Search found 89 matches
- Sun Mar 13, 2011 5:59 am
- Forum: 1942 Modding Discussion
- Topic: Why the Homing code from DCX will crash everything down?
- Replies: 9
- Views: 12126
Re: Why the Homing code from DCX will crash everything down?
You mean ObjectTemplate.explodeNearEnemyDistance? Look at the Flak38_Projectile.
- Sat Mar 12, 2011 5:49 am
- Forum: 1942 Modding Discussion
- Topic: turn radius and crashing problem...
- Replies: 4
- Views: 6847
Re: turn radius and crashing problem...
Yes, although aiming is an entirely seperate topic. I wouldn't expect good results with values that high. I've only used a turnradius of 100 or more on destroyers and larger ships. Think of it as the radius, in meters, it takes your vehicle to turn around entirely. That figure is used by the AI in i...
- Fri Mar 11, 2011 10:08 pm
- Forum: 1942 Modding Discussion
- Topic: turn radius and crashing problem...
- Replies: 4
- Views: 6847
Re: turn radius and crashing problem...
Bots don't know the turning capability of their vehicles. This value is used by the AI to calculate when to make their turn. Think of a bot driving down the road approaching an intersection and is about to make a right. If he turns too soon, his turnradius is too high. If he turns too late, his turn...
- Thu Feb 10, 2011 2:23 am
- Forum: 1942 Modding Discussion
- Topic: lock all AI out of helicopers
- Replies: 10
- Views: 16277
Re: lock all AI out of helicopers
Yes, set its Temp to 0 and its Maxspeed to 0. That should do it without having to mess with its controls, though setting the maxspeed to 0 alone should be all you need.how about set it have 0 basictemp?
- Mon Jun 07, 2010 11:04 pm
- Forum: 1942 Modding Discussion
- Topic: Having more then 6 selectable handweapons/vehicle slots....
- Replies: 7
- Views: 16815
Re: Having more then 6 selectable handweapons/vehicle slots.
Holy smoke. That rules! Nice work, as always! I'm looking forward to seeing how the bots deal with this. It outta be a simple PI select...
- Tue May 11, 2010 7:56 pm
- Forum: 1942 Modding Discussion
- Topic: Randomizing soldier uniforms
- Replies: 14
- Views: 24704
Re: Randomizing soldier uniforms
Well, this is just an idea that occurred to me, but I've never seen it in any mod. Sure you have. In my Planet of the Apes mod. Way back when, on SSM.com, you helped me fix the LOD values on their faces so the correct skins would display with the proper uniforms at any visible distance. That's all ...
- Wed May 05, 2010 8:56 pm
- Forum: 1942 Modding Discussion
- Topic: Question
- Replies: 1
- Views: 4740
Re: Question
Sure they do, providing you write some decent strats:Bots don't actually take CTF flags, do they?
http://bfmods.com/viewtopic.php?f=6&t=120&start=10
- Tue Feb 09, 2010 8:24 pm
- Forum: 1942 Modding Discussion
- Topic: Enterprise Carrier AI Not Spawning
- Replies: 3
- Views: 9078
Re: Enterprise Carrier AI Not Spawning
ObjectTemplate.setAIEnterOnSpawn 0 isn't exactly advisable on ships because, depending on the available spawnpoints, you could find your entire team spawning on deck with no place to go. In this case, it would help for testing because it will show you that your soldier spawns are nowhere near you ai...
- Wed Jan 20, 2010 11:21 pm
- Forum: 1942 Modding Discussion
- Topic: Castles and Lightmaps..
- Replies: 8
- Views: 14788
Re: Castles and Lightmaps..
Yeah, me too. I ended up rewriting their entire mod years ago for my own purposes adding additional maps, functionality, and, of course, a loBOTomy. LOL. I'd love to see your work in there.
- Mon Jan 18, 2010 7:43 am
- Forum: 1942 Modding Discussion
- Topic: Castles and Lightmaps..
- Replies: 8
- Views: 14788
Re: Castles and Lightmaps..
Wow. Nice! I wish 'Siege' looked that good.Just a few screens of a castle I have been making and also lightmapping in max