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Messages - mft004

Pages: 1 2 [3] 4
31
Modding / Re: Vehicle dust trails
« on: 24-01-2018, 19:01:46 »
I'll admit I was just after trying it out on my own PC with co-op games, the PC isn't an ultimate machine but with i7 and plenty of RAM it's comforatable with bf2. 

I've been able to increase the height of smoke columns from burning vehicle hulks, so thought that maybe the dust trail animation might be based on something similar in which case perhaps its height could be modified too.

32
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.
Mark

33
Singleplayer and Coop / Re: Control key to turn tank cam
« on: 03-01-2018, 19:01:23 »
That's worth a try, I'll have a go :)

34
Singleplayer and Coop / Re: Control key to turn tank cam
« on: 02-01-2018, 21:01:55 »
True by default there's no 3d view, but some time ago good old Gavrant gave me a .cfg file to use with singleplayer gamemodes, to enable 3d views again.  So would you go with the view that Bf2's 3rd person vehicle cam could not have a free-look feature added like that of the Fh2 capola cam?

35
Singleplayer and Coop / Re: Control key to turn tank cam
« on: 01-01-2018, 11:01:17 »
 :(

36
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,
Mark

37
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?

38
Modding / Re: Locking zoom rather than variable zoom
« on: 27-11-2017, 18:11:09 »
Hello there,

as a final update to this question, turns out I needed to head to tank cameras via vehicles_server and change FoV settings, now things are looking pretty beautiful inside the tank and out! Thanks also for the AP heads up.

39
Modding / Re: SP - major Vehicle Speed changes
« on: 25-11-2017, 18:11:11 »
Hello again,

I have an update to my first post: I've worked out that I need to change the speed settings for the 'engine' or 'motor' only, by increasing the first and third Maxspeed numbers.  Now the land vehicles move faster, that's great.  But I'm struggling to make the planes go slower.  At first I just reduced the first and third Maxspeed numbers, but the planes didn't seem to slow down much.  Then as per another suggestion I found online, I also reduced the torque and increased the differential.  Now the planes do fly slower, but they struggle to get off the ground :(  If there was a way to make the plane fly normally, but at the speed of a car, which numbers should I focus on?

40
Modding / Re: Locking zoom rather than variable zoom
« on: 24-11-2017, 21:11:09 »
I've had a look at my AP copy and I see what you mean.  Look's like their tanks have the mg listed as ItemIndex 3 to make a separate weapon out of it.  However, I'll admit I'm not very good with code so wasn't sure how to replicate this on FH2's PzIVF2 tank, as I couldn't see a unique entry for the mg34.

If you don't mind, I've pasted below any instances within the PzIVF2's tweak code, where the mg is listed.  Would you know which section I should be editing to make the mg a separate weapon?

"
ObjectTemplate.activeSafe RotationalBundle PZIVF2_hullmg
ObjectTemplate.modifiedByUser "jbp"
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate S_PZIVF2_hullmg_RotationRpm
ObjectTemplate.addTemplate Tank_HullGunnerCamera
ObjectTemplate.setPosition 0.0209/0.147/-0.6
ObjectTemplate.addTemplate Coaxial_MG34_Main
ObjectTemplate.setPosition 0.017494/0.012903/0.363406
"



"
ObjectTemplate.addTemplate S_PZIVF2_cannon_base_RotationRpm
ObjectTemplate.setPosition -0.507886/0/0.433987
ObjectTemplate.addTemplate Coaxial_MG34_Cam3
ObjectTemplate.setPosition 0.3701/0.00324/0.4152
ObjectTemplate.addTemplate Tank_GunnerCamera
ObjectTemplate.setPosition -0.42738/-0.0185/-0.50001
ObjectTemplate.addTemplate PZIVF2_cannonHE
ObjectTemplate.addTemplate FlareFireCameraSwitch_alt
rem -------------------------------------
ObjectTemplate.setMinRotation 0/-20/0
ObjectTemplate.setMaxRotation 0/10/0
ObjectTemplate.setMaxSpeed 0/36/0
ObjectTemplate.setAcceleration 0/36/0
ObjectTemplate.setInputToPitch PIPitch
ObjectTemplate.rememberexcessinput 1
"



