Author Topic: FH2 Modding Q&A  (Read 143580 times)

Offline Nerdsturm

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Re: FH2 Modding Q&A
« Reply #585 on: 01-07-2013, 15:07:47 »
I think if you lightmap a random object it will start to show trees on the minimap. See: http://www.realitymod.com/forum/f189-modding-tutorials/31987-how-make-perfect-minimap.html

Offline Ts4EVER

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Re: FH2 Modding Q&A
« Reply #586 on: 01-07-2013, 16:07:39 »
Because overgrowth objects dont show up. To fix it generate 1 object lightmap and take the picture afterwards.

Offline Nerdsturm

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Re: FH2 Modding Q&A
« Reply #587 on: 01-07-2013, 17:07:02 »
When I lightmapped some objects originally, they showed up as all pitch black. I re-lightmapped them, and now they show up properly in the editor, but in game they still are black. Anyone know how to fix that?

Also, what does the "Ignore Asserts" option in lightmapping do?

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #588 on: 01-07-2013, 17:07:00 »
I think if you lightmap a random object it will start to show trees on the minimap. See: http://www.realitymod.com/forum/f189-modding-tutorials/31987-how-make-perfect-minimap.html

I've done it - they showed in the editor as objects, most of them showed in the minimap, but not all of them!

Offline Ts4EVER

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Re: FH2 Modding Q&A
« Reply #589 on: 01-07-2013, 21:07:47 »
I think if you lightmap a random object it will start to show trees on the minimap. See: http://www.realitymod.com/forum/f189-modding-tutorials/31987-how-make-perfect-minimap.html

I've done it - they showed in the editor as objects, most of them showed in the minimap, but not all of them!

run script:  minCulldistance 2000 and noLods 1

Offline Turkish007

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Re: FH2 Modding Q&A
« Reply #590 on: 05-07-2013, 19:07:24 »
how can I disable all hud? I've read that there is something like renderer.drawhud 0-1 or something similiar. Which .CON do I edit?

Offline RAnDOOm

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Re: FH2 Modding Q&A
« Reply #591 on: 05-07-2013, 20:07:54 »
how can I disable all hud? I've read that there is something like renderer.drawhud 0-1 or something similiar. Which .CON do I edit?

"renderer.drawHud 0" in the console

Offline Turkish007

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Re: FH2 Modding Q&A
« Reply #592 on: 05-07-2013, 20:07:34 »
Thanks.

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #593 on: 22-07-2013, 12:07:11 »
Can sb enlighten me how it was made that last flag at Hurtgen Forest causes fast bleed, even though there can be still German flags left? Is it because there aren't any spawnpoints left or is it possible to set up such thing with a specific flag?

Offline Stubbfan

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Re: FH2 Modding Q&A
« Reply #594 on: 22-07-2013, 12:07:54 »
I think you should be able to checkout mapdata.py and see how it's done.

Offline Rabbit032

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Re: FH2 Modding Q&A
« Reply #595 on: 22-07-2013, 23:07:49 »
Can sb enlighten me how it was made that last flag at Hurtgen Forest causes fast bleed, even though there can be still German flags left? Is it because there aren't any spawnpoints left or is it possible to set up such thing with a specific flag?

In the GPO, its the only flag set with value

Code: [Select]
ObjectTemplate.areaValueTeam1 110
ObjectTemplate.areaValueTeam2 110

Then in the init bleed was set to

Code: [Select]
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 300
gameLogic.setTicketLossPerMin 2 10

The mapper also placed it in the mapdata.py, though it really doesn't need to be added there.
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Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #596 on: 23-07-2013, 14:07:19 »
Ok, thanks!

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #597 on: 30-07-2013, 18:07:49 »
What should I do in order to have Falshirmjaeger helmets in game? I added in the kits in the init.con such lines like: "GS_Scout" "gs_waffen_spaher" and soldier doesnt have Falshirmjaeger kit in game, what should I do then?

Edit:
And I still don't get this:

In the GPO, its the only flag set with value

Code: [Select]
ObjectTemplate.areaValueTeam1 110
ObjectTemplate.areaValueTeam2 110

Then in the init bleed was set to

Code: [Select]
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 300
gameLogic.setTicketLossPerMin 2 10

The mapper also placed it in the mapdata.py, though it really doesn't need to be added there.

The value of the flag is used to keep Americans on the bleed till the last flag there, right?

My question is:
Is it possible to set bleed speed after capping a specific flag? Because on my map attacking team has other possibilities of winning the map, I just want to setup last flag of 1 line of the push as the "crucial" one - would it be possible?
« Last Edit: 30-07-2013, 19:07:28 by Mudzin »

Offline Rabbit032

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Re: FH2 Modding Q&A
« Reply #598 on: 30-07-2013, 23:07:55 »
Bleed should start when total value of flags hits 100, or just over, I forget. So you could have 1 flag worth 110, to start the ticket bleed, then at the next flag make it something like 300, for whatever team is attacking, and see if that speeds it up, but I think it does.
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Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #599 on: 01-08-2013, 14:08:20 »
 Can sb explain me why static vehicles (these which are in vehicles folder) disappear after reloading a map in the editor?