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Messages - mft004

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Singleplayer and Coop / Re: A strange problem with Co Op
« on: 08-08-2022, 19:08:37 »
I'm just guessing that the game's trying to autobalance the teams there and if you are counting as one extra to an otherwise even team setup then maybe it's randomising you back and forth!
For Coop play: In My Documents, Forgottenhp 2, Profiles, Default, there's a ServerSettings.con file and a line within it: sv.autoBalanceTeam 0
If the value there is 1, change it back to 0 and if you weren't planning to change other settings, make the file read-only afterward to lock the settings.

I don't know if the filepath there is different now; I have a custom Coop sub-mod of Fh2 based on 2.5 mostly so not sure how 2.6 has changed that side of play.

Kind regards,

Modding / Re: Enter Sandbags
« on: 11-02-2022, 20:02:53 »
Sorry, another dozy moment from me there. Answer was simply to add a cullradiusscale line in the tweak file for the extra objects used.

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 / Re: AI teamkilling in tanks
« on: 10-02-2022, 11:02:05 »
Ya my gut feeling there is that it's an oversight by bf2 developers; as soon as a bot enters a vehicle, the only thing which the eyes of an ally bot sees are the entry points for that vehicle.

Modding / Re: AI teamkilling in tanks
« on: 06-02-2022, 21:02:57 »
My bad, I wasn't thinking straight; it was just a case of turning off friendly fire in the in-game server settings!

Kind regards,

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,

But where is the Jagdtiger :'(

Couldn't see it in objects_vehicles_server


EDIT: My bad, for those fellow hunters out there it's in the Kharkov outskirts folder.
Prettiest beast man ever made : ) except maybe for the Tiger I

This is a great day. Now all that is missing is the Char Bis. But don't rush it!

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 / Re: How do you turn it off
« on: 06-05-2021, 19:05:30 »
My bad, I'd assumed it was linked to one of those files in Python language which I couldn't read, but I see that the mapdata files are in normal text, so I'll get on it! Thanks Jan

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 / Re: Copying over kits
« on: 04-02-2019, 19:02:37 »
Sorry for the late reply Stubbfan. That worked perfectly, many thanks!

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

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