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  3. For those who might still be interested, the Pirates-events are still ongoing. HelloClan hosts Pirates 1 frequently, and currently monthly, with very good turnouts. See their forums for dates, times, and locations. The one coming up on September the 23rd will feature maps from the Anniversary Map Pack, and in October there will one coinciding with Halloween, where hopefully we will have a repeat success of the double-event from last year with Lost-Soldiers hosting Battlefield Pirates 2.
  4. Figured what was done to be fixed because I had the same issue. You just need to add underneath ObjectTemplate.vehicleCategory VTStationaryMG (example): ObjectTemplate.controlsCategory VCAir
  5. Hi Community, for my personal, singleplayer based mod, I am trying to find a way to lower the limit of bf2 squads number from 9 to 5. The concept is to pass from the current scenario of 9 squads composed by 6-7 soldiers to 5 squads composed by 11-12 soldiers. I already found a way to hack bf2.exe so to increase SQUAD SIZE LIMIT from 6 soldiers to a higher number, details of this change can be found in my other thread in Project Reality forum: https://www.realitymod.com/forum/showthread.php?t=153246 As the bots tend to fill the first slots of each squad, considering the classic scenario of about 60 bots per team (any higher number of bots would cause lags and different issues), I end up with 9 squads of 6-7 memebers, so the above hack results useless in singleplayer. Reducing the squads from 9 to 5 (or less) IMO would force bots to concentrate into fewer and bigger squads. I would really appreciate any suggestion on how to achieve this change (by modifying the .exe file or whatever python/tweak could be used for that).
  6. Hi Community, for my personal, singleplayer based mod, I am trying to find a way to lower the limit of bf2 squads number from 9 to 5. The concept is to pass from the current scenario of 9 squads composed by 6-7 soldiers to 5 squads composed by 11-12 soldiers. I already found a way to hack bf2.exe so to increase SQUAD SIZE LIMIT from 6 soldiers to a higher number, details of this change can be found in my other thread in Project Reality forum: https://www.realitymod.com/forum/showthread.php?t=153246 As the bots tend to fill the first slots of each squad, considering the classic scenario of about 60 bots per team (any higher number of bots would cause lags and different issues), I end up with 9 squads of 6-7 memebers, so the above hack results useless in singleplayer. Reducing the squads from 9 to 5 (or less) IMO would force bots to concentrate into fewer and bigger squads. I would really appreciate any suggestion on how to achieve this change (by modifying the .exe file or whatever python/tweak could be used for that).
  7. I have learnt more today! Yes my mind focused on 'mine' rather than 'bomblet' so I was thinking of Nellie flying along roads laying tank mines like a cute troll rather than the A2A aspect. My only other random thought was whether something like ambient fire, which has a damage effect and doesn't have mobile physics either, would or at least could be aligned to ground; if the main issue is just getting those parachutes to look realistically upright, whether such properties from fire could be used and the mesh/texture altered to appear as the bomblet. What a blessing and a curse Bf2 is!! Although whilst curses can be picked up in most retail stores, Bf2's blessing is pretty unique.
  8. hey mft004 most of that stuff is already in use to some degree, apart from the collision offset which merely determines how far it sinks into whatever it hits before it explodes. ObjectTemplate.geometry little_nellie_airmine ObjectTemplate.setCollisionMesh little_nellie_airmine ObjectTemplate.mapMaterial 0 Death 666 ObjectTemplate.drag 1 ObjectTemplate.gravityModifier 0.1 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh ObjectTemplate.collisionGroups 8 ObjectTemplate.timeToLive CRD_UNIFORM/6/0/0 ObjectTemplate.material -1 ObjectTemplate.hasOnTimeEffect 1 the air mine doesn't have mobile physics like e.g. a typical falling bomb would, which makes it low-overhead as far as using up system resources goes, but also limited as to what i can do with it. if i give it mobile physics, i can add a wing to it which will make it 'weather vane' and turn towards the air-flow like bombs and aircraft do, but then it also needs a networkable for the game to accurately track it, and past experience showed me that mobile mesh projectiles behave like lunatics if e.g. one of them touches another, or the game mis-calculates one of the projectiles' positions - most likely it will either suddenly leap 50 ft in any direction or rapidly spin around on its axis ----------------- btw in practice it is very hard to score a kill against a pursuing plane with these and survive, because it requires putting yourself smack-bang right in front of the enemy's guns and flying straight and level for about a second so he will plough into the mines, i.e. more than long enough for him to kill you first. it's great for use against tanks and such, though...
