Search found 89 matches

by POTAmatt
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.
by POTAmatt
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...
by POTAmatt
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...
by POTAmatt
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

how about set it have 0 basictemp?
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.
by POTAmatt
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...
by POTAmatt
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 ...
by POTAmatt
Wed May 05, 2010 8:56 pm
Forum: 1942 Modding Discussion
Topic: Question
Replies: 1
Views: 4740

Re: Question

Bots don't actually take CTF flags, do they?
Sure they do, providing you write some decent strats:

http://bfmods.com/viewtopic.php?f=6&t=120&start=10
by POTAmatt
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...
by POTAmatt
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.
by POTAmatt
Mon Jan 18, 2010 7:43 am
Forum: 1942 Modding Discussion
Topic: Castles and Lightmaps..
Replies: 8
Views: 14788

Re: Castles and Lightmaps..

Just a few screens of a castle I have been making and also lightmapping in max
Wow. Nice! I wish 'Siege' looked that good.