Desert Combat Realism: The plan for a new release
Re: Desert Combat Realism: The plan for a new release
Perhaps it needs a PCO for it to die upon collision. The bundle works fine for exploding when the criticaldamage brings it to 0 (or the timetolive does it). I was killing myself consistently when I had the emitter release it at speed 10. Then it would sit on the ground and kill me when it timed out. I don't have a damage 0 line in my code. What are you talking about there?
I could possibly use a part of a vehicle that uses mat42. Isn't that a jeep material? If it were the right size then it could also collide with a person appropriately. But if I can get away with it, I'd rather not custom make an object, because I relied on another teammember for the models and he's not involved anymore.
I could possibly use a part of a vehicle that uses mat42. Isn't that a jeep material? If it were the right size then it could also collide with a person appropriately. But if I can get away with it, I'd rather not custom make an object, because I relied on another teammember for the models and he's not involved anymore.
Tanelorn-Desert Combat Realism mod lead
DCR Website: http://www.tanelorn.us/dcr/pages/index.htm
DCR AI development: http://www.battlefieldsingleplayer.com/ ... opic=15529
DCR new features: http://bfmods.com/viewtopic.php?f=6&t=727
DCR Website: http://www.tanelorn.us/dcr/pages/index.htm
DCR AI development: http://www.battlefieldsingleplayer.com/ ... opic=15529
DCR new features: http://bfmods.com/viewtopic.php?f=6&t=727
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Re: Desert Combat Realism: The plan for a new release
Hmm interesting. and yeah I'm sorry I made a mistake, I mean objecttemplate.destroyed 0. probably doesn't matter though. and if you want I can make a small cube model for you, shouldn't be a problem at all, I can just give you the .sm and .rs file. and you can adjust it's size through code with the .geometry codes. then when you've tested everything out use the .createinvisible command and then you wont see a thing.tanelorn wrote:Perhaps it needs a PCO for it to die upon collision. The bundle works fine for exploding when the criticaldamage brings it to 0 (or the timetolive does it). I was killing myself consistently when I had the emitter release it at speed 10. Then it would sit on the ground and kill me when it timed out. I don't have a damage 0 line in my code. What are you talking about there?
I could possibly use a part of a vehicle that uses mat42. Isn't that a jeep material? If it were the right size then it could also collide with a person appropriately. But if I can get away with it, I'd rather not custom make an object, because I relied on another teammember for the models and he's not involved anymore.
But if you wanted instead you could always use a part of a jeep or something similar, not sure what's available in DC. again you could just make it invisible with that command when you've tested everything.
_____________________________________________
Thanks so much for the years of support and friendship to both: SSM.com and it's legacy, BFMods.com
Sincerely, John P. Harrell
_____________________________________________
Thanks so much for the years of support and friendship to both: SSM.com and it's legacy, BFMods.com
Sincerely, John P. Harrell
_____________________________________________
Re: Desert Combat Realism: The plan for a new release
If you think it would make a major difference, the model would be much appreciated. I still think this may be achievable without using a custom mesh. We just need to figure out why the bundle disappears rather than going through the proper death sequence. If I can do this by only using code, rather than custom models, I would prefer that.
The isdestroyed 0 / 1 is very important, actually. If it's destroyed, then it ignores hitpoints, criticaldamage, and all of the explosion commands. Those commands all relate to an object that IS NOT destroyed. The isdestroyed 1 is used for objects like debris that are emitted when you shoot a vehicle / building, for instance. For this to work, we definitely need the object to not be destroyed. I'm sure that PCOs default to isdestroyed 0, but bundles may be the opposite.
The isdestroyed 0 / 1 is very important, actually. If it's destroyed, then it ignores hitpoints, criticaldamage, and all of the explosion commands. Those commands all relate to an object that IS NOT destroyed. The isdestroyed 1 is used for objects like debris that are emitted when you shoot a vehicle / building, for instance. For this to work, we definitely need the object to not be destroyed. I'm sure that PCOs default to isdestroyed 0, but bundles may be the opposite.
Tanelorn-Desert Combat Realism mod lead
DCR Website: http://www.tanelorn.us/dcr/pages/index.htm
DCR AI development: http://www.battlefieldsingleplayer.com/ ... opic=15529
DCR new features: http://bfmods.com/viewtopic.php?f=6&t=727
DCR Website: http://www.tanelorn.us/dcr/pages/index.htm
DCR AI development: http://www.battlefieldsingleplayer.com/ ... opic=15529
DCR new features: http://bfmods.com/viewtopic.php?f=6&t=727
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Re: Desert Combat Realism: The plan for a new release
Well I'm assuming it would make a difference, however I'd just make the thing a PCO, and see if it works, If you haven't already. But I'll go ahead and make that mesh for you just incase you need it. Get back to me if changing it to a PCO works, thanks.
_____________________________________________
Thanks so much for the years of support and friendship to both: SSM.com and it's legacy, BFMods.com
Sincerely, John P. Harrell
_____________________________________________
Thanks so much for the years of support and friendship to both: SSM.com and it's legacy, BFMods.com
Sincerely, John P. Harrell
_____________________________________________
Re: Desert Combat Realism: The plan for a new release
Unfortunately, changing the bundle to a PCO (and adding network info), had no change. It still disappears when it hits a building / vehicle, etc. So, I'm completely giving up on this unless someone else can actually develop it fully. It's taken up too much of my time already.