  9. Greetings, one more question from me this month. In my eternal struggle to play the FH2 mod with AI players whilst not seeing CPU throttling effects, I tried having computer A run the server whilst I played the game on computer B, both having the exact same files as each other - to clarify, Coop mode was being used here. The result was that when playing on computer B, the visible lag/throttling issue was gone. I became sad however when I saw that several weapon animations weren't playing right. For example normally I would press to throw a grenade and the animation for activating the grenade and chucking it to the target would play. On computer B however, I would press to throw and the grenade would disappear from view, before appearing mid-air on its way to the target two seconds later. Stuff like that, a little too much of a break in immersion to be worth playing with even though the lack of lag was beautiful. Any ideas as to whether there's a setting which could be altered to make animations etcs run as intended on the 'client' computer?
  10. It feels very odd offering advice to clivewil! But my amateur thought is, if the alignment at point of drop can't be altered, can it be fixed at point of hitting the ground? With some vehicles I've looked at recently, they basically don't tilt over when they go over a hill at an angle - though it might look like that's imminent, at point of impact the vehicle rights itself back to the upright position, I think because of these lines: ObjectTemplate.drag 1 ObjectTemplate.centerOfCollisionOffset 0/0.5/1 ObjectTemplate.mass 3000 ObjectTemplate.gravityModifier 1.6 ObjectTemplate.floaterMod 0.1 Would there be some similar edit that could be made for these fallling objects? Or alas would these be classed as force objects?
  11. Greetings wizards, I come with another random question! Though this time it's about weapon animations, so there might not be any wizards left here with knowledge in this area, here goes anyway. I'm trying to edit a number of auto-fire weapons, firstly an mp40, so that the hip-fire animation is also used when zoom-firing, aka no iron sights. So I removed the lod line from the .tweak file and told the animsystem file to use the same fire .baf for zoom as it would for hip-fire. It has sort of worked, but A : the animation is not showing full blowback and the gun's bolt isn't going back fully when zoomed in and then B : if I was moving the cursor to spray fire when zoomed in, the gun model is staying rigid (in contrast, when firing from the hip, the model sort of moves a little in different directions depending on where the cursor moves, the model sort of bends in a direction to follow the cursor). Do you think that there's something hard-coded in the game where animations are more limited/rigid when zoomed? The only other thing I've noticed is that the rigidness gets a bit worse when the zoomFactor is set further away, but even when I set it really low (aka hardly any zoom at all), the animations are still limited. This isn't something unique to this particular weapon; I've tried this with other auto-fire weapons and got the same results. So far, it seems that modifying the zoomDamping value in the animsystem file, together with the animationLength and the fade in/out timings, all have a slight effect on this zoom-fire animation but there remains a clear difference between that and hip-fire. Have made a little demonstration video in case that helps too - the main difference seen there is that, when firing from hip, the butt of gun will at times dip outside of the screen, whilst in that more rigid view when firing in zoom, the butt of gun never leaves the screen. Also you'll see that, in hip-fire, the model is kind of being dragged by the cursor direction (as it's meant to be) but in the zoom view it's as if the model doesn't care about the cursor. https://drive.google.com/file/d/1qZNCLGsReL-vBV4OU3cwQz_RKcu18SII/
