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Topics - mft004

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Modding / Enter Sandbags
« on: 10-02-2022, 11:02:35 »
Sorry the title was a bit rubbish there.
With some of the tanks particularly US tanks, when you're in the external-view cam as a commander from the turret top, you can see some broken animations for the front drive sprockets; so I went and put sandbags all over the front of these tanks. It solves the problem well enough; sure you can't stop the tank hull model from clipping through the sandbags as I think that's something hardcoded for the camera, but it hides the animations.
The problem is that when the tank drives away some distance, the sandbags fade from sight much sooner than the tank does. Turning geometry up to High does help here, but there's still instances where I'm looking through a tank scope at tank x and have to guess where the sandbags on tank x are, given that they do block shots - at least they block AP rounds. Granted there's an element of fun there, but would be nice to know whether there's a way of at least editing particular objects so that the cull scale (I guess?) is much better.
Many thanks for any help,

Modding / What makes a bot tick - vehicle targets
« on: 16-01-2022, 20:01:23 »
Hi again,
sorry, I seek more wizard input though I think this is the last question I have : )
What setting needs to be changed to make the ai bomb a ground target rather than strafe it? I've been having fun with the Ferdinand and Memoriam's glorious Jagdtiger, but it feels a bit silly when enemy planes choose to strafe it instead of bomb it.
Kind regards,

Modding / AI teamkilling in tanks
« on: 14-01-2022, 11:01:56 »
sorry it's me again with another question stemming from my singleplayer sub-mod attempt. Basically it seems that the ai when driving a tank ignores checking whether there are any friendly vehicles in the way of a shot to hit an enemy vehicle; the common scenario is that two tanks are firing away at each other and a third tank from one side then joins in, but approaches behind the other friendly tank and fires a shot that teamkills the buddy, which would otherwise have hit the enemy.
I don't see this issue in terms of small arms fire; its rare to see a bot accidentally kill me or another bot with a rifle or machine gun etc, they tend to dodge or just hold fire. Would anyone know what rule is different when they're in vehicles, causing them to be clumsy? I'm guessing it's something to do with their awareness of the hit boxes for the friendly vehicles, but would welcome any input wizards out there might have. If I could find a fix it would make tank battles a bit better.
At first I thought that the fault could lie with the weaponTemplate.deviation and weaponTemplate.allowedDeviation lines pertaining to vehicle weapon ai instructions, with the idea that the bots aren't intending to hit their friend's tank but the deviation causes it instead. However this seems less likely as based on what I've seen ingame, one tank may be driving right behind the friendly tank and point-blank shoots it assuming there's nothing in the way between it and my tank opposing it.
I did ask the ai whether they'd like to comment on their actions but they said nothing.

Kind regards,

Singleplayer and Coop / A tip to slightly improve FPS
« on: 06-10-2021, 20:10:07 »
This might be common practise for you if you have a newer game system. Go for 75hz refresh rate on your monitor rather than 60 and use the same hz setting for the video settings ingame as well. I've noticed that on almost all of the SP maps with bots aplenty, there's just less sluggishness about the game when you use that higher hz rate.


FH2 Help / Support / Delay with startup
« on: 19-09-2021, 18:09:07 »
Greetings all. I'm nearly finished working on my FH2 SP project but am coming across an annoying snag at this point. My FH base is 2.52 and I wanted to add the Elefant to it; so I backed the whole folder up, donwloaded and installed the latest version (2.57), took what I needed and then deleted the whole folder and pasted the backup folder back in. All is well, except that now whenever I load up FH2, I'm met with a black box which hangs around with me for about 10/15 seconds before finally bringing up the FH2 fullscreen window. Image attached showing this black box. Does anyone have a hunch as to what setting I've tripped to cause this? Previously the loading process was very quick.

With thanks,

Bug Reporting / How do you turn it off
« on: 04-05-2021, 23:05:23 »

how do you turn off error reporting? I'm near the end of my arcade mod of fh2 and I've edited basically all the kits which soldiers use, in relation to each map. So each time I'm loading up a map now, the error reporter is telling me I've got problems and that a log has been created and I keep having to delete the logs. Can this be disabled without breaking anything else?

thanks for any help,

FH2 Help / Support / Modding weapon - help request
« on: 25-02-2021, 23:02:58 »
Sorry admins you could delete this thread - I've found a workaround for the 1p animations now.


Modding / Copying over kits
« on: 31-01-2019, 09:01:46 »
Hello there; I'm still plodding on with my mini-mod and have another question for the wizards out there.

For the Africa-front Germans, they're all using different kit items; some wear steel helmets, others field caps, others the 'pith' helmets. I'm trying to make all the soldiers wear the same steel helmets. My skills with dds / mesh editing are terrible, but I'm ok with copying over lines in tweak files  :)
So would anyone know which lines in which tweak files I should be editing so that all the soldier classes are re-directed to using the same kit display? I'm guessing it's somewhere inside, but not sure beyond this point.

