Search found 49 matches

by Waldek
Wed Jul 16, 2014 6:04 pm
Forum: 1942 Modding Discussion
Topic: Voice extra variations
Replies: 1
Views: 4692

Voice extra variations

Hi there Do you think this is possible to create additional variations of voice commands for selected game nation only? For testing purposes I made 3 extra sound files for the "Wait!" shout of US soldier. Then I edited the Objects.rfa/Soldiers/Common/Sounds/High/SoldierVoice.ssc to add the...
by Waldek
Fri Feb 14, 2014 5:58 pm
Forum: Battlefield server and client
Topic: BF42 server with 128 players?
Replies: 78
Views: 984322

Re: BF42 server with 128 players?

You'll have to admin the old fashion way: admin.enableRemoteAdmin (password) and admin.execremotecommand "admin.kickPlayer (ID)", because BFServerManager is not fully patched for over 64 players and crashes with more than 80 players.
Does it still occur with the latest patches??
by Waldek
Fri Feb 14, 2014 12:05 pm
Forum: 1942 Modding Discussion
Topic: Custom console scripts
Replies: 5
Views: 10776

Re: Custom console scripts

Can I use that method to bind console commands? For example "Hud 0" to NumPad1 key?
by Waldek
Thu Dec 19, 2013 9:19 pm
Forum: 1942 Modding Discussion
Topic: Battlefield .RS file entries explanation
Replies: 5
Views: 8634

Re: Battlefield .RS file entries explanation

oh my... wow! I would never have expected to receive so much information, thank you! One suggestion though: Sometimes it gets difficult to understand pure description of mechanisms, so particular examples of real usage involved in the game would be very handy. For example diming black texture of win...
by Waldek
Wed Dec 18, 2013 9:41 pm
Forum: 1942 Modding Discussion
Topic: Battlefield .RS file entries explanation
Replies: 5
Views: 8634

Battlefield .RS file entries explanation

Hi There is hardly any information about the particular control values used in .RS files. While the meaning of transparent, envmap, twosided is obvious, there come another types that are not in common use. texturefade - so according to my research it's mainly used to dim the building portals like do...
by Waldek
Sat Dec 14, 2013 5:02 pm
Forum: 1942 Modding Discussion
Topic: Cockpit LodSelector issue
Replies: 7
Views: 10422

Re: Cockpit LodSelector issue

Alright, I was just hoping there is some helpful code line in the BF script that simply I don't know about. So it appears that altering the meshes is the only reasonable solution in my case, assuming that the way of handling interiors by BF42 engine is so freak. Anyway thank you for your interest gu...
by Waldek
Fri Dec 13, 2013 8:08 pm
Forum: 1942 Modding Discussion
Topic: Cockpit LodSelector issue
Replies: 7
Views: 10422

Re: Cockpit LodSelector issue

Yeah Swaffy, this is how it works for me too (it works for all single seaters as well). However imagine a Passenger who sits just behind the pilot and who is able to see pilot's cockpit. Of course you could attach 1P cockpit model to Passenger seat but the problem is that the Pilot's 3P model goes v...
by Waldek
Fri Dec 13, 2013 6:59 pm
Forum: 1942 Modding Discussion
Topic: Cockpit LodSelector issue
Replies: 7
Views: 10422

Re: Cockpit LodSelector issue

Thanks for quick answer.
So there is no option to simply turn the Exterior off using single line of code? Merging Exterior and Interior is not a way to go either since the Interior is very detailed.
by Waldek
Fri Dec 13, 2013 4:23 pm
Forum: 1942 Modding Discussion
Topic: Cockpit LodSelector issue
Replies: 7
Views: 10422

Cockpit LodSelector issue

Hi Let's say I have a 4-seater airplane model. There are separated low detailed Exterior and high detailed Interior models. Passengers in 1st Person view mode, mostly look at the same elements. The problem is with LodSelector . It looks fine for 1st seat. While sitting inside I can see only high det...
by Waldek
Fri Dec 06, 2013 11:33 pm
Forum: General Modding Tutorials
Topic: [CSM]Soldier.camerashakefactor 1
Replies: 9
Views: 41141

Re: [CSM]Soldier.camerashakefactor 1

Hi I have few question regarding AnimationStateMachine group. 1. AnimationStateMachine.addIdle <state> . This command is used for calling camera shake definition that goes triggered after circa 5 seconds of player's idleness . Is it possible to increase that time? 2. I went quite far with altering c...