  12. one of my ridiculous toys (James Bond's 'Little Nellie' gyrocopter from You Only Live Twice) has an aerial mine launcher, essentially a flare launcher with little bomblets that slowly drop down via parachutes. the (minor) problem is that these always follow the orientation of Nellie, so if you release them while turning they will be tilted as they fall just wondering if there is an easy way to make them always spawn aligned to the world regardless of Nellie's angle? ---> i really don't want to start using wings or force objects etc. if possible - it's only a minor issue, and this thing drops about 50 at one time - that's a lot of networkables to suddenly spring into action each time i push the button
  13. okay, i think i made some headway with this. i managed to get shot in the face twice by an ungrateful MEC with a mounted LMG on Sharqi 64 sp. short version: i made a shtload of changes to the PCO and it didn't affect much, bots still ignored it, so i looked at the ai for the weapon itself and found an error. bots began using it as soon as i made these changes to the gun's ai: rem *** Add Saw *** weaponTemplate.create rulmg_rpk74_stationary weaponTemplate.indirect 0 weaponTemplate.minRange 0.0 weaponTemplate.maxRange 200.0 weaponTemplate.setStrength Infantry 40.0 weaponTemplate.setStrength LightArmour 35.0 weaponTemplate.setStrength HeavyArmour 0.0 weaponTemplate.setStrength NavalArmour 30.0 weaponTemplate.setStrength Helicopter 20.0 weaponTemplate.setStrength AirPlane 5.0 weaponTemplate.setSoundSphereRadius 60.0 weaponTemplate.allowedDeviation 5.0 there should never be two setStrength values the same, they should all be different except for 0.0 - the original gun had two 10.0's and i also extended the range a lot. long version: of my changes to the PCO itself, some would be helpful (temp 4000) some were bloody stupid (setIsAntiAircraft 1) but i wanted the bots to have every reason to enter the gun, even if they had no chance of a hit plus others, e.g. aiTemplatePlugIn.setStrategicStrength 0 3 aiTemplatePlugIn.setStrategicStrength 1 3 ...the 0 3 indicates the weapon is good for attack, as well as defence (1 3) which isn't really appropriate unless the enemy are rushing from the front, of course. and rem aiTemplatePlugIn.setUseNoPathfindingToGetToObject 1 - only useful if the gun isn't anywhere near the navmesh. ...so you may want to muck around with these if changing the weapon ai alone doesn't solve it.
  14. tip - if you're using the editor, it's best to have a separate editing mod just for setting up your objects, alongside the normal mod you use for playing + testing the editor giveth and the editor taketh away, and it's common to find that it has either added duplicates of child objects without you knowing, or deleted huge chunks of your code because maybe one minor detail was missing. use the Ed mod to set up e.g. object positions and rotations and to accurately place stuff into your maps and so on, but then copy your changes via notepad++ into your 'safe' playing + testing mod. we used to talk with the DICE guys a lot back in the day, and they confirmed that they used to use this method themselves when they were developing the game, due to the editor's shortcomings. of course, if you're making maps from scratch, you're stuck doing everything inside the editor and making multiple backups... ----> oh and if you haven't tried yet, you can run maps extracted - just unzip everything into the right folders. no need to keep zipping/unzipping the server archive every time you make a tiny change. attached pic shows cloned 'daqing oilfields'
  15. i can't even open it, it shows something like this when i click try again, it "generates" the dump folder, but when it redirects me into it, there is no any dump folders when i click continue, this happens EDIT: Managed to make it work, now i just gotta see if i didn't delete the mod
