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Messages - robbob42

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1
I just installed the latest 5.1.171 as the change log suggested this version fixed the issue(?), but alas, no love.
When playing the "64" map in Coop (didn't test the others), it appears that as soon as the Germans take Mageret and/or Wardin, the ticket counters for BOTH teams start rapidly dropping. In less than a minute, the score drops to something like US 4 - 0 Germany and the map ends.

Strangely, and I'm not positive on this, the tickets started rapidly dropping when the Germans took Mageret, but then they slowed back to normal for a short time when they made Wardin gray. However, once the Germans fully captured Wardin as well, the rapid drop started again and kept going till the map ended.

Not sure if it's specifically Mageret and/or Wardin, or whether it happens whenever the Germans capture any base. Mageret and Wardin are the closest to the German base, so they would go first.

No error log was generated that I could see.

Thanks, RobBob

2
OK, still trying to research this project, I came across this:
https://bfmods.com/viewtopic.php?f=43&t=417&sid=58798826d7135b47b523f0d1047224e1

Looks to be pretty much what I was looking for, tho haven't gotten to try it yet. It's also for BF1942 but hopefully can be adapted to FH2(?).

So... in trying to understand the basis/concept(s) behind this, creating the weapon and its projectile seems straightforward. The spawning part of it... Am I correct that firing the projectile essentially "triggers" an objectspawner (attached to the projectile via an addTemplate). The objectspawner then spawns a PCO which has multiple instances of a spawnpoint attached to it via addTemplates (each instance set to a slightly different location to spread things out). And those spawnpoint instances all become "active" when the PCO spawns. Pending how long they're set to "live", etc, they then act like regular spawn points that players can select and spawn to. The actual spawnpoint itself is defined in the spawnpoint template ("The Spawnpoint Setup"). Does any of that sound correct?

If so, a follow up Q: why does the objectspawner need to spawn a PCO vs just directly spawning the spawnpoints? Sorry if this is a dumb question and/or not using the right terminology - just trying to learn how this all works.

Thanks!
Robbob

3
Modding / Deployable player spawnpoints? (2-part question)
« on: 04-01-2024, 02:01:32 »
Part 1: I'd like to create a use-once, short-duration player spawnpoint that any (human) player can "throw down" like the medic pack (item #8). Similar to the rally point in Project Reality, but for any player - not just the squad leader - and as part if a kit vs using the talk menu. Can it even be done?

It'll be just for my own personal play over a LAN, the idea being that if someone gets isolated and is being overrun, they can essentially do a one-time emergency "call for help" by throwing this down so his squad mates can spawn in near him to assist.

I've spent quite a bit of time doing Google & forum searches, trying a bunch of different things - all to no avail. I've looked at PR's rally point code, and got as far as getting the pile of ruck sacks to appear when I "fire" the medic kit, but it doesn't spawn anyone or even show up on the minimap. I've looked at and tried to mimic other player spawn code, but am obviously missing something. Evidently I don't understand enough about how the spawning system works to figure out what's wrong. Which leads me to....

Part 2: I've done SOME modding (mostly .tweak file changes) and imported a couple weapons. I've used the bf2editor enough to move vehicles around, but consider myself pretty much a rookie with modding. I'm also a guy who wants to understand the concept(s) behind the code - the "why" if you will. I'm not big on "take this pen and write what I tell you" (i.e. just copy in this block of code) without understanding what it's doing. If I understand the concept behind the code I can apply it to other things so I don't have to keep bugging people with one-off questions.

I know a lot of you experts have spent countless hours figuring a lot of this stuff out (VERY much appreciated!!). I'm a retired programmer and have been able to figure out a lot of things on my own as well. But is there some kind of manual/reference somewhere that explains some of these statements & concepts so I can just look up the parts I can't figure out? For example, a .con file seems to be what creates an object, along with a few parameters. Is there a reason there are additional parameters in a separate .tweak file vs just adding them directly to the .con file? What are the parts/elements you need to create a player spawn? Does an addTemplate go in the .con file or the .tweak file, or either one? And what does "activeSafe" do? That sort of thing.

I've seen "lists" of BF2 commands, but the ones I've found mostly have "unknown" next to 90% of their descriptions. I've read spawn point tutorials, but they seem to be for BF1942 and I'm not sure how much the coding syntax/spawning process has changed for BF2. Maybe I just haven't stumbled onto the right thing yet. Or maybe I'm just asking too much...

