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[SG:BFM-Dev]Hangman

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About [SG:BFM-Dev]Hangman

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  1. I have tried entering it in soldier cam but I can't even enter it.
  2. yup. that fixed it, Thank you. I have one more question. Is there a way to enter a static MG in the level editor to see where the player is and where the feet will be?
  3. ok, I have a big problem. I am trying to add layers for my game play objects but when create a new layer I get this: How do I fix this. I have never seen this before
  4. none of my other vehicles have ai on any of the seats and they have no problems. I have to try something but I think it might be because I am trying to have the driver also be able to fire his weapons. Maybe the game does not like the driver position using kit guns.
  5. ok, one more thing to add. If I enter the vehicle and switch seats really quickly it does not crash. But if I go back to position 1 I crash again
  6. Ok, i am having a strange problem. I have created a new vehicle and it works fine in the editor. It also works fine in game, sort of. It will spawn in and it can be destroyed. but when I enter it the game crashes without any error message. I copied all the comps (armor, hud ect) from a working vehicle. Any ideas about why this might be happening? I tried to do a forum search but the search function was being pissy
  7. Too bad nobody plays 2142, it is so much more flexable than BF2. If only EA could have just fixed BF2 instead of making 2142

  8. go in the editor and turn on OG so you can see it, the fly around the edge of your map. You can not have anything that has a collision mesh outside of your map. So nothing with a collision in the surrounding terrain. You have most likely pulled the OG right to the edge of the map and the OG generation has placed some of the trees and things outside. Simplest fix is to have a little bit of gap between the edge of the map and the OG. once you make sure that there is no OG outside of the main map it should work fine.
  9. Ok, so I am having a problem with some multi fire comps I am setting up. I know that the ObjectTemplate.fire.ignoreFireButton line works with SingleFireComps, and When I set my FireComp up to be a single fire comp but when I make it a multi fire comp, which is what I really need it to be, the function no longer works. Is this a known "feature" with bf2 or am I just doing something wrong? Here is the code for both iterations: As MultiFireComp ObjectTemplate.activeSafe GenericFireArm bismarck_380mm_alt_barrle ObjectTemplate.modifiedByUser "Florian" rem ---BeginComp:WeaponHud --- ObjectTemplate.createComponent WeaponHud ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\bomb.tga ObjectTemplate.weaponHud.selectIcon Ingame\ShipRounds\380mmShip.dds ObjectTemplate.weaponHud.hudName "Ship To Ship" ObjectTemplate.weaponHud.guiIndex 1005 ObjectTemplate.weaponHud.altGuiIndex 1005 ObjectTemplate.weaponHud.hasFireRate 0 ObjectTemplate.weaponHud.switchGuiOnCamera 1 rem ---EndComp --- rem ---BeginComp:MultiFireComp --- ObjectTemplate.createComponent MultiFireComp ObjectTemplate.fire.roundsPerMinute 120 ObjectTemplate.fire.fireInput PIAltFire ObjectTemplate.fire.altFireInput PIFire ObjectTemplate.fire.ignoreFireButton PIAltFire ObjectTemplate.fire.burstSize 1 ObjectTemplate.fire.maxProjectilesInWorld 5 ObjectTemplate.fire.addBarrelName bismarck_380mm_alt_barrle_effect rem ---EndComp --- rem ---BeginComp:DefaultAmmoComp --- ObjectTemplate.createComponent DefaultAmmoComp ObjectTemplate.ammo.nrOfMags 108 ObjectTemplate.ammo.magSize 2 ObjectTemplate.ammo.reloadTime 20 ObjectTemplate.ammo.autoReload 1 ObjectTemplate.ammo.reloadWithoutPlayer 1 rem ---EndComp --- rem ---BeginComp:WeaponBasedRecoilComp --- ObjectTemplate.createComponent WeaponBasedRecoilComp ObjectTemplate.recoil.recoilSize 50 ObjectTemplate.recoil.recoilSpeed 60 ObjectTemplate.recoil.recoilSpeedGB 1.5 ObjectTemplate.recoil.recoilForce 0 ObjectTemplate.recoil.cameraRecoilSpeed 4 ObjectTemplate.recoil.cameraRecoilSize 8 rem ---EndComp --- rem ---BeginComp:SimpleDeviationComp --- ObjectTemplate.createComponent SimpleDeviationComp ObjectTemplate.deviation.minDev 0.1 rem ---EndComp --- rem ---BeginComp:DefaultSoundComp --- ObjectTemplate.createComponent DefaultSoundComp rem ---EndComp --- ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 1 rem ------------------------------------- ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_Fire1P ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_Fire1P_Outdoor ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_Fire3P ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_BoltClick ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_TriggerClick ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_SwitchFireRate ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_Reload1P ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_Reload3P ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_Deploy1P ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_Deploy3P ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_Zoom ObjectTemplate.addTemplate bismarck_380mm_alt_barrle_effect ObjectTemplate.setPosition 1.125/0/13.525 ObjectTemplate.addTemplate bismarck_380mm_alt_barrle_effect ObjectTemplate.setPosition -1.125/0/13.525 rem ------------------------------------- ObjectTemplate.projectileTemplate HeavyShipGun-AP-Projectile ObjectTemplate.keepProjectiles 5 ObjectTemplate.velocity 650 ObjectTemplate.itemIndex 1 ObjectTemplate.delayToUse 5 As SingleFireComp ObjectTemplate.activeSafe GenericFireArm bismarck_380mm_alt_barrle ObjectTemplate.modifiedByUser "Florian" rem ---BeginComp:WeaponHud --- ObjectTemplate.createComponent WeaponHud ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\bomb.tga ObjectTemplate.weaponHud.selectIcon Ingame\ShipRounds\380mmShip.dds ObjectTemplate.weaponHud.hudName "Ship To Ship" ObjectTemplate.weaponHud.guiIndex 1005 ObjectTemplate.weaponHud.altGuiIndex 1005 ObjectTemplate.weaponHud.hasFireRate 0 ObjectTemplate.weaponHud.switchGuiOnCamera 1 rem ---EndComp --- rem ---BeginComp:SingleFireComp --- ObjectTemplate.createComponent SingleFireComp ObjectTemplate.fire.roundsPerMinute 120 ObjectTemplate.fire.fireInput PIAltFire ObjectTemplate.fire.altFireInput PIFire ObjectTemplate.fire.ignoreFireButton PIAltFire rem ---EndComp --- rem ---BeginComp:DefaultAmmoComp --- ObjectTemplate.createComponent DefaultAmmoComp ObjectTemplate.ammo.nrOfMags 108 ObjectTemplate.ammo.magSize 2 ObjectTemplate.ammo.reloadTime 20 ObjectTemplate.ammo.autoReload 1 ObjectTemplate.ammo.reloadWithoutPlayer 1 rem ---EndComp --- rem ---BeginComp:WeaponBasedRecoilComp --- ObjectTemplate.createComponent WeaponBasedRecoilComp ObjectTemplate.recoil.recoilSize 50 ObjectTemplate.recoil.recoilSpeed 60 ObjectTemplate.recoil.recoilSpeedGB 1.5 ObjectTemplate.recoil.recoilForce 0 ObjectTemplate.recoil.cameraRecoilSpeed 4 ObjectTemplate.recoil.cameraRecoilSize 8 rem ---EndComp --- rem ---BeginComp:SimpleDeviationComp --- ObjectTemplate.createComponent SimpleDeviationComp ObjectTemplate.deviation.minDev 0.1 rem ---EndComp --- rem ---BeginComp:DefaultSoundComp --- ObjectTemplate.createComponent DefaultSoundComp rem ---EndComp --- ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 1 rem ------------------------------------- ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_Fire1P ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_Fire1P_Outdoor ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_Fire3P ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_BoltClick ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_TriggerClick ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_SwitchFireRate ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_Reload1P ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_Reload3P ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_Deploy1P ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_Deploy3P ObjectTemplate.addTemplate S_bismarck_380mm_alt_barrle_Zoom ObjectTemplate.addTemplate e_muzz_artillery ObjectTemplate.setPosition 1.125/0/13.525 ObjectTemplate.addTemplate e_muzz_artillery ObjectTemplate.setPosition -1.125/0/13.525 rem ------------------------------------- ObjectTemplate.projectileTemplate HeavyShipGun-AP-Projectile ObjectTemplate.keepProjectiles 5 ObjectTemplate.velocity 650 ObjectTemplate.itemIndex 1 ObjectTemplate.delayToUse 5
  10. Thanks for the help guys. I have yet to try this. I am way busy with RL like it always happens when working on something cool. But I will give this a try as soon as I can and report back.
  11. Is there a way to easily clone materials and then set them up to have a new damage modifier to the wrench material? The thing is I have used FH2 materials but I know you can add new materials map side.
  12. that did not work. I could still repair the vehicle when it was damaged.
  13. Ok, So i have exported a bundledmesh. I get a .con and all the correct meshes. but for some reason the editor does not see it when I am in the object editor. When I try and load the file I get the message that the file is not in the mod folder, in this case FH2. But it clearly is. And I have exported other things that work fine. I am very befuddled.
  14. Is there a way top make it so a vehicle can not be repaired? I want other ones to be repaired, so just removing the wrench from kits is not an option. So it can no be repaired from a supply drop or a wrench or any other thing that repairs
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