Search found 167 matches
- Fri Feb 25, 2011 7:21 pm
- Forum: 1942 Modding Discussion
- Topic: Why my vechile take no damage?
- Replies: 7
- Views: 10081
Re: Why my vechile take no damage?
I deleted the thread you created previously. Maybe this helps you remember what has been explained to you, not only by me, many times before. I'd like you to alter your whole manner of posting according to these guidelines, since otherwise I'll keep cleaning this stuff up to a level where it becomes...
- Thu Feb 24, 2011 7:54 pm
- Forum: 1942 Modding Discussion
- Topic: Remove FireArmsPosition
- Replies: 16
- Views: 22889
Re:
Hmm... what does it do?freddy wrote:ObjectTemplate.setBlastAmmoCount 1
- Wed Feb 23, 2011 11:09 pm
- Forum: Off Topic
- Topic: Old Skool Rave tunes..
- Replies: 2
- Views: 10101
Re: Old Skool Rave tunes..
Thx for the link. And yes, LTJ Bukem is a name, known from listening to bigbeatradio.com . Listened to 201 and it's real nice, though I normally prefer BigBeat/NuSkool over D'n'B, as what I would categorize LTJ Bukem. I checked your playlist and didn't find Marusha in there - I had an old tape from ...
- Wed Feb 23, 2011 12:33 pm
- Forum: 1942 Modding Discussion
- Topic: Remove FireArmsPosition
- Replies: 16
- Views: 22889
Re: Remove FireArmsPosition
The reasons are 1.: SSM and 2.: the spawner that I want to addTemplate to the projectile. There should only be one, not 8. Well I could have rem'd these lines out in objects.rfa, but then it would be in all other maps, too, which I don't want. So as a serverside map mod, these lines should be undone...
- Tue Feb 22, 2011 3:52 pm
- Forum: 1942 Modding Discussion
- Topic: Remove FireArmsPosition
- Replies: 16
- Views: 22889
Re: Remove FireArmsPosition
Can't really say. I had around 0 to 1 FPS when doing this and hit PrintScreen quite a few times. Maybe it's because the timings of the tree moves are calculated some other way than those of the explosions, which results in this speed up effect when the grafics start to lag.
- Tue Feb 22, 2011 8:09 am
- Forum: 1942 Modding Discussion
- Topic: Remove FireArmsPosition
- Replies: 16
- Views: 22889
Re: Remove FireArmsPosition
Ok, I solved this with ObjectTemplate.SetAsynchronyFire 1 This will let the bullets be fired one by one, cycling through all the FireArmsPosition. I use this to shoot Fueldrums with the Saiga in DC_Final (SSM). Without it, it would fire 8 Fueldrums at once, now it's only one. Here's what happens whe...
- Mon Feb 21, 2011 3:24 pm
- Forum: 1942 Modding Discussion
- Topic: Remove FireArmsPosition
- Replies: 16
- Views: 22889
Remove FireArmsPosition
Short question: Is there a way to remove a FireArmsPosition, similar to how 'removeTemplate' undoes 'addTemplate'? So that this code here ObjectTemplate.create HandFireArms Saiga12k [...] ObjectTemplate.addFireArmsPosition 0/0/0 1.25/-0.8/0 ObjectTemplate.addFireArmsPosition 0/0/0 0.5/-0.7/0 ObjectT...
- Mon Feb 21, 2011 3:37 am
- Forum: 1942 Modding Discussion
- Topic: Buildings glitches
- Replies: 5
- Views: 8189
Re: Buildings glithes
Sure he didn't just mean that he transformed statics to PCOs (CSM), so he could then spawn them with an ObjectSpawner (SSM)? Adding mobilePhysics to make the server communicate new static positions to the clientside... and that working... that would be... :shock: edit: I tried the exact same code us...
- Fri Feb 18, 2011 11:46 pm
- Forum: Off Topic
- Topic: Solid State Drives... any advice?
- Replies: 11
- Views: 31512
Re: Solid State Drives... any advice?
Well now it gets a bit clearer why you wanna get rid of the old bf42 engine xD
You could do an experiment, like filling a 32 slot LAN server with only virtual machines of your PC, though... Muhahahahar
You could do an experiment, like filling a 32 slot LAN server with only virtual machines of your PC, though... Muhahahahar
- Wed Feb 09, 2011 3:06 pm
- Forum: 1942 Modding Discussion
- Topic: Patching animations.rfa
- Replies: 2
- Views: 6289
Re: Patching animations.rfa
Patching doesn't work with the objects.rfa either, guess it's the same with animations.rfa ...