Search found 167 matches

by Jeronimo
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...
by Jeronimo
Thu Feb 24, 2011 7:54 pm
Forum: 1942 Modding Discussion
Topic: Remove FireArmsPosition
Replies: 16
Views: 22889

Re:

freddy wrote:ObjectTemplate.setBlastAmmoCount 1
Hmm... what does it do?
by Jeronimo
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 ...
by Jeronimo
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...
by Jeronimo
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. :?
by Jeronimo
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...
by Jeronimo
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...
by Jeronimo
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...
by Jeronimo
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 :lol:
by Jeronimo
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 ... :?