So... enough babbling... If anyone has any suggestions, or can even just point me in a direction, I'd really appreciate it! Thanks!!
RobBob

4
Thanks! Setting "Minimap ticket count style" in the Launcher HUD settings to "Bars & Numbers' worked like a charm.

5
Specifically to playing the French on the Flavion map in 2.63, but likely applies elsewhere. Using the alt firing mode on the Berthier Mle M34 rifle (right click/"iron sights"), every time I fire a shot I have to manually right-click again to return to iron sights after the reload animation completes. Is there a way to automatically return to the last firing mode I was in after the reload animation completes?

I tried setting zoomOutAfterFire 0 in the tweak file, and that technically works, but then you stay 100% in iron sight mode, including all the while the reload animation plays out "behind the scenes". You can't fire again until that animation competes (which is OK), but since you no longer see it, you don't know when it's done and you're able to fire again. You either try to guess, or just keep pulling the trigger until another round eventually goes off. Not a good solution.

I don't want to get rid of the reload animation - I just want the game to return me to whatever firing mode I was in after it completes. Is there a way?

Thanks!


6
OK, after playing a while I noticed the thin blue & red bars shrink in length as the game plays on. So I'm assuming each bar's length is a general representation of the ticket count - like a reverse progress bar(?). I guess it's something, but I prefer to see the actual numbers - especially if it's a tight came going down to the wire.

Not sure what the logic was behind changing to this method....

7
Singleplayer and Coop / No more "ticket" counters in 2.63?
« on: 28-11-2023, 00:11:13 »
I fired up the 2.63 I recently downloaded to do my first full coop play session and noticed the "ticket" counters that used to be in the upper right corner were no longer there - just narrow red and blue bars. Is this a permanent change, and/or is there a setting/way to put them back?

I don't see any reference to it in the changelog, other than "Complete in-game HUD overhaul". I hope they're not permanently gone - I would miss that a lot. Is there rational behind this change?

Thanks.

8
It doesn't come up often, but when it does I'd been looking (hoping?) for a way to do it on that initial screen. You have to enter the map to get the "Suicide" button, but it works. And it's quicker than reloading the map like I was doing.
Once you switch back to your original team you once again can't do any more switching. So yeah, limiting team-switching abuse seems to be the driving force. Makes sense from that perspective. You get one chance to switch per "life".

Thanks, Seth!

9
In coop, when you first load up a map and are at the team/kit selection screen, you can change teams at that point, but once you do you can't switch back? Even tho the "switch teams" icon is still there (the double circular arrows), clicking on it does nothing. You stay on the team you switched to no matter what. The only way out of it I can find is to reload the map.

I just did a "clean" install of 2.63, hoping the latest version would have fixed this, but apparently not.
Is there a setting I'm missing? Am I doing something wrong? It seems like a pretty simple thing to be able to do, but it's been this way for as long as I remember.

Thanks!

10
I fire up the FH2 launcher, then click on PLAY. The screen goes black for around 30-40 seconds before the SELECT ACCOUNT screen appears. After that, the game runs fine. It always went black before, but only for a few seconds, not 30-40. During the time it's black, there's a couple of faint flickers, as if the  monitor backlight is going on and off, but the screen is basically black the entire time.

This has started happening on all 3 PCs I run the game on, and there doesn't seem to be a logical reason why it suddenly started - other than it SEEMS to have started after a Windows 10 update a number of months ago. Coincidence?

It's not critical - just annoying. I'm on FH2 3.7.606 (according to the launcher), and haven't done any FH2 updates prior to this starting. Any ideas?

UPDATE (5/1/2022)
It appears to be related to ForgottenHope2.exe in the main Battlefield2 folder. When I double-click on it I get the same result - a black screen for 30-40 seconds, then the account selection screen.

Thanks!
RobBob

11
FH2 Help / Support / Re: What version do I have??
« on: 14-02-2021, 20:02:45 »
Thanks. The reason I ask is that I've customized a number of things for our style of play, and every time I update I have to put them back in. Not a small endeavor. So I don't do every update that comes out - depends what the enhancements are. We play coop exclusively, and it seems a lot of what gets updated doesn't pertain to coop. :-\

I just thought there'd be a relatively easy way to tell (that I had overlooked). Most software products let you click on an "About" (or similar) to see it, but "About" in the launcher doesn't seem to jive with the release version number. Since I do every update, I frequently forget what version I'm on.

