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Messages - Devilman

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You are not saying that was caused by my file?

Fixing typos from individual AI Templates would take me away from the ESAI project.

the typo was already in FH2 (which there is only 1)
The other errors mainly refer to missing or faulty plugins

@ Void
you may also want to run FH2 through the debugger and fix the several AI errors that pop up
such as below for example


Modding / Re: Auto-Firing Cannons
« on: 12-05-2011, 14:05:31 »
Try increasing your water effects,emit time,time to live and possibly particle max size

Modding / Re: Auto-Firing Cannons
« on: 12-05-2011, 09:05:12 »
@ Raziel
I think your ship looks a bit small  ;)

Modding / Re: Auto-Firing Cannons
« on: 10-05-2011, 11:05:24 »
  • Water spray and trail activated without input - done

Sounds cool,can you post an "ingame" video of that  ;)

Modding / Re: Auto-Firing Cannons
« on: 09-05-2011, 14:05:43 »
Just saw your auto fire tow launcher....nice, but is it firing a projectile?

The Tow Launcher in the video isnt firing a projectile
I have another one which does fire a visible projectile,but it still needs some work

Do you know that the Agassiz AA gun fires a 40 mm diameter projectile (40mmL60-HE-AA-Projectile)
Which does not have a geometry associated with it,so there is no visible projectile
However,if the projectile did have a bundlemesh/geometry
It would be 40 mm in diameter,by probably 80/100 mm long
Its muzzle velocity is 700
Somehow I think it may be difficult to see a 40mm x100mm object,traveling at 2 520 kilometers per hour  ;)

Off-Topic / Soldier drop weapon effects
« on: 07-05-2011, 04:05:41 »
A W.I.P. about soldiers dropping their kit weapons on death
One or more of the dropped weapons can also be coded to be a pickup kit as well

Modding / Re: Auto-Firing Cannons
« on: 05-05-2011, 10:05:09 »
PS Impressive! you managed to get one of the missiles to fire off after the plane exploded!  :o

That is done by making the missile (looking effect) a wreck part of the plane (like the wheel is to the humvee)
adding an armor comp to the missile (looking effect)
making the max hit points,hit points and critical damage the same value
setting the hpLostWhileCriticalDamage, to a value that equates to the number of seconds the missile is emitted after the time the jet is destroyed,(set to the missile effect in the armor comp of the jet),divided from the max hit points of the missile
then adding an engine to the missile (looking effect),and adding the missiles engine effect into the missiles armor comp,which automatically lowers itself,starting the missiles engine

so to speak  ;)

Modding / Re: Auto-Firing Cannons
« on: 05-05-2011, 06:05:46 »
I can't seem to figure how to get the barrel to fire (and getting the muzzle flash + sound) a projectile without PIFire input.

Normally emitting effects,dont emit the object/projectile
They emit the geometry of the object/projectile
Giving the illusion,that an actual object is being emitted/seen
This generally works with 2 stages of coding paragraphs

1st is em_vexp_Humvee_wheel

Which then calls for p_wreck_humvee_wheel
Which then emits the geometry of the wheel,which is what you see

ObjectTemplate.activeSafe Particle p_wreck_humvee_wheel
ObjectTemplate.creator DSU-1:dsu
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.geometry p_wreck_humvee_wheel
ObjectTemplate.usedOnTransparentSurface 0
ObjectTemplate.collisionMesh p_wreck_humvee_wheel
ObjectTemplate.mapMaterial 0 wreck 60
ObjectTemplate.collisionGroups 60
ObjectTemplate.mass 55
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.timeToLive CRD_UNIFORM/3/4/0
ObjectTemplate.sizeModifier 1/1/1
ObjectTemplate.transparencyGraph 0/0/0/1
ObjectTemplate.transparency CRD_NONE/0/0/0


Modding / Re: Auto-Firing Cannons
« on: 04-05-2011, 12:05:06 »
@ Raziel
Looking at the Mount Olympus map
If you have the ship moving in a repetitive circular motion,it wont be close to shore/easily visible from land, for a long period of its rotation
Why not remove your turning force and have it moving in a straight line parallel to the shore (in sufficient depth water) ,and set you spawn delay to the desired time

Also when you say "auto firing cannons"
Do you only want visible muzzle flashes and audible firing sounds ?
and do you want the guns facing land,if so, it that their default position for the side that will be closest to land

Modding / Re: Auto-Firing Cannons
« on: 03-05-2011, 13:05:04 »
Never thought of using a RB....Must try this! Cheers Devilman

I mentioned using an RB,as you dont want to use them for something that moves in a large radius from its parent
Because when you attach your ship/object via the RB to the parent,the game takes into account, the total distance from the axis to the bounding box of the ship/object,and can block (turn red) any spawn points within the total area that the radiuses/radii arm sweeps

Modding / Re: Auto-Firing Cannons
« on: 03-05-2011, 11:05:23 »
Is it possible to code auto firing cannons?

Yes it is possible,via the combination of a timed mesh and particle effect emitter

Just out of curiosity,is your "Ship moving on a circular path' done with a RB ?

Suggestions / Re: Suggestion for heavy machineguns
« on: 29-04-2011, 07:04:09 »
If I remember correctly Devilman proved it it CAN be done... Although I don't know if it works with multiplayer... You guys didn't like it as you thought it's not "perfect"

Perfection normally takes more than just a few minutes to achieve
First you make it,then you make it better

And it does work online

Modding / Re: Flag Capture Pain
« on: 24-04-2011, 03:04:31 »
try this Prokhorovka
flag capture radius's/radii ranged from 30 to 80 meters
i changed them all to 80 meters
you can alter them yourself by searching for


in the maps server/GameModes/sp3/64/GamePlayObjects.con file
I also renamed the map to Operation_Cobra_SP,so you don't have to keep changing anything to play online
Tested and working

Would you like to borrow one of my toys  ;)

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