Search found 73 matches
- Wed Dec 05, 2018 3:19 am
- Forum: 1942 Modding Discussion
- Topic: Discussion: Conditional statements in BF1942
- Replies: 28
- Views: 94718
Re: Discussion: Conditional statements in BF1942
> ConsoleProfiler.enable 1 > ConsoleProfiler.report No profiling data available > ConsoleProfiler.startGlobalTimer > ConsoleProfiler.report No profiling data available > ConsoleProfiler.stopGlobalTimer > ConsoleProfiler.report Frames: 1 Seconds: 10.8271 ------------------ Average fps: 0.0923611 Min...
- Tue Dec 04, 2018 7:53 am
- Forum: 1942 Modding Discussion
- Topic: Discussion: Conditional statements in BF1942
- Replies: 28
- Views: 94718
Re: Discussion: Conditional statements in BF1942
I did some more searching. You can start and stop timers, but the output is not consumable by scripts. There doesn't appear to be any way to get elapsed or remaining round time from within the console. It can only be obtained via the server info query port.
- Thu Nov 22, 2018 12:52 am
- Forum: 1942 Modding Discussion
- Topic: Discussion: Conditional statements in BF1942
- Replies: 28
- Views: 94718
Re: Discussion: Conditional statements in BF1942
Doesn't appear to be any direct way to return the elapsed or remaining time in a round. You might be able to use a timer to keep track though:
http://www.battlefieldsingleplayer.info ... leProfiler
http://www.battlefieldsingleplayer.info ... leProfiler
- Wed Nov 21, 2018 10:41 pm
- Forum: 1942 Modding Discussion
- Topic: Discussion: Conditional statements in BF1942
- Replies: 28
- Views: 94718
Re: Discussion: Conditional statements in BF1942
Modding templates while the round is running is a bit tricky, but doable.
- Wed Nov 21, 2018 7:00 pm
- Forum: 1942 Modding Discussion
- Topic: Discussion: Conditional statements in BF1942
- Replies: 28
- Views: 94718
Re: Discussion: Conditional statements in BF1942
Also if you are doing server side modding, I'd highly recommend two separate installs. One for the server and one for the client.
- Wed Nov 21, 2018 8:22 am
- Forum: 1942 Modding Discussion
- Topic: Discussion: Conditional statements in BF1942
- Replies: 28
- Views: 94718
Re: Discussion: Conditional statements in BF1942
...you disconnected from the local game you created. game.debugOutputMessage is a client only message, it has no effect on the server. If you're seeing output from it, the commands are running client side. I'm pretty sure game.serverGameTime is only valid server side. debug.debugOutputMessage v_time...
- Wed Nov 21, 2018 2:03 am
- Forum: 1942 Modding Discussion
- Topic: Discussion: Conditional statements in BF1942
- Replies: 28
- Views: 94718
Re: Discussion: Conditional statements in BF1942
I haven't tested it, but the first condition encountered is: if v_time < c_time4 Which if true will execute: debug.debugOutputMessage "Test 4" 1 The other conditionals are 'elseif' so will be ignored. Are you sure of v_time? Try printing that as well. When using the 'run' command, either i...
- Tue Nov 20, 2018 6:35 pm
- Forum: 1942 Modding Discussion
- Topic: Discussion: Conditional statements in BF1942
- Replies: 28
- Views: 94718
Re: Discussion: Conditional statements in BF1942
Var v_time Const c_time1 = 3600 Const c_time2 = 1800 Const c_time3 = 900 Const c_time4 = 450 game.serverGameTime -> v_time if v_time < c_time4 debug.debugOutputMessage "Test 4" 1 elseif v_time < c_time3 debug.debugOutputMessage "Test 3" 1 elseif v_time < c_time2 debug.debugOutpu...
- Sun Nov 04, 2018 12:29 am
- Forum: 1942 Modding Discussion
- Topic: Console Unlocker 1.0
- Replies: 8
- Views: 27511
Re: Console Unlocker 1.0
Download link does not work.
- Sun Nov 04, 2018 12:15 am
- Forum: 1942 Modding Discussion
- Topic: Fixing the CTF flag object so it doesn't fall through meshes
- Replies: 33
- Views: 90359
Re: Fixing the CTF flag object so it doesn't fall through me
Sorry man, it's hardcoded. The position of the flag gets set to the position of the "vehicle" that dropped it, and the height gets set to the height of the terrain at that point (plus 1.5). You might be able to combine it with some other object so it interacts after that, but there's nothi...