  16. are you using the editor? if so, are you aware it installs a debugger alongside it? (called BF2_r.exe) run it fullscreen*** until it crashes, and then look at the log - usually massive, so use notepad++ to read it. (ordinary notepad won't handle it, my last log was over 700mb) the troublesome item is usually right near the bottom. *** if you run it in a window it will just show every single error assert in a popup, hundreds or thousands of them, and not all of them are critical. in fact some asserts are not even errors, they have just been flagged as such
  17. hey, er... after all of this, it seems the work has already been done for you... is there any reason you're not going to use the 'us_bipod' PCO? it already has an uslmg_m249saw_stationary added to it, along with ai, anim sys, entry point, cameras... i don't normally have much to do with handguns and stationaries so it's the first time i've gone looking, but this seems to me it is what you were looking for, already set up there also exists a ch_bipod and a mec_bipod
  18. i'm not seeing your con and tweak for the PCO itself, is there any? i would expect to have seen a basic pure-code PCO with the SAW added as a child no biggie, i can try to kludge one together here. i usually make aircraft and the occasional land vehicle, never paid much attention to hand weapons and stationaries, but this isn't going to be much different than e.g. adding a tail gunner to a bomber, but without a parent mesh i will name the PCO 'fli_gunner' unless you have another name you wanted to use leave it with me for a moment and i'll get back to you
  19. WAIT, HOW is it GFA not PCO?? i was 99.999999999% sure i changed it. ima change it rq, ill update this if i succeed. EDIT: nvm, after adding a new weapon(MK11), the game crashes instantly for no reason, without any errors, i didn't even edit the .tweak yet. so we have a new issue
  20. everything is vanilla, the only thing edited is the .tweaks. Bipod AI rem *** Plugins *** aiTemplatePlugIn.create Physical CommonBipodPhysical aiTemplatePlugIn.setStrType LightArmour aiTemplatePlugIn.create Armament CommonBipodArmament aiTemplatePlugIn.create Unit CommonBipodUnit aiTemplatePlugIn.equipmentTypeName Fixed aiTemplatePlugIn.setStrategicStrength 0 0 aiTemplatePlugIn.setStrategicStrength 1 2 aiTemplatePlugIn.setHasExposedSoldier 1 aiTemplatePlugIn.setUseNoPathfindingToGetToObject 1 aiTemplatePlugIn.create ControlInfo CommonBipodCtrl aiTemplatePlugIn.driveTurnControl PIYaw aiTemplatePlugIn.driveThrottleControl PIThrottle aiTemplatePlugIn.aimHorizontalControl PIMouseLookX aiTemplatePlugIn.aimVerticalControl PIMouseLookY aiTemplatePlugIn.lookHorizontalControl PIMouseLookX aiTemplatePlugIn.lookVerticalControl PIMouseLookY aiTemplatePlugIn.throttleSensitivity -1.0 aiTemplatePlugIn.pitchSensitivity 0.21817 aiTemplatePlugIn.rollSensitivity -0.21817 aiTemplatePlugIn.yawSensitivity -2.5 aiTemplatePlugIn.lookVerticalSensitivity 0.21817 aiTemplatePlugIn.lookHorizontalSensitivity -0.21817 aiTemplatePlugIn.proportionalConstant -7 aiTemplatePlugIn.derivativeConstant -0.5 aiTemplatePlugIn.throttleLookAhead 1.0 aiTemplatePlugIn.pitchLookAhead 1.0 aiTemplatePlugIn.rollLookAhead 1.0 aiTemplatePlugIn.yawLookAhead 1.0 aiTemplatePlugIn.lookVerticalLookAhead 1.0 aiTemplatePlugIn.lookHorizontalLookAhead 1.0 aiTemplatePlugIn.throttleScale 1.0 rem *** Angle in radians *** aiTemplatePlugIn.pitchScale 10.0 aiTemplatePlugIn.rollScale 10.0 aiTemplatePlugIn.yawScale 0.0020 aiTemplatePlugIn.lookVerticalScale 1.0 aiTemplatePlugIn.lookHorizontalScale 1.0 rem *** CHECK NONAI OBJECT.CON FOR THESE VALUES aiTemplatePlugIn.setCameraRelativeMinRotationDeg -50/-20/0 aiTemplatePlugIn.setCameraRelativeMaxRotationDeg 50/60/0 rem *** AITemplate *** aiTemplate.create CommonBipodAI aiTemplate.addType ITUnit aiTemplate.addType ITBiological aiTemplate.addType ITGround aiTemplate.degeneration 1 aiTemplate.allowedTimeDiff 3.0 aiTemplate.basicTemp 50000.0 aiTemplate.dontAllowExit 1 aiTemplate.commonKnowledge 0 aiTemplate.addPlugIn CommonBipodPhysical aiTemplate.addPlugIn CommonBipodArmament aiTemplate.addPlugIn CommonBipodUnit aiTemplate.addPlugIn CommonBipodCtrl LMG AI(Weapons.ai) weaponTemplate.create STATIONARY_LMG_AI weaponTemplate.indirect 0 weaponTemplate.minRange 5.0 weaponTemplate.maxRange 90000.0 weaponTemplate.setStrength Infantry 15.0 weaponTemplate.setStrength LightArmour 10.0 weaponTemplate.setStrength HeavyArmour 5.0 weaponTemplate.setStrength NavalArmour 10.0 weaponTemplate.setStrength Helicopter 5.0 weaponTemplate.setStrength AirPlane 1.0 weaponTemplate.setSoundSphereRadius 60.0 weaponTemplate.allowedDeviation 45.0 uslmg_m249saw_stationary.tweak(just in case you need it) rem *** Generated with Bf2Editor.exe [created: 2005/2/14 17:21] GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 16 ObjectTemplate.activeSafe GenericFireArm uslmg_m249saw_stationary ObjectTemplate.creator MBA-1:mba ObjectTemplate.modifiedByUser fli ObjectTemplate.saveInSeparateFile 1 rem ---BeginComp:Ik --- ObjectTemplate.createComponent Ik ObjectTemplate.ik.positionLeft -0.0858965/-0.0581829/-0.547169 ObjectTemplate.ik.rotationLeft -95.5178/-38.3014/23.957 ObjectTemplate.ik.poleVectorLeft -0.761005/-0.670735/-0.080618 ObjectTemplate.ik.positionRight 0.0200388/-0.0606956/-0.447365 ObjectTemplate.ik.rotationRight -101.198/17.8053/92.3508 ObjectTemplate.ik.poleVectorRight 0.584053/-0.462384/-0.0456314 rem ---EndComp --- rem ---BeginComp:WeaponHud --- ObjectTemplate.createComponent WeaponHud ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\icon_M249SAW.tga ObjectTemplate.weaponHud.hudName "KILLMESSAGE_WEAPON_stationarym249" ObjectTemplate.weaponHud.guiIndex 4 ObjectTemplate.weaponHud.altGuiIndex 0 ObjectTemplate.weaponHud.deviationFactor 7 ObjectTemplate.weaponHud.maxVisualDeviation 75 ObjectTemplate.weaponHud.hasFireRate 0 ObjectTemplate.weaponHud.showClips 0 ObjectTemplate.weaponHud.overheatSound S_Weapon_Handheld_Overheat rem ---EndComp --- rem ---BeginComp:SingleFireComp --- ObjectTemplate.createComponent SingleFireComp ObjectTemplate.fire.roundsPerMinute 900 ObjectTemplate.fire.addFireRate 2 ObjectTemplate.fire.fireInCameraDof 1 rem ---EndComp --- rem ---BeginComp:DefaultAmmoComp --- ObjectTemplate.createComponent DefaultAmmoComp ObjectTemplate.ammo.ammoType 1 ObjectTemplate.ammo.nrOfMags 1 ObjectTemplate.ammo.magSize -1 ObjectTemplate.ammo.reloadTime 6.666 ObjectTemplate.ammo.autoReload 1 rem ---EndComp --- rem ---BeginComp:WeaponBasedRecoilComp --- ObjectTemplate.createComponent WeaponBasedRecoilComp ObjectTemplate.recoil.recoilSize 0.25 ObjectTemplate.recoil.recoilSpeed 30 ObjectTemplate.recoil.cameraRecoilSpeed 8 ObjectTemplate.recoil.cameraRecoilSize 0.5 rem ---EndComp --- rem ---BeginComp:SimpleDeviationComp --- ObjectTemplate.createComponent SimpleDeviationComp ObjectTemplate.deviation.minDev 0.7 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.addZoomFactor 0 rem ---EndComp --- ObjectTemplate.geometry uslmg_m249saw_stationary ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh ObjectTemplate.aiTemplate STATIONARY_LMG_AI rem ------------------------------------- ObjectTemplate.addTemplate S_uslmg_m249saw_stationary_Fire1P ObjectTemplate.setPosition 0.00130758/0.072425/0.55158 ObjectTemplate.addTemplate S_uslmg_m249saw_stationary_Fire1P_Outdoor ObjectTemplate.setPosition 0.000193767/0.0738525/0.552745 ObjectTemplate.addTemplate S_uslmg_m249saw_stationary_Fire3P ObjectTemplate.setPosition 0.000106107/0.0722778/0.551821 ObjectTemplate.addTemplate S_uslmg_m249saw_stationary_BoltClick ObjectTemplate.setPosition 0/0.0799825/-0.131798 