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Freeze

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Everything posted by Freeze

  1. I don't think using the active weapon to change the HUD will work when you enter vehicles. Also if this is an online mod I don't think you can modify the language as that's a client-side variable AFAIK. Some ideas... Create a vehicle with no model that plays different sounds depending on the health. Use voice overs as the damage sounds. Spawn with python and set health depending on event. Force certain soldiers into being squadleader and use the squadleader voice over. Use radio filters as actual voice overs. (gamelogic.messages.addRadioFilter "heli" "Sound/VO/Activate_radio.wav") Modify server binary to override voice overs.
  2. Still offline... thanks for hosting the backup.
  3. I've got a lot to learn... How do you find and read the instructions?
  4. This is all new territory for me but wouldn't I need to build it to hook into events? Or can I skip that entirely using ctypes at runtime?
  5. If anyone succeeds in building from source on Windows I'd appreciate the process you used. Going to get one of my Pis out for this I guess.
  6. That's the most exciting thing I've heard. I have so many ideas, looking forward to any kind of write up you can make on it. p.s. Long time no see!!
  7. I don't know if this helps, but you can disable collisions entirely for the gunship individually player by player. I've done it on the F35 in BF2 and could land surf and go through objects. Probably not what you're looking for, I think.
  8. I want to know more! What else can you access? I've always wanted to be able to alter the momentum of objects in the server, but was limited to position/rotation.
  9. so in bf2 the server validates damage done to infantry but in bf3 it's client based? glad I never got that car wreck of a game maybe next battlefield dice can get their stuff together?
  10. Actually, that didn't work as expected. Since 2142 recycles vehicles, the non-modified ones return once again when the vehicles respawn (and modified ones after another respawn). So it would be possible to have modified vehicles for individual players, just rather difficult to maintain. Which puts me back at square one. The only way to modify the vehicles before they're created would be to put a command in GamePlayObjects.con but that isn't ideal if doing it strictly through Python.
  11. I'm reviving this. The goal is to make it solely through Python rather than changing server.zip files. Which presents a problem when you want to tweak vehicles... If tweaking vehicles via Python it will not affect vehicles already spawned or in the cache. (Cached vehicles means you need to spawn a bunch before any changes even occur) Editing .zip files modifies all vehicles as you would expect. Not good enough. I had to invent a new method to do it with Python. Modify vehicles while the map is loading = CTD for players joining. Which meant the only safe time is the instance after the map has loaded and before the vehicles initially spawn (a very small time frame). There isn't an event handler for this - the game is in 'Pregame' when this occurs, but is also in 'Pregame' when the map is loading. But the events happen in a specific order, so knowing this I made a new "GameStarting" event. Then I discovered initially spawned vehicles are cached and consequently can't be modified. So I made another function to recycle these before they are spawned. tl;dr this was a seemingly simple task that became really difficult. I succeeded. Server automatically modifies vehicles before they're spawned, like .zip edits but w/ Python. So several hours later... A fun mod to the speeder: http://www.xfire.com/video/5c9e47/ Press flare button to hover up. No mod required to join server.
  12. Yep. The "active" titan is the only one that can be moved with the commander option and has an interior. I've somehow managed to switch the "active" titan to another in game though. Usually happens when entering the guns and doing things.
  13. I've been able to load a new map without crashing when playing with a friend in the server and offering to edit Minsk. I'm not sure why yours CTDs. The only difference is that I spawn everything in-game as the round begins as opposed to editing map files. Have you had any luck playing on a game mode other than the preexisting ones? I tried that new Molokai map on conquest (new map - no conquest mode?) but I need a controlpoint to spawn. And as you can imagine making a control point will crash clients. So it will load but freecam is all you can do there.
  14. There is no floor there, and you will fall out of the titan. And most likely you'd be able to shoot anyone from that area as opposed to being trapped.
  15. Freeze

    Dynamic .cons

    When you run a file through a .con file (ie run sky.con in init.con of a map), you can add variables to the run line... For example... run sky.con 16 32 64 You can access these variables in sky.con as v_arg1, v_arg2, and v_arg3. So to put it simply, I went in the gpo.con file for each size, made it reload the sky.con in the root of the map's directory with the argument of what size the map was. Then in sky.con I made it interpret the variable and changed the settings accordingly. As for the minimap, that required the minimap files to be unpacked, and it wasn't a full proof solution anyway. I think an easier method would be to edit the HUD through the sky.con to change the filepath line. But that would require all maps to have this setting.
  16. http://www.bfeditor.org/forums/index.php?showtopic=8435&view=findpost&p=75042 I think this is the post you are looking for.
  17. You can have 1024 networkables at a given time on a map. Anything higher will crash the server. Networkable = moving thing. Bullets, vehicle, player, projectiles, flag, etc.
  18. The mobile barrel I have is still a DestroyableObject, but I just gave it a basic info networkable. Don't think you really need to make it a pco since it's working for me as a DestroyableObject. You can't spawn it through staticobjects.con anymore, though.
  19. Make explosive barrels dynamic... Find barrel_yellow.tweak Find: ObjectTemplate.hasMobilePhysics 0 Replace: ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.mass <number> That's all.
  20. That is done by invoking sky.con commands dynamically through an external program. The shadows are just dynamic shadows. You can also do it through python on a local server. You can't edit the sky settings serverside, as you would imagine.
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