Search found 49 matches
- 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...
- 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?
Does it still occur with the latest patches??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.
- 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?
- 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...
- 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...
- 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...
- 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...
- 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.
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.
- 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...
- 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...