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Messages - Devilman

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Suggestions / Re: little idea
« on: 26-10-2012, 13:10:29 »
because bullet always comes from the center of the screen

By default bullets come from the center of the screen
But it takes less then 1 minute to make the bullet come from the barrel,regardless of which direction it is pointing

(in this crappy engine)
It is not a crappy engine,your a crappy modder,oops sorry, you aren't a modder  ::)
It is a great engine,which its abilities are still being discovered,even after 7 years

Off-Topic / Re: Ingame Selectable Teams W.I.P.
« on: 25-10-2012, 02:10:59 »
Your such a predictable Troll Nutty
Its pathetic  ::)


Awaits Nattys Fucked Comment

Singleplayer and Coop / Re: Eastern Front SP
« on: 24-10-2012, 12:10:16 »
will the bots avoid it/unable to enter/use it, or just enter/use and got stuck there, or actually cause a CTD when doing so?

Bots dont have a brain,unlike most humans
So everything they do is controlled by AI files,AI behaviors,AI strategies,map AI strategies etc
If they dont have any code available,telling them to use an object
They simply wont use it

Neither a bot or human can enter/use a PCO which has no AI template,without a CTD (in single-player/co op)
If a hand-weapon doesn't have an AI Template,bots wont use it,but humans can without a CTD (in single-player/co op)

For bots,map priorities generally override most other available tasks
A classic example is bots walking right past an empty vehicle,regardless of how high its basic temp is (even as high as 1000) most noticeable at the start of a game
Bots prefer/attempt to finish their last given task,before moving on the next available task/order

Off-Topic / Ingame Selectable Teams W.I.P.
« on: 24-10-2012, 05:10:16 »
Ingame Selectable Teams W.I.P.
Allows selecting of team 1 and team 2 factions,at the start of the game,or you can change either team,anytime during the game

If no teams are selected with the team buttons at the bottom of the screen,the game will use the teams/kits that the maps init file shows

If changing teams,during a game
When a player/bot respawns,they are on the last selected team

Still some work to do on some of the flags


Singleplayer and Coop / Re: Eastern Front SP
« on: 22-10-2012, 11:10:35 »
If they are not coded for AI but featured in the SP map, your game will crash when you or a bot try to use that gun/emplacement/vehicle.

If an object is not coded for AI
There is nothing to tell a bot,to use that object 
Therefore the game wont CTD
But it will CTD for a human

Note,one exception "may be" if the spawnpoint is set for bots to enter on spawn,on a non AI programmed object, (never tested the above)

Suggestions / Re: Towable AT, AA, and Artillery!
« on: 13-10-2012, 02:10:23 »
Old, and was a fail.

The only true failure
Is in,not trying

It was done "with tongue in cheek" and in just a few minutes

for actual towing mechanic you'd need to connect the trailer and a vehicle via joint - something which I am pretty sure is not possible in this engine.

It is possible in this engine
By using a hook and loop/ring,and using a similar code to how a jets canopy closes upon entry,and the restore rotation on exit code,with an accordingly adjusted parameter code

ObjectTemplate.restoreRotationOnExit 1

Announcements / Re: Eyecandy: FH2 Update
« on: 13-06-2011, 02:06:20 »
Will a player leave footprints in the snow for tracking purposes?

afaik, sadly this not possible in the engine

It is possible for soldiers to leave footprints,and vehicles to leave tyre/track marks in the snow
But it is a lot of work to create that type of effect

Modding / Re: Ultimate Sound Pack Addon
« on: 06-06-2011, 04:06:42 »
loved this! im using it all the time!

Nuff said.   8)

Suggestions / Re: Aircraft bombs with fuse delay
« on: 04-06-2011, 13:06:34 »
There is no way to have water from a reservoir drain into a valley after the dam is blown.
mabie have the water instantly drain if thats possible it would look a bit crap but it would do the job

errrrrrr no. Although if you can spawn water planes like normal objects, it oculd theoretically work. It would just look shitty.

Water planes can be made destroyable and they have a mesh
with effect coding, you can make the water plane drop in height,the same way i made the hotel drop
then add water effects for the water spilling out
you could also make the land on the lower side of the dam,fill up with water

Suggestions / Re: Aircraft bombs with fuse delay
« on: 04-06-2011, 04:06:38 »
I wonder if it would be possible to have it selectable. You could choose between 0s and 1-2s fuse.

(Similar system as single fire/full auto with LMG's)

You cant make it selectable in the way you described

You would add another bomb launcher
Change the coding for the new bomb launchers projectile,so the bomb detonates at the desired time
Give the new bomb launcher an IIN,thats doesnt clash with another weapon
Maglink both bomb launchers,so you still have the same total amount of bombs available
Make a new weapon select icon,showing the time delay for the new bomb
Giving you the choice of default bomb,or timed/fused bomb

There are some minor issues though

NOTE...Detenation delay set high for demonstrational purposes in the video

Off-Topic / Re: Post something happy that happened to you
« on: 03-06-2011, 11:06:22 »
Managed to get working bots on the Titan (W.I.P.)

Tactics & Tutorials / Re: How to bomb target accurately?
« on: 29-05-2011, 02:05:34 »
Bombs away  :)

Singleplayer and Coop / Re: Skin Zip File Updates Help.
« on: 17-05-2011, 10:05:58 »
Its probably better to place the skins into a zip/rar file (if they already arent)
Then add that rar/zip file to the top of the client archives file

Apparently trees are destroyable too  ;)

Modding / Re: Auto-Firing Cannons
« on: 16-05-2011, 09:05:07 »
you told me that your using the jet ski water effects
FH2 does already have water effects for large ships

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