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Messages - Matthew_Baker

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1906
General Discussion / Re: Free French or French Resistant ?
« on: 13-06-2009, 18:06:54 »
A nice ladder type crosshair to make aiming a tad easier would also be nice.

Agreed ^... however IIRC lightning said a long time ago that there actually are sights that they used for these rifle grenades. However they weren't used very commonly in combat seeing as firing "by naked eye" worked just as well... also he said the animation would be like 60 seconds long if they added deploying the sights as well. (im gonna try and find the thread i saw this in)

1907
General Discussion / Re: Free French or French Resistant ?
« on: 13-06-2009, 08:06:45 »
Although, unless the Mill's Rifle Bomb deploy animation was significantly longer than normal to show attaching the Gas Plate to the grenade, the throwable Mill's Bomb and the Rifle Grenade versions would likely have to have separate ammo.  (The Mk2 Pineapple grenade the Americans used just clipped onto an adapter for the Garand, see pics below.)





I think the IF the mills bomb grenade launcher was to be portrayed in game it would have to come in seperate ammo types. It doesnt seem likely that any British soldiers were uncrewing the bottom of the 'nade and then fitting a base plate onto it in combat. (Unless I'm worng)


However, the American grenade launcher seems to be easier to clip on, and since they are using the same types of ammo as Kev said then I have one question: will the clipping of the Mk. 2 to the grenade launcher be shown in an animation in game?  ;D cause that would be sexy. and it would cause a longer animation meaning the Americans couldn't then switch off spamming both heat aAND hand greandes at you

1908
General Discussion / Re: Free French or French Resistant ?
« on: 13-06-2009, 00:06:40 »
No I believe they did... although it took some modification of the No. 36 Mills Bomb to get it to work (unscrewing the bottom portion and adding a baseplate)... and if someone can answer but is the EY grenade launcher fitting different from that of the one in game?

anyway here's the source: N0. 36 Mills Grenade for EY Rifle

When fired from the EY Rifle, the Mills bomb was modified by unscrewing its base plate and replacing it with a 2 1/2 inch diameter gas plate. The gas plate was a simple metal disk that fit snuggly in the base of the EY cup and prevented gas from slipping around the edges of the grenade. mills bombs also had the 4 second fuse replaced with a seven second fuse.

Before the EY rifle was invented, the Mills bomb had a long pin screwed into the bottom that was inserted down the barrel. This was less reliable as this rod could get hung up in the barrel and the seven second fuse was crucial as once the pin was pulled the safety spoon would flip off. This gave the grenadier a few seconds to aim the launcher and still provide adequate loft time for the grenade once fired.

With the cup, the grenade can be inserted into the the cup while the safety spoon is still in place, thus the 7 second delay is not as necessary and the grenade will not explode unless it falls out the cup. Rifle launched grenades were mentioned as useful in both Barce Raid and attack on the fort at El Ezzeiat.
 

1909
General Discussion / Re: Free French or French Resistant ?
« on: 13-06-2009, 00:06:19 »
what he said ^  ;D love to see the brits get this same thing with the mills bomb... pretty please Kev?

oh and also... what about those white smoke trails that come out from behind the grenade launcher? the ones that are a giant flag of "here i am" to your enemy? will those ever be removed? or what's their purpose? just wondering :)

1910
Modding / Re: Question about FH1 maps
« on: 30-05-2009, 04:05:16 »
Yeah I understand the whole thing and Ive tried it with the runner and without but Its not working. I have all the kits im using inside the Objects folder inside of the map. Im thinking I need something else or I put something wrong in the init.con.... Maybe it is the kit index because 1 FHE kit has like multiple kit index. Is that allowed to be like that? or is there something I need to do to fix that?

EDIT: Okay it obvious now that If I add anything new to the map then it doesn't work. It doesn't matter if I use the stuff in the new folder or not. as long as I try to use a new kit or weapon the whole map Doesn't work. I don't know why, but I have no solution for it.

1911
Modding / Re: Question about FH1 maps
« on: 30-05-2009, 00:05:07 »
Okay im narrowing down the problem to the objects i put in. It must be those because all kits are correct in terms of spelling capitalization and position in the init.con. I'm lost as to what the damn problem could be but as i continuosly scan the files over and over, I have a couple of questions.

Would anybody know of a map that uses custom objects (preferably custom kits) that I would be able to refrence?

Also, in the object and runner.con, when  cite another file,(eg run RiflemanM1Garand/runner) do I need to specify the '.con' at the end of runner.con?

I'll keep playing around and scanning for problems, thanks for all the help so far Natty but I guess my inexperience of modding BF1942 is really setting me back.

EDIT: Okay after looking at Nuenen-1944 (also uses custom objects) I did everything correct. I have an objects folder in the map, and inside I have an objects.con..... In the Objects.con file, it says "run (kit)/runner" in the runner I have "run objects" and every kit index is correct.

I think that I need to also put in FHE's weapons because they have different animations and stuff. This is what may be causing the game not to start but I doubt it. Why is it that if something is wronf in the init.con of 1 map, then the whole game doesn't start? And why is it that if I put a map into another mod it doesn't automatically refer to that mods kits and weapons?

