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Messages - Hangman

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Modding / Re: FH2 Modding Q&A
« on: 19-10-2011, 04:10:07 »
Does anybody know of a way to fix this when I am trying to edit my gameplay layers


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I'm surprised everything went to well. Really good job from Stubby at the end.

Sad we could not get Sea of Aland working. We didn't get to see the HMS hood or the Bismarck today. But I loved seeing the Eugen and the PoW light up with all their guns and those massive battles.

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Announcements / Re: Eyecandy: FH2 Update
« on: 14-06-2011, 01:06:05 »
because cutting out grass and shit is SO realistic, no. you contradicted yourself there..  ;)

I'm not saying I like having to cut down on grass and such stuff. But when mappers use undergrowth as cover, instead of making it static you are just asking people to turn it down so they can compete with the lowest common denominator of specs.

So in the end, the FH team makes their mod look great but unplayable on High settings because they severely handicap players on high settings when compared to players on low.

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Announcements / Re: Eyecandy: FH2 Update
« on: 13-06-2011, 17:06:14 »
why would you add a Film grain to the graphics. that's about the stupidest thing I have seen.

I thought FH was about reality. Its not like we are watching a movie. We are supposed to be playing in first person. Are you know saying people in the 40's had Film grain vision?

This really just becomes another reason to play on low settings because you cut out most of the crap like undergrowth and effects and it gives you