbLevel 1 http://www.military-today.com/firearms/pf_98.htm Quote:
Velocity of 205m/s may have been for balance when it flew forward without affected by gravity, but now it is affected by gravity. | ||||
Last edited by Allahu Akbar; 2017-05-19 at 09:49..
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2017-05-19, 09:54 | #13 |
PR:BF2 Lead Developer
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Re: French AT Riflegrenade disporportionate damage
205 m/s might be cause its hard to find proper data on anything chinese. I have no idea if 310 or 205 would be more close to what it really happens. I mean they claim the thing has effective range of 2km.
For zeroing you have to play around with something like this until you get the angles and distances you want. Then adjust the animations to be at that animation. Then go in game and test. Then rage that it is not working cause calculation does not always give correct values. Then try and error until you have it right. |
Mineral: TIL that Wire-guided missiles actually use wire
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2017-05-19, 11:54 | #14 |
Join Date: May 2009
Posts: 3,566
New Caledonia
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Re: French AT Riflegrenade disporportionate damage
The IRL problem with the FAMAS grenade is the recoil, the french have had to make a special way to hold the rifle and even with that it's a nose breaker.
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2017-05-19, 11:58 | #15 |
PR:BF2 Contributor
Join Date: Nov 2009
Posts: 95
Europe
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Re: French AT Riflegrenade disporportionate damage
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2017-05-19, 16:02 | #16 |
PR:BF2 Developer
Join Date: Sep 2015
Posts: 798
Korea (North)
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Re: French AT Riflegrenade disporportionate damage
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2017-05-19, 16:36 | #17 |
PR:BF2 Developer
Join Date: Jul 2011
Posts: 1,966
Belarus
Location: Minsk
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Re: French AT Riflegrenade disporportionate damage
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain. Time to give up and respawn.
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2017-05-19, 22:47 | #18 | |
Join Date: Apr 2017
Posts: 109
Turkey
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Re: French AT Riflegrenade disporportionate damage
Quote:
(HATillery is do-able in-game?) | |
2017-05-19, 23:05 | #19 |
Join Date: Jul 2013
Posts: 1,057
United States of America
Location: memes
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Re: French AT Riflegrenade disporportionate damage
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2017-05-20, 02:23 | #20 |
Join Date: Apr 2017
Posts: 109
Turkey
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Re: French AT Riflegrenade disporportionate damage
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Tags |
damage, disporportionate, french, riflegrenade |
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