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Messages - Devilman

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46
Suggestions / Re: Realistic gun movement
« on: 29-03-2011, 05:03:42 »
BF2142 has this code in several handweapons

Quote
rem ---BeginComp:DefaultGunSwayComp ---
ObjectTemplate.createComponent DefaultGunSwayComp
ObjectTemplate.sway.gunSwayUseZoom 1
ObjectTemplate.sway.gunSwayPitchSteps 40
ObjectTemplate.sway.gunSwayPitchFactor 3
ObjectTemplate.sway.gunSwayPitchMax 7
ObjectTemplate.sway.gunSwayPitchUpdateRate 0
ObjectTemplate.sway.gunSwayPitchSmoothFactor 0.005
ObjectTemplate.sway.gunSwayPitchSmoothMax .5
ObjectTemplate.sway.gunSwayPitchSmoothThreshold 2.4
ObjectTemplate.sway.stabilityRecoverTime 1
ObjectTemplate.sway.stabilityTime 1
ObjectTemplate.sway.stabilityDuration 1.4
ObjectTemplate.sway.stabilityDurationRecoverTime 4
rem ---EndComp ---

the code may also somehow be linked to some sort of animation,not sure
it definately works in BF2142 regarding the projectile moving in sync with the weapon,and with an unlock allows the shift key to stabilize it for a short period of time
unfortunately this code doesnt work in BF2

47
Suggestions / Re: Realistic gun movement
« on: 29-03-2011, 05:03:23 »
Not to be a douche, but I find it so annoying when people post as if they "know" what is possible in regard to coding. Sometimes you just just need to eat humble pie and acknowledge others abilities.

My apologies,I wont do it again

48
Suggestions / Re: Improving Tank Wrecks?
« on: 29-03-2011, 05:03:11 »
It is straightforward, it is a bit strange to see tank wrecks that are so dark in colour (totally black!), I don't think it is really realistic to see every tank blown to such complete darkness. 

It is possible to make it, so that when a tank is destroyed,it displays its original texture (or a very slightly darker texture)
then as the wreck flames and smoke appear,the texture of the wrecked tank becomes darker over a preset time

49
Suggestions / Re: Realistic gun movement
« on: 29-03-2011, 04:03:57 »
but again it's random, you can't make it to go out by the barrel direction everytime.

Wrong again  ::) ::) ::)


50
Suggestions / Re: Realistic gun movement
« on: 29-03-2011, 04:03:12 »
from what I know projectiles always come out from the center of the screen.


::) ::) ::)

video example done to chopper,as it is easier to notice,but the exact same principle applies to alot of weapons

with ObjectTemplate.fire.fireInCameraDof 1 code

http://www.youtube.com/watch?v=Q4gCkGr_kDU


with ObjectTemplate.fire.fireInCameraDof 0 code

http://www.youtube.com/watch?v=tuj4XGWhXU0


And I guess that your line only works in SP.. ::)

Wrong again,it does work in MP,have a look at any FH2 handweapon tweak file
and you will see a paragraph similar to this

Quote
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\bar18a2.tga
ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\BARM1918A2.tga
ObjectTemplate.weaponHud.hudName "KILLMESSAGE_WEAPON_bar18a2"
ObjectTemplate.weaponHud.guiIndex 0
ObjectTemplate.weaponHud.altGuiIndex 50
ObjectTemplate.weaponHud.deviationFactor 5
ObjectTemplate.weaponHud.maxVisualDeviation 60
ObjectTemplate.weaponHud.minVisualDeviation 0
ObjectTemplate.weaponHud.enablePostProcessingOnGuiIndex 50
ObjectTemplate.weaponHud.overheatSound S_Weapon_Handheld_Overheat
rem ---EndComp ---
rem ---BeginComp:SingleFireComp ---
ObjectTemplate.createComponent SingleFireComp
ObjectTemplate.fire.roundsPerMinute 450
ObjectTemplate.fire.addFireRate 2
ObjectTemplate.fire.fireInCameraDof 1 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<
rem ---EndComp ---

51
Suggestions / Re: Realistic gun movement
« on: 29-03-2011, 00:03:47 »
Not possible with BF2 engine.

Do you have much experience with using this line of code ?

Quote
ObjectTemplate.fire.fireInCameraDof 0

52
Suggestions / Re: splash, waves and droplets
« on: 28-03-2011, 23:03:25 »
Just to elaborate on something

I recoded,realigned,readjusted,replaced,re... all the Xpack Aircraft Carrier parts to replace the BF2 Aircraft Carrier
Every map that had the BF2 Aircraft Carrier,now will have the Xpack Aircraft Carrier without any map modifications,whilst maintaining the integrity of the navmesh

53
Suggestions / Re: splash, waves and droplets
« on: 28-03-2011, 12:03:01 »
think we'd be in for a lovely youtube video from you with these effects devilman?

Not for a while
I just finished working on a few sea vehicles
Time to play  :)

http://www.youtube.com/watch?v=O2TbUXmng6s

http://www.youtube.com/watch?v=uzDbkfxLMo0

http://www.youtube.com/watch?v=vmPY--gE2tw

http://www.youtube.com/watch?v=kRscaAVBDzs

54
Suggestions / Re: splash, waves and droplets
« on: 28-03-2011, 10:03:59 »
@ Gl@mRock & Ajs47951
You would be very surprised,at what the BF2 engine can be made to do,with some clever coding
most of the above mentioned "effects" are possible

55
  Any reason you can't just do this in the editor?

once you know what your doing
you can make these changes,and be playing the map,before the editor has even finished loading
and notepad works everytime,the editor doesnt,and the editor can also mess up other files which you havent even altered

56
Singleplayer and Coop / Re: performance improvement
« on: 27-03-2011, 10:03:36 »
BF2
Gulf Of Oman 16 Size SP
255 Bots
Run in normal SP mode,and not in the above described "performance improvement" mode
Equal teams
Map starts with the US, only having the beach flag
Below pic shows the 74 bots not in a squad have moved away from the beach flag,where they originally spawned


57
Singleplayer and Coop / Re: performance improvement
« on: 26-03-2011, 13:03:28 »
Do you know that bf2 will only handle 108 bots (hard coded) ? The other 147 will just stand around and do nothing  ;D.

Do you know,thats not true
the number 108 comes from,
9 squads (alpha to India)
6 soldiers per squad =54
2 teams multiplied by 54 =108

these 108 bots will receive and follow commander orders
the remaining bots which arent in squads will follow the maps objectives,use vehicles as usual and will engage enemies with their handweapons when within their handweapons AI range
but they do not stand around and do nothing

200 bots,46 unassigned on each team,and all of them moving to the next flag and engaging enemies


58
General Discussion / Re: FH 128 hosting
« on: 24-03-2011, 02:03:33 »

59
General Discussion / Re: FH 128 hosting
« on: 24-03-2011, 02:03:32 »
Presumably they would make a new layer, so the old 64 maps would be unchanged but you'd also have 128 player maps. So you'd have a Giarabub 16, 32, 64, and 128 all show up in the map list.

That will only work in BF2142 (which supports 4 sizes per map)
BF2 only supports 3 map sizes per map


60
General Discussion / Re: Post your FH2 Screenshots
« on: 21-03-2011, 08:03:41 »
What is the map in the second screenshot though?

My absolute favorite map...Omaha_Fh2_2

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