Search found 89 matches

by POTAmatt
Fri Jan 15, 2010 7:57 pm
Forum: 1942 Modding Discussion
Topic: Ships that can't be beached help
Replies: 13
Views: 24410

Re: Ships that can't be beached help

... yeah, and i've got a few undersea creatures i'd like to populate it with, too. Crazy? Naw. LOL. I'd love to get that going but would hate to put the burden on you. The problem is i've got one too many bot patroling sea sub maps. I guess i need to pick one and dust off max.
by POTAmatt
Fri Jan 15, 2010 5:19 am
Forum: General discussion & notices
Topic: serversidemodding.com
Replies: 32
Views: 190693

Re: serversidemodding.com

... and hang the admi... oh. Uh. We're here. LOL. Very cool!
by POTAmatt
Fri Jan 15, 2010 5:15 am
Forum: 1942 Modding Discussion
Topic: Ships that can't be beached help
Replies: 13
Views: 24410

Re: Ships that can't be beached help

..Maybe dont stop the beaching! Assist it!
Muhahaha
not in terms of code..
Bogus. I'm not too savy in max. Thanks, though. It was your beach animation that reminded me of it. Always striked me odd that the sea floor tiles would render, but nothing displayed. Would be cool with subs.
by POTAmatt
Fri Jan 15, 2010 4:03 am
Forum: 1942 Modding Discussion
Topic: Ships that can't be beached help
Replies: 13
Views: 24410

Re: Ships that can't be beached help

Ahaha. It would be a riot on that Prince of Wales.
by POTAmatt
Fri Jan 15, 2010 3:49 am
Forum: 1942 Modding Discussion
Topic: Ships that can't be beached help
Replies: 13
Views: 24410

Re: Ships that can't be beached help

Forgotten Hope Secret Weapons cut a ledge into the heightmap. It helps a bunch with the large ships. They bounce right back. I'm also looking forward to trying Freddy's idea with the additional no network wheels. P.S. Does anyone have any idea as to how to display the sea floor? http://msotis.home.m...
by POTAmatt
Mon Jan 04, 2010 9:20 am
Forum: 1942 Modding Discussion
Topic: Deployable M2 w/ M3 tripod
Replies: 15
Views: 28714

Re: Deployable M2 w/ M3 tripod

The sentry gun aims no problem on the horizontal, but with the vertical the ai seems to slowly track to the target Does the PCO's X/Y rotations match the AI's X/Y camera rotations in your ControlInfo plugin? aiTemplatePlugIn.setCameraRelativeMinRotationDeg -100/-70/0 aiTemplatePlugIn.setCameraRelat...
by POTAmatt
Thu Dec 31, 2009 10:23 pm
Forum: 1942 Modding Discussion
Topic: Deployable M2 w/ M3 tripod
Replies: 15
Views: 28714

Re: Deployable M2 w/ M3 tripod

Also, here's an old thread for putting together deployable mortars: http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=8613&st=30 But in a nutshell, here are some serverside tweaks i did for deployable mortars on DC_Weapon_bunkers. You could easily modify these for the M2: rem *** ...
by POTAmatt
Thu Dec 31, 2009 9:43 pm
Forum: 1942 Modding Discussion
Topic: Deployable M2 w/ M3 tripod
Replies: 15
Views: 28714

Re: Deployable M2 w/ M3 tripod

Having bots use the deployables are simple enough. You can limit their range and effectiveness or have them throwing weapons all over the place. It's just a matter of tweaking the plugins. I use it all the time for mortars and such and can be a lot of fun. What you've got so far looks good, but thei...
by POTAmatt
Thu Dec 31, 2009 7:55 am
Forum: 1942 Modding Discussion
Topic: Deployable M2 w/ M3 tripod
Replies: 15
Views: 28714

Re: Deployable M2 w/ M3 tripod

Sounds like good news in that the spawner works. Unfortunetely you can't predict when someone is gonna get killed and when they're gonna use that spawnpoint. Why not just heat it up so any bot will seek it out and enter it. Also, do you have the bots deploying them? If not, post your AI code for bot...
by POTAmatt
Thu Dec 31, 2009 4:59 am
Forum: 1942 Modding Discussion
Topic: Deployable M2 w/ M3 tripod
Replies: 15
Views: 28714

Re: Deployable M2 w/ M3 tripod

Hey, that is sweeeet! There's always a way to get the bots to do our evil bidding. The video looks great. I gotta make me one of those. I'm not certain i understand your question though, but if i did, you've already got it as is. ObjectTemplate.setAIEnterOnSpawn 1 means the bot will spawn and enter ...