ObjectTemplate.addTemplate S_uslmg_m249saw_stationary_TriggerClick ObjectTemplate.setPosition 0.0126139/-0.0187192/-0.081256 ObjectTemplate.addTemplate S_uslmg_m249saw_stationary_SwitchFireRate ObjectTemplate.setPosition 0.0195339/0.0280159/-0.113085 ObjectTemplate.addTemplate S_uslmg_m249saw_stationary_Reload1P ObjectTemplate.setPosition 0.00896461/0.0434158/0.00171497 ObjectTemplate.addTemplate S_uslmg_m249saw_stationary_Reload3P ObjectTemplate.setPosition -0.000943646/-0.0342668/-0.0135139 ObjectTemplate.addTemplate S_uslmg_m249saw_stationary_Deploy1P ObjectTemplate.setPosition 0.00472397/0.0395077/-0.133244 ObjectTemplate.addTemplate S_uslmg_m249saw_stationary_Deploy3P ObjectTemplate.setPosition 0.0106914/0.0652283/-0.109307 ObjectTemplate.addTemplate S_uslmg_m249saw_stationary_Zoom ObjectTemplate.setPosition 0/0.0945407/-0.0520584 ObjectTemplate.addTemplate e_muzz_m4 ObjectTemplate.setPosition 0/0.054564/0.340877 ObjectTemplate.addTemplate e_shellejection_m249 ObjectTemplate.setPosition 0.0419324/0.0594651/-0.247361 rem ------------------------------------- ObjectTemplate.projectileTemplate uslmg_m249saw_stationary_Projectile ObjectTemplate.velocity 500 ObjectTemplate.itemIndex 3 ObjectTemplate.heatAddWhenFire 0.01 ObjectTemplate.coolDownPerSec 0.4 ObjectTemplate.overheatPenalty 3 ObjectTemplate.create GenericProjectile uslmg_m249saw_stationary_Projectile ObjectTemplate.modifiedByUser fli ObjectTemplate.createNotInGrid 1 ObjectTemplate.createdInEditor 1 rem ---BeginComp:DefaultCollisionComp --- ObjectTemplate.createComponent DefaultCollisionComp rem ---EndComp --- rem ---BeginComp:DefaultDetonationComp --- ObjectTemplate.createComponent DefaultDetonationComp rem ---EndComp --- rem ---BeginComp:DefaultProjSoundComp --- ObjectTemplate.createComponent DefaultProjSoundComp rem ---EndComp --- rem ---BeginComp:DefaultRicochetComp --- ObjectTemplate.createComponent DefaultRicochetComp rem ---EndComp --- rem ---BeginComp:DefaultPenetrateComp --- ObjectTemplate.createComponent DefaultPenetrateComp rem ---EndComp --- ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Point ObjectTemplate.collisionGroups 8 ObjectTemplate.material 38 rem ------------------------------------- ObjectTemplate.addTemplate S_uslmg_m249saw_stationary_Projectile_Looping rem ------------------------------------- ObjectTemplate.timeToLive CRD_NONE/10/0/0 ObjectTemplate.material 38 ObjectTemplate.tracerScaler 30 ObjectTemplate.maxTracerScaler 30 ObjectTemplate.minTracerScaler 1 ObjectTemplate.tracerSizeModifier 5 ObjectTemplate.tracerTemplate p_tracer_g ObjectTemplate.tracerInterval 3 ObjectTemplate.tracerConvergeDistance 50 ObjectTemplate.minDamage 0.2 ObjectTemplate.damage 25 ObjectTemplate.activeSafe Sound S_uslmg_m249saw_stationary_Fire1P ObjectTemplate.modifiedByUser fli ObjectTemplate.soundFilename "objects/weapons/handheld/uslmg_m249saw/sounds/m249_fire_1p.wav" ObjectTemplate.loopCount 0 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 1 ObjectTemplate.volume 0.7 ObjectTemplate.pitch 1 ObjectTemplate.pan 0.5 ObjectTemplate.reverbLevel 1 ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.98/1.05/ ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/ ObjectTemplate.position 0.00130758/0.072425/0.55158 ObjectTemplate.activeSafe Sound S_uslmg_m249saw_stationary_Fire1P_Outdoor ObjectTemplate.modifiedByUser fli ObjectTemplate.soundFilename "objects/weapons/handheld/uslmg_m249saw/sounds/m249_fire_1p.wav" ObjectTemplate.loopCount 0 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 1 ObjectTemplate.volume 0.7 ObjectTemplate.pitch 1 ObjectTemplate.pan 0.5 ObjectTemplate.reverbLevel 1 ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.98/1.05/ ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/ ObjectTemplate.position 0.000193767/0.0738525/0.552745 ObjectTemplate.activeSafe Sound S_uslmg_m249saw_stationary_Fire3P