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UberWazuSoldier

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Everything posted by UberWazuSoldier

  1. A quick scan of the python makes it look like it acts as an uncap once it's been taken, but it'd be more foolproof to test it out in-game.
  2. @Freeze that doesn't solve the issue of placing objects, which would get very cumbersome. And generating terrain.raw'd be less than a piece of cake.

  3. Ahh yes there is a way without Maya. When it's done generating a navmesh (I.E. when you'd normally use Maya), open up the debug folder in Battlefield 2/Navmesh/work/<map name>/, and then go to the "islands" for vehicles, and again for infantry, and look for the one with the largest filesize. Copy and rename that, and you can just use that as your finished mesh. I don't have it in front of me right now, so I can't be more specific with the naming. If you open up the topic with the instructions, the details for that method are on either page 2 or 3. Sorry, I'm bad at explaining things EDIT: First post on here: http://www.bfeditor.org/forums/index.php?showtopic=3809&st=30
  4. 90% sure that they are reloaded, yes. Probably not THAT useful though, because you could just have python rcon.host_invoke() the appropriate lines when needed without having to do any sort of special work with the .con That said, I'm not entirely sure what you need dynamic .cons for anyway, so I could be wrong.
  5. I'm pretty much used to it now, it's not too bad anyway, just a minor inconvenience.
  6. Ahh, unfortunately no. The direction the player is looking is something that just doesn't work when you try to force it in-game, even if you use python.
  7. Well, if you have the editor you can create a new mod from "Create new MOD..." which is at the bottom of the mod list when you first start it up. After that, copy over any of the changed files into your new mod folder and put them in the appropriately named .zips (Objects_server.zip etc.), and it should be good to go!
  8. Ahh, well, if the spawner has a type of vehicle that isn't normally on the map I can imagine clients would crash.
  9. ObjectTemplate.zoom.zoomedWeaponRenderFOV is already in BF2 under a different name too (zoomLod)
  10. Actually, the calculator is all HUD. For the blur shader you would need tr.exe, because it supplies information (somewhat indirectly, but still functionally) to the shader about screen size. Consider whether it makes sense to have the blur though; it looks cool, but most of the sights are non-magnifying so I can't really see how it would affect your ocular focus.
  11. Yeah I'm not really 100% sure what the issue is either haha. I guess just keep in mind the construction of them; 3/4" netting sewn onto BDUs or a jumpsuit, often with canvas on the front, knees and elbows, and onto the netting you tie pieces of dyed jute in groups of about 8 so that it dangles down. After that, they roll around in the mud to get rid of the smell, and you can then tie on bits of foliage from around the area (which should make up about 60% of the suit). Otherwise you can look at BF2's existing textures for ideas.
  12. Well, apparently that's how PR does it, I sure as hell didn't think it would, but I guess it does O_o
  13. Ohhh I get it, haha! I'm assuming Rexman's latest tools would be for detecting issues like this in advance?
  14. That said, future modders will probably be interested in the tools.
  15. Well, in BF2142 that would work, but BF2 unfortunately has it set up so that child parts inherit the damage of parent, so it wouldn't unfortunately work.
  16. Missiles don't take that much of a CPU hit, you can have hundreds at a time without much trouble. Plus, consider that bullets only exist in the world for a very short time, so it should be okay.
  17. Hmm, well I guess I could take screenshots of what I mean, but the thing you're looking for is out the far right of the editor screen, there are 3 buttons in a row. [Detail Only] [Detail and Color] (or similar, you'll see what I mean when you look) It sounds like you have it on Detail Only, which is the default, but you'll need to have it on Detail and Color so that it also lays down a grey colour.
  18. Well, at a basic level it's just a matter of copying over the files from one mod to the same place in the other mod, but the tricky part is working out which files it needs, I can't really help much more than that without actually having the mod to look at I'm afraid.
  19. Nah, the damage is dealt from the projectile, which can only be fired when triggered from the fire anim.
  20. Ohhhh, well if you don't include a col2 it just defaults to using the col1 as a col2. So another thing to try is adding a col2, but making it tiny and out of the way.
  21. Don't forget to have the editor paint the color texture on too (which is what defines which overall colour to use), it sounds like it's just laying down the detail texture (which is multiplied by the color texture and then multiplied by 2 in-game, hence it appears green). Hope that helps, sorry if I worded that badly.
  22. Can you not getObjectsOfTemplate on that template type (eliminating ones at position (0.0,0.0,0.0) - which are cached and not active), spawn it, and then the next frame have it do the same and compare the tuples? That way any non-zero-position objects that have been spawned of that template type will be gotten by the python, which can then move it. I think that may only work for networkables though, unless BF2142's network system is different to BF2's.
  23. Legally it's fine as long as you don't distribute it, since you're just shuffling files around on your computer.
  24. Also one thing to consider with what you said about the detail being "covered" by the color, is that essentially BF2 combines the textures by multiplying them together, and then multiplying it by 2. Maybe you knew that already, maybe not, oh well.
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