RobBob

12
FH2 Help / Support / What version do I have??
« on: 08-02-2021, 20:02:49 »
Trying to load some additional maps, and at one point their instructions say I need version 2.57. Where do you look to see what version you have? The only thing I can find is clicking on "About" in the FH2 launcher, which says version 3.4.666 (which isn't even close), with the installer being 1.24.0.0.

13
This is a reply to an old post, but I just had to say, "Figaro, dude, freakin' awesome!" ;D
Worked like a charm on Carentan - can't wait to try it on others.

I only recently came across this map pack and was disappointed the 1st two I tried (Bloody Gulch & Carentan) did the CTD within 3 minutes of gameplay. Having done some VERY miniscule modding (adding a couple new weapons), I tried to find the cause (off & on) for 3 days - including comparing files with maps that did work (Argentan), etc - but no luck.

Given the differences between even various tmp.con files, and not knowing enough about how the code all works (everything I "know" is self-taught), I was at a loss. So I started searching forums and just now came across this post. Many many thanks, Figaro, for taking the time to post this! You just never know when someone might need some valuable info like this down the line.

I also want to include a huge, HUUUGE thank you to Darman and all the others who've contributed so much to making this mod the best! Can't tell you how many (thousands?) of hours of fun we've had playing it! ;D

14
Well, after a year+ hiatus I revisited this and eventually figured it out. Tho it's an old topic, I'm posting the solution here in case someone needs this info in the future.

The difference with this kit was that I had ADDED the rifle to BW_Antitank_Limited.inc, as opposed to replacing the rifle in the other kits (since there was no rifle in that AT kit to replace). Given the Piat seems to be the rifle-equivalent weapon in it's various kits, it's tweak file isn't set up for it be shown as a secondary/alternate weapon. So when I added the new rifle, it's graphic "overrode" the Piat's.

Bottom line, what controls how items are displayed in each kit's selection box is the
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\xxx.dds (or \xxx.tga)
line in the weapon's tweak file. When an item is the primary weapon (displayed on the left), it looks something like:
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\PIAT.dds
where PIAT.dds would be the graphic used in the kit selection box.

To make the Piat be the secondary/alternate weapon I changed this line to:
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\placeholder.tga
That keeps it from being displayed as the primary weapon in the selection box, while the placeholder.tga reserves that spot for the new rifle I'm adding.
Then I added a new line:
ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\Ability\PIAT.dds
which then causes the Piat to be displayed as the secondary weapon.

I also had to copy the PIAT.dds file from
menu_client.zip\HUD\Texture\Ingame\Weapons\Icons\Hud
to the
menu_client.zip\HUD\Texture\Ingame\Weapons\Icons\Hud\Ability folder so the game wouldn't crash trying to find the newly-added PIAT.dds path.

So now it all works, other than the Piat is shown tiny (as apparently all secondary weapons are in the kit selection box). The caveat is that if there are other kits using the Piat as the primary weapon, it'll show up as the secondary with a "blank" spot for the primary - since the above changes now define the Piat as a secondary weapon (i.e. for display purposes). For me that doesn't matter.

A bit long-winded, but hope it helps someone down the road...
RobBob

15
OK, from prior post I have my newly-imported rifle up & running for coop play, and have added it the British Antitank Limited kit (BW_Antitank_Limited.inc). When I fire up the Lebisey map (which uses that kit), the Piat graphic that used to be there on the HUD in the ANTI TANK LIMITED kit selection "box" (on the spawnpoint selection screen) has been replaced with the new rifle graphic I created for it. Both weapons are there when I enter the game, but only the rifle shows up in the HUD on the spawnpoint screen.

Previously, I'd done virtually the identical same thing for the US - added an imported rifle to the US Antitank Assault Limited kit (UW_AntitankAssault_Limited.inc), and both the rifle & bazooka display in the kit selection box on all the maps that use that kit. How do I get both my "new" rifle and the Piat to display the same way for the British Antitank kit?

Most of the other kits on that map show two of the items in the kit. I guess the real question is: What controls how many and/or what items are displayed in each kit's selection box? Comparing the US vs British .inc kit files hasn't given me a clue.

Thanks in advance!

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