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Messages - GeoPat

Pages: 1 2 [3] 4 5 ... 34
31
Suggestions / Re: Unnecessarily Movable AT Guns
« on: 19-06-2018, 15:06:13 »
IMO, those mobile AT guns ought to be redone somehow.
It should plant itself better before firing.
It should be able to roll over trenches without bugging out, like any other vehicle.
That open second seat has got to go.  It's too inviting for trolls.  There must be some other solution.

32
Suggestions / Re: The Minor Suggestions Thread
« on: 16-06-2018, 00:06:39 »
I would like to see more destroy-able buildings.
BattleGrounds Frontline, a BF2 mod, uses a lot of them.  There is a map where you can destroy almost all the houses in the village.  I think most people's computers can handle that nowadays.

33
Suggestions / Re: The Minor Suggestions Thread
« on: 06-06-2018, 21:06:55 »
Repairing tanks from the seat is illegal in tournament play.
We used to have a script that automatically kicked you for that.
I don't think tanks should repair in the middle of combat.  They should have to withdraw to safety.  It's better to just put a good tanker kit(SMG) next to all the tanks.

34
Modding / Re: Berlin
« on: 06-06-2018, 20:06:40 »
I'm pretty sure only mortars would work on that map.  The trajectory of the other arty would be useless with all those building.  You can still use the Wespe and SU 152 as point and shoot arty.

35
$talkker, join Russian 3rd Polish.
You can be an Lt. and run your own squad.

36
Suggestions / Re: The Minor Suggestions Thread
« on: 06-06-2018, 19:06:56 »
I agree with slowing the repair of tanks. 
This would also help the problem of repairing ships since they basically use the same materials as the tanks.

37
Modding / Re: Can I remove a camera?
« on: 05-06-2018, 02:06:10 »
I hope you realize that "tweaks" for SP/Coop can be used as cheats in MP.
If you are serious about this, I suggest you ask in PMs or some other private place.
In the public forum, you are just telling people how to have better 3rd person view in their tanks.

38
I still play FH2 on a laptop and not a gaming laptop.
You can join us.

39
Modding / Re: Berlin
« on: 20-05-2018, 15:05:59 »
Stubb's method works.  I tested it with:

Objecttemplate.activesafe PlayerControlObject tiger_late_132
Objecttemplate.activesafe Engine tiger_late_132_aaMotor
ObjectTemplate.setTorque 0
ObjectTemplate.setDifferential 0

at the bottom of the tmp.con.
You can still use the turret, which I assume is what you want.

40
Modding / Re: Berlin
« on: 27-04-2018, 00:04:13 »
I guess another thing you could do is temporarily change your lighting settings then generate the ground hemi.  You could use the "Day" preset.  Just don't save lighting settings when you are done.

41
Modding / Re: Berlin
« on: 26-04-2018, 19:04:33 »
Well, you could lighten it, in GIMP or PS.
BTW, why don't you join Discord?  You would get quick answers to these basic questions.

42
General Discussion / Re: Post your FH2 Screenshots
« on: 26-04-2018, 16:04:31 »
Personally, I hate ABC lines.  They just tell campers precisely where to camp.  Meuse is the worst.  If there was just the invisible OOB, people would probably stay away from there.  Eppeldorf doesn't need it.  You can just move the OOB forward of both bases a bit and then let people fight there way out of the base area with Arty and coordinating tanks.  Bad teams deserve to lose.

43
General Discussion / Re: Post your FH2 Screenshots
« on: 25-04-2018, 18:04:56 »
Why'd you post a picture of camping the ABC line, Leopardi?

44
I thought it was going to be a hand axe.
I used one in BF2 Pirates yesterday. 
It was fun.

45
Modding / Re: Berlin
« on: 20-04-2018, 03:04:10 »
1. generate groundhemi   I think it is under compile below generate lightmaps, etc.

2. you need BF soundtools to get the right .ogg that works with Bf2.  It needs to be in the correct wave for to do that.  Look it up and have fun or just give me your music file and I will do it.  Contact me at CMP forum or in Discord.

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