Search found 77 matches
- Mon May 06, 2013 9:46 am
- Forum: 1942 Modding Discussion
- Topic: SSM Grenade spamming
- Replies: 23
- Views: 29574
Re: SSM Grenade spamming
ObjectTemplate.Active browning ObjectTemplate.setTracerTemplate Tracer_Projectile CRD_NONE/4/0/0 ObjectTemplate.addFireArmsPosition 0.1/0/1 0/0/0 ObjectTemplate.addFireArmsPosition -0.1/0/1 0/0/0 ObjectTemplate.setBlastAmmoCount 1 This worked perfectly, my mistake was missing the ObjectTemplate.add...
- Sun May 05, 2013 11:07 am
- Forum: 1942 Modding Discussion
- Topic: SSM Grenade spamming
- Replies: 23
- Views: 29574
Re: SSM Grenade spamming
Well ran some tests with nades because ObjectTemplate.velocityDependentOnHeat 1 is used in grenade script it already uses ObjectTemplate.heatAddWhenFire 0.03 rem ObjectTemplate.coolDownPerSec 0.05 ObjectTemplate.changeWeaponWhenNoAmmo 1 for its use with right click and hold bar to throw nades furthe...
- Thu May 02, 2013 3:27 pm
- Forum: 1942 Modding Discussion
- Topic: SSM Grenade spamming
- Replies: 23
- Views: 29574
Re: SSM Grenade spamming
Now that's interesting, slows the loss of rounds used, and reduces overheating :D Yes if a heat bar could be possibly added server side to nades it would remove confusion, for the delay in next nade being ready to throw, as player would see why there is a delay in a way they are already used to with...
- Thu May 02, 2013 1:21 am
- Forum: 1942 Modding Discussion
- Topic: SSM Grenade spamming
- Replies: 23
- Views: 29574
Re: SSM Grenade spamming
Yes I had already been there, I always do, I have it book marked, most time MDT gives you a description of what command does, not this time, just that its a boolan and the example is that is used in a shotgun with deviations listed after it, so I was curious if it was to do with spread, I'll work it...
- Wed May 01, 2013 2:23 pm
- Forum: 1942 Modding Discussion
- Topic: SSM Grenade spamming
- Replies: 23
- Views: 29574
Re: SSM Grenade spamming
If you just want to double the damage then add an extra firearmsposition and put in this code ObjectTemplate.setBlastAmmoCount 1 so adding a extra ObjectTemplate.addTemplate browning to a ObjectTemplate.Active sherman_Browning_console would work, the ObjectTemplate.setBlastAmmoCount 1 command, what...
- Mon Apr 29, 2013 11:15 am
- Forum: 1942 Modding Discussion
- Topic: SSM Grenade spamming
- Replies: 23
- Views: 29574
Re: SSM Grenade spamming
yes tried Reloadtime number at start, it is reload time of mags but if you set nades ssm for 1 mag size, but 3 mags instead (to get 3 nades) it gives you a runtime error. The decession has been it would confuse players to much having a delayed time between nades, and if freddys idea works it will st...
- Sun Apr 28, 2013 11:20 am
- Forum: 1942 Modding Discussion
- Topic: SSM Grenade spamming
- Replies: 23
- Views: 29574
Re: SSM Grenade spamming
Yes I came on to say its not measured in seconds but how many per second. setting works less than 1 fine, I set it for 0.07 which is 14 seconds between rounds. so you throw nade and cant throw another for 14 seconds But if you keep throwing the hand throws no nade, it will show nades dropping in mag...
- Sun Apr 28, 2013 1:52 am
- Forum: 1942 Modding Discussion
- Topic: SSM Grenade spamming
- Replies: 23
- Views: 29574
Re: SSM Grenade spamming
by making mag size 1 and increasing mags and reload time but it causes a run time error Yes I tried this already as above it caused a run time error in game each time after joining game, I did try raising roundoffire also to 15 and it made no difference, you could throw grenades still one after ano...
- Sat Apr 27, 2013 11:30 am
- Forum: 1942 Modding Discussion
- Topic: SSM Grenade spamming
- Replies: 23
- Views: 29574
SSM Grenade spamming
I have been trying to find another way to reduce grenade rain in maps like berlin apart from reducing mag size, I thought I would try extending the time between being able to throw grenades, by making mag size 1 and increasing mags and reload time but it causes a run time error, does anyone know wha...
- Thu Mar 21, 2013 1:52 am
- Forum: 1942 Modding Discussion
- Topic: [SSM] Repacking modded Midway
- Replies: 22
- Views: 36719
Re: [SSM] Repacking modded Midway
Also if you keep modified map files in your EA game directly they will work for you when you test on a server, but no one else will be able to join as they dont have modified map in their directory, it will work for you as it is the same as you having downloaded map CCM. keep your modded maps elsewh...