ObjectTemplate.modifiedByUser fli ObjectTemplate.soundFilename "objects/weapons/handheld/uslmg_m249saw/sounds/m249_fire_3p.wav" ObjectTemplate.loopCount 0 ObjectTemplate.is3dSound 1 ObjectTemplate.stopType 1 ObjectTemplate.volume 0.68 ObjectTemplate.pitch 1 ObjectTemplate.reverbLevel 1 ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.975/1.04/ ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/ ObjectTemplate.position 0.000106107/0.0722778/0.551821 ObjectTemplate.minDistance 6 ObjectTemplate.halfVolumeDistance 12 ObjectTemplate.soundRadius 0.5 ObjectTemplate.activeSafe Sound S_uslmg_m249saw_stationary_BoltClick ObjectTemplate.modifiedByUser fli ObjectTemplate.soundFilename "objects/weapons/handheld/usrif_m4/sounds/mono/m4_boltclick.wav" ObjectTemplate.loopCount 1 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 1 ObjectTemplate.volume 0.75 ObjectTemplate.pitch 1 ObjectTemplate.pan 0.5 ObjectTemplate.reverbLevel 1 ObjectTemplate.position 0/0.0799825/-0.131798 ObjectTemplate.activeSafe Sound S_uslmg_m249saw_stationary_TriggerClick ObjectTemplate.modifiedByUser mdo ObjectTemplate.soundFilename "objects/weapons/handheld/uspis_92fs/sounds/mono/trigger_click.wav" ObjectTemplate.loopCount 1 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 1 ObjectTemplate.volume 0.5 ObjectTemplate.pitch 1 ObjectTemplate.pan 0.5 ObjectTemplate.reverbLevel 1 ObjectTemplate.activeSafe Sound S_uslmg_m249saw_stationary_SwitchFireRate ObjectTemplate.modifiedByUser fli ObjectTemplate.activeSafe Sound S_uslmg_m249saw_stationary_Reload1P ObjectTemplate.modifiedByUser fli ObjectTemplate.activeSafe Sound S_uslmg_m249saw_stationary_Reload3P ObjectTemplate.modifiedByUser fli ObjectTemplate.activeSafe Sound S_uslmg_m249saw_stationary_Deploy1P ObjectTemplate.modifiedByUser fli ObjectTemplate.activeSafe Sound S_uslmg_m249saw_stationary_Deploy3P ObjectTemplate.modifiedByUser fli ObjectTemplate.activeSafe Sound S_uslmg_m249saw_stationary_Zoom ObjectTemplate.modifiedByUser fli ObjectTemplate.activeSafe Sound S_uslmg_m249saw_stationary_Projectile_Looping ObjectTemplate.modifiedByUser fli
  21. under your post it says 'staionary.zip - unavailable. as long as you're attaching the file itself and not just a shortcut, then it's probably the forum bb code being screwy, or incorrectly set permissions etc. might be easier to just paste it directly into a post and i can reconstruct it at this end i'm assuming that any meshes/textures you're using are plain vanilla ones and not custom ones, yes?
  22. yeah i did, although i abandoned the old mod since it was crashing after opening any map(which is why im making the same mod AGAIN all over again) (also WITHOUT any errors)
  23. oh. it works for me, idk why it doesnt for you maybe one more time? (i compressed it more, maybe that will make a difference, old one was 0% compressed, maybe now it'll work) stationary.zip
  24. "This attachment is not available. It may have been removed or the person who shared it may not have permission to share it to this location." ...not sure what's going on there, but i can't get to it.
  25. i attached anyway, it's cleaner imo i don't want the player to be stuck as well, that's my main problem, otherwise, i would've been done by now stationary.zip
  26. post your code if you don't mind, and i'll see if i can sort it out here pco con and tweak, objects.ai, weapons.ai - the whole lot, separated so i can reconstruct them here. just paste it into a forum post, no need to bother with attaching them as files (unless you really want to, of course) never seen heat of battle so no idea what they have.
  27. yeah, that worked, i don't want to make players also trapped, thats the problem i want it to do it the way Heat Of Battle did(no idea how if mine just jump off after a few seconds of inactivity)
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