1912
That's 4 questions. :p

There might be an American M4A4 later, they used different turrets than the British ones. However, the M4A4 was mainly used by the British. The brown Shermans are also for use in Normandy. Olive Drab paint wasn't applied until May 1944. Tanks produced before that were painted in khaki brown and were not re-painted, so many of the Shermans in Normandy were still brown. The M4A4 was not, to my knowledge, used in North Africa.

awesome, i can't imagine how many shermans will fh2 have after its done  ;D
At the moment we have:
Sherman II (early) - North Africa
Sherman II (early) - Europe
Sherman II (mid) - Europe
Sherman II (mid) - Europe - Hedgerow cutter
Sherman V (mid) - Europe - Brown
Sherman V (mid) - Europe - Green
Sherman V (late) - Europe - Brown
Sherman V (late) - Europe - Brown - Same as above, but with different baggage layout
Sherman V (late) - Europe - Green
Sherman V (late) - Europe - Green - Same as above, but with different baggage layout
Sherman VC (early) - Europe - Firefly - Brown
Sherman VC (early) - Europe - Firefly - Green
Sherman VC (late) - Europe - Firefly - Brown
Sherman VC (late) - Europe - Firefly - Green
M4A1 (early) - Europe
M4A1 (mid) - Europe
M4A1 (mid) - Europe - Hedgerow cutter





Ok great, thanks for the answer... so at the moment we technically dont have any M4A4's at all, only Sherman V and Sherman VC's right?  ;D...  Also i was just wondering if we'll see the M4A2 (Sherman III), M4A3 (Sherman IV) models as well.. thanks :)

1913
Modding / Re: Question about FH1 maps
« on: 28-05-2009, 04:05:27 »
yeah I understand that 0= first position and so on, But where in the kit's file do I find what index it belongs. I think im looking at the wrong spot.

1914
Modding / Re: Question about FH1 maps
« on: 28-05-2009, 03:05:57 »
Okay... can you tell me exactly where the kit index number is? I might be looking in the wrong spot. Also, in the 'runner.con' do you want it to say "run (kit name)" or do you want it to say like "run Objects" because the runner.con is in the same folder as the kit no if i just put the kit name I dont think it finds it.

1915
Wow awsome update! 8) , just one question... will we see the M4A4 as an American tank as well? or is it strictly British? and also... the more like brownish colored Shermans in the background of each pic.... will we see those in Normandy? or are they maybe a North African version? Great update as always

1916
Modding / Re: Question about FH1 maps
« on: 27-05-2009, 22:05:42 »
yeah i meant file.. I did all of that. Ill double check all the kit index tonight and ill get back to you

1917
Modding / Re: Question about FH1 maps
« on: 27-05-2009, 01:05:20 »
This is frustrating >:(

I added a Objects folder and in it I have all the kit folders along witha folder call 'Objects.con'

In the Objects.con I have

run RiflemanM1Garand/runner "etc, etc"

In each kit folder, I have a runner.con which says 'run objects'

I have the init.con changed for all the kits and now FH:E won't start. The BF1942 logo pops up, but then nothing runs. What does this mean?

EDIT:

Okay tried opening FH:E with the debugger anf got the following error

Module: IoFile
File: Engine\IoFile\FlatArchive.cpp
Line: 803

TBM: fel!


So idk what this means, but the only thing I changed is what I said above.

Maybe I also need to specify where to find the new weapons like bayonets?

1918
Modding / Re: Question about FH1 maps
« on: 25-05-2009, 19:05:52 »
After getting the debug report, the reason my map crashed was because of the kits. Now after comparing FH:E's kits with FH's kits, FH:E removed the numbers on some of the kits.

For Example: FH kit = 3AssaultGarand
                  FH:E kit = AssaultGarand

I assume the nimber was removed to identify their new kits, no problem. But when I try to put a FH:E kit into Falaise Pocket, it says it cant find the kit. But if I put a FH kit in there it works but I dont have the ability of iron sights. Is there something in the map file that is directing the objects to be derived from FH and kinda excluding other locations?

For example in BF2 you can add custom objects to your map or mod by placing a 'ServerArchives.con' file in that directs it to that object. Is there something in the Falaise Pocket map that gives the map a path to the objects? If so I think I just need to change that so it include the objects and kits of FH:E.

I think im close so I really need help right now ive hit a wall.

1919
Modding / Re: Question about FH1 maps
« on: 24-05-2009, 18:05:31 »
Okay well before I even posted this I did place a map into FHE just to see what happens and it didn't crash. But, it was just very buggy. The iron sights wouldn't work, and the screen was always a dark shade  like I had already been slighty wounded. Ill take a look at some of the map files and see what I need to change. Ill post an update later.

EDIT: Okay I noticed that FH:E changed the kits on the maps. What I did was take Faliase Pocket and place it into the levels folder of FH:E and modified the kits to be exactly like the FH:E kit layout of Point Du Hoc (The only map with US). So after loading I clicked 'ready' and it crashed. Also, the kit icons didn't show up, it was just grey boxes. Also I can't seem to find bf1942_r.exe. That will probably tell me what the issue is.

1920
Modding / Re: Question about FH1 maps
« on: 23-05-2009, 23:05:26 »
Yeah Forgotten Hope: Extended, I should have specified.

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