"
ObjectTemplate.activeSafe PlayerControlObject pzivf2_hullmgpco
ObjectTemplate.modifiedByUser "jbp"
ObjectTemplate.setNetworkableInfo BasicInfo
rem ---BeginComp:VehicleHud ---
ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName "KILLMESSAGE_VEHICLE_PZIVF2"
ObjectTemplate.vehicleHud.miniMapIconLeaderSize Medium
ObjectTemplate.vehicleHud.vehicleIconPos 60/18
ObjectTemplate.vehicleHud.useSelectionIcons 0
rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
"

41
Modding / Locking zoom rather than variable zoom
« on: 23-11-2017, 21:11:27 »
Evening,

I'm trying to see a further distance when using the gun sights on a tank (test is PzIVF2). So I added the lines of text starting: rem ---BeginComp:DefaultZoomComp --- to the tank's .tweak file and then added an extra ObjectTemplate.zoom.addZoomFactor, in this case 0.05. When I loaded up FH2 and tried this out, yes the sights did zoom in with the Alt-Fire function, but this also fired the tank's secondary weapon (machine gun). It looks like both the secondary gun and the scope function are hard-coded to be the same key and there's no way round this. So then I thought I'd just remove this line of text from the .tweak file: ObjectTemplate.zoom.addZoomFactor 0. I asssumed that by doing this, I'd be left with a tank that was always zoomed in on the scope, so to speak. But when I loaded up Bf2 again, I still had to zoom in to get the increased zoom and of course that meant that the machine gun went off when I right-clicked.

Does anyone know the best way round this? Is there really a way to lock a gun's zoom function to the maximum zoom?

Thanks again to anyone who can help here.

Mark

42
Modding / Re: SP - Sound sync on Reload
« on: 19-11-2017, 22:11:19 »
Awesome Ekiso, thanks also for the specific .zip mention; yep I'll try Audacity first, should be ok.


Thanks again,
Mark

43
Modding / SP - Sound sync on Reload
« on: 18-11-2017, 10:11:23 »
Hello again,

I have a second question for the wizards when they're free. 
For my SP project, I've reduced the reload time of the MP40, to 2 seconds.  However, although the reload is complete in 2 seconds and the next mag can be used, the sound of the reload continues to play at the old speed. 
According to the MP40's .tweak file, the sound file for the reload is objects/weapons/handheld/mp40/sounds/mp40_reload_1p3p.wav.  However, I can't see that sound file in the MP40's folder within objects_weapons_server.zip. 
Would anyone know where the sound files are actually stored, or am I looking for the wrong file here?

Many thanks to anyone who can assist with this.
Mark

44
Modding / SP - major Vehicle Speed changes
« on: 18-11-2017, 10:11:00 »
Hello there,

I'm continuing with the task of modding FH2 SP for my own battles.  One of you wizards kindly helped me get third person views back on tanks.  I now have a more difficult question: how do I change the speed of vehicles?  Basically I want to make all land vehicles faster and all planes slower. 

I thought that it was a case of finding 'ObjectTemplate.setMaxSpeed' in the .tweak and increasing the numerical value, but A) I'm finding several of those lines in the same .tweak and B) I'm not sure which of 3 values I should change. 
Take the civilian bicycle for example.  There are 8 instances of 'ObjectTemplate.setMaxSpeed' in the bicycle .tweak, for Framedummy, Frame, Kickstand, Nav_Fl_RotationRpm, Nav_Fr_RotationRpm, camera_RotationRpm, Handlebars, ZMotor_RotationRpm.  Should I change just ZMotor?  ZMotor's current MaxSpeed value is: 0/0/50.  Should I increase 50 to a higher value, or change one of the 0s, or both?

Many thanks to anyone who can shed some light on this.
Mark

45
Singleplayer and Coop / Re: External tank views for SP
« on: 05-07-2014, 21:07:28 »
Many thanks Gavrant, I am at peace again :)

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