Any help is much appreciated as ever

FH2 Help / Support / Shortcut to load up a Coop game
« on: 13-08-2018, 14:08:30 »
Hello there,

would anyone know the target path needed to start a Coop (64) game of El Alamein? I had tried this:

"C:\Program Files (x86)\EA GAMES\Battlefield 2\ForgottenHope2.exe" +menu 1 +fullscreen 1 +modPath mods/fh2 +gameMode Coop +loadLevel el_alamein

but the result was that the shortcut loaded a 32 player Conquest map.  Which part of the path looks wrong, or is a shortcut to a Coop game not possible presently?


Modding / Taking CVM cameras off tanks
« on: 02-08-2018, 02:08:00 »
Hello again,

Would anyone know how to remove just the FrontChase and FlyBy CVM cameras from a tank camera?  I tried removing those specific lines from the affected camera bundle in TankCameras.con, then I also tried chaging a value of 1 to 0 for those lines; but no dice, the full rotation of cameras is still there in game for any tank. 

Any idea where the real CVM camera control would be found for tanks?  By the way if there's a way of adding those lines to a single tank's .tweak file so that the game takes the instructions from the .tweak file instead, that would be splendid.


Modding / Universal tank cameras
« on: 29-07-2018, 01:07:41 »
Hi guys

As part of my SP Co-op project, I've been changing the position of driver cameras for tanks and tank destroyers.  I've hit a problem which has totally stumped me.  All my changes are recognised on the firing_range maps, but on normal maps... any tanks with fixed turrets (e.g. Stug, Bishop) are showing their original camera positions!  Does anyone have any idea why the Tank_DriverCamera_geom0 line in the vehicle's .tweak file is being ignored for those specific tanks, on non-firing_range maps?
There's only one possibe lead I've got so far. It is the .con file for the tanks; if I change the position of the 'Mantle' template in there, that moves the driver camera to the right position on all maps.  But that also moves the tank's gun with it!

So please respond if you've got any suggestions, I think I'm just going round in sad circles now.  A few years ago, the wizard Gavrant had given me the fh2.cfg file to get more tank cameras in SP/Co-op, so I guess he would have some ideas; but I think he's retired now, so if anyone knows who his successor is, please ask them to check this post!

Thanks, Mark

Modding / Can I remove a camera?
« on: 04-06-2018, 20:06:04 »
Hi guys,

I'm continuing with my FH2 SP-Coop tweaks but have a problem with the tank cameras.  I'd altered the CVMChase camera in TankCameras.con so that the camera was further back and zoomed out; this change affected the CVMFrontChase camera negatively, with that second camera looking at half the tank now and from an overhead view.  I'd like to remove that camera from the camera cycle entirely but keep the CVMChase cam; is that possible?

I looked at the references to the CVMFrontChase cameras in TankCameras.con, but in all cases within that file, CVMFrontChase was set to 0 which I take it means 'off'.  So I'm guessing that there must be another file somewhere in the FH2 folder which determines which cameras are on/off for tanks, or maybe for all vehicles.  Any wizards here know which file might hold that?

Many thanks in advance for any help and I've attached the .txt version of the TankCameras.con file I've been editing so far.

Modding / Vehicle dust trails
« on: 22-01-2018, 21:01:34 »
Hello there,

would anyone know to which folder/zip I should be heading to to make the dust trail kick-ups by tanks and trucks bigger?  So that, for example, you could see a tall cloud of dust generated by a moving vehicle from a long distance away? 

Thanks in advance to anyone who would know this.

Singleplayer and Coop / Control key to turn tank cam
« on: 30-12-2017, 03:12:44 »
Hi guys,

I can see that when you're in the tank commander camera (aka sitting in the turret) you can hold down the Control key in order to look around freely. 
Is there a way to add that free look view for another camera?  I'm thinking specifically of the 3rd person rear view for tanks.

Many thanks to anyone who can help with this,

Singleplayer and Coop / 3 Menu Questions
« on: 12-12-2017, 20:12:29 »
Hello there,

I have 3 random questions for a wizard out there, on game settings chosen prior to a battle.  I'm asking these questions primarily because I'm making loads of tweaks to files and have to keep going into a battle to test them, so hopefully answers to the below will speed up the process overall.

1) Currently, when I click on the 'Multiplayer' tab, the first sub-tab loaded up is 'Join Local'.  Is there a way to change that so that clicking on 'Multiplayer' will bring up 'Create Local' first? 

2) When I click the 'Create Local' sub-tab, the first battle type I see listed is 'Conquest'.  Is there a way to change that to bring up 'Coop' battle types first?

3) Is there a way to change the default team loaded at the start of an SP (coop) round?  At the moment it will put me on the Allied team, to choose an Allied kit/spawnpoint etc.  Is there a way of starting out, by default, with the Axis?

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