Tanelorn-Desert Combat Realism mod lead
DCR Website: http://www.tanelorn.us/dcr/pages/index.htm
DCR AI development: http://www.battlefieldsingleplayer.com/ ... opic=15529
DCR new features: http://bfmods.com/viewtopic.php?f=6&t=727
DCR Website: http://www.tanelorn.us/dcr/pages/index.htm
DCR AI development: http://www.battlefieldsingleplayer.com/ ... opic=15529
DCR new features: http://bfmods.com/viewtopic.php?f=6&t=727
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Re: Desert Combat Realism: The plan for a new release
Arg. That's frustrating, I was really hoping that would work. If you're willing, could you send me a pm with the weapons code you've tested up till now? if you're worried about privacy I'll keep it all between us. But for some reason I'm determined to get this to work even though I never play bf42. I'm sure there's a way, we just have to put some more time into it. And if you can't I'll certainly give it my best shot. So if you're willing to let me work on it, please send me the full text of the objects.con for the rpg and I'll see if I can apply it to the Bazooka in vanilla and find a way to get it to work. Thanks
_____________________________________________
Thanks so much for the years of support and friendship to both: SSM.com and it's legacy, BFMods.com
Sincerely, John P. Harrell
_____________________________________________
Thanks so much for the years of support and friendship to both: SSM.com and it's legacy, BFMods.com
Sincerely, John P. Harrell
_____________________________________________
Re: Desert Combat Realism: The plan for a new release
UPDATE
After a monthlong hiatus due to finals and final projects, I am back to preparing DCR for a coop betatest release
I'm currently working on some cosmetic improvements:
1. Adding thumbnails for all the supported maps in the map selection screen. This is both for aesthetics and also to alert to users to which maps have COOP support.
2. Adding some more descriptive icons for weapons / vehicle positions to help players understand the options.
3. Smoothing out the rough edges on some features
4. Streamlining the NCO class for better usefulness and more distinguished properties
4a. The NCO has a 1-way banner above his head to let everyone know he's the squad leader. It can only be seen from behind.
4b. The NCO has a M-203 with red smoke 40mm shells. Before he fires, he yells out, "Heads up, marking target!"
4c. Removed the waypoint weapon as it was hard to use effectively.
5. Better sounding M-16 sound
6. Machinegunners tell everyone they are reloading when they reload.
7. If I didn't mention it earler, there is now a dynamic dust generation system that kicks up dust around tanks and prone machinegunners if they fire over a dusty area.
I expect to wrap up loose ends and prepare a coop betatest release soon.
After a monthlong hiatus due to finals and final projects, I am back to preparing DCR for a coop betatest release
I'm currently working on some cosmetic improvements:
1. Adding thumbnails for all the supported maps in the map selection screen. This is both for aesthetics and also to alert to users to which maps have COOP support.
2. Adding some more descriptive icons for weapons / vehicle positions to help players understand the options.
3. Smoothing out the rough edges on some features
4. Streamlining the NCO class for better usefulness and more distinguished properties
4a. The NCO has a 1-way banner above his head to let everyone know he's the squad leader. It can only be seen from behind.
4b. The NCO has a M-203 with red smoke 40mm shells. Before he fires, he yells out, "Heads up, marking target!"
4c. Removed the waypoint weapon as it was hard to use effectively.
5. Better sounding M-16 sound
6. Machinegunners tell everyone they are reloading when they reload.
7. If I didn't mention it earler, there is now a dynamic dust generation system that kicks up dust around tanks and prone machinegunners if they fire over a dusty area.
I expect to wrap up loose ends and prepare a coop betatest release soon.
Tanelorn-Desert Combat Realism mod lead
DCR Website: http://www.tanelorn.us/dcr/pages/index.htm
DCR AI development: http://www.battlefieldsingleplayer.com/ ... opic=15529
DCR new features: http://bfmods.com/viewtopic.php?f=6&t=727
DCR Website: http://www.tanelorn.us/dcr/pages/index.htm
DCR AI development: http://www.battlefieldsingleplayer.com/ ... opic=15529
DCR new features: http://bfmods.com/viewtopic.php?f=6&t=727
Re: Desert Combat Realism: The plan for a new release
You, my friend, are doing a wonderful job on the mod. Thanks for continuing to mod BF 1942.
I'm looking forward to seeing the next release of this mod.
I'm looking forward to seeing the next release of this mod.
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
Re: Desert Combat Realism: The plan for a new release
The mod is very, very close to being ready for a beta test release. I just finished all of my work, and have handed it off to 4CentsShy for a once-over. We plan on making more major improvements in Co-op play, but it's come quite far already and is entirely playable.
I just finished a very time consuming project of creating DCR specific thumbnails for each map, that lets you know what game modes the map supports. There were issues with maps saying they were co-op able, but actually weren't. Along with the readme, it should serve as a useful guide for choosing co-op maps to play.
I just finished a very time consuming project of creating DCR specific thumbnails for each map, that lets you know what game modes the map supports. There were issues with maps saying they were co-op able, but actually weren't. Along with the readme, it should serve as a useful guide for choosing co-op maps to play.
Tanelorn-Desert Combat Realism mod lead
DCR Website: http://www.tanelorn.us/dcr/pages/index.htm
DCR AI development: http://www.battlefieldsingleplayer.com/ ... opic=15529
DCR new features: http://bfmods.com/viewtopic.php?f=6&t=727
DCR Website: http://www.tanelorn.us/dcr/pages/index.htm
DCR AI development: http://www.battlefieldsingleplayer.com/ ... opic=15529
DCR new features: http://bfmods.com/viewtopic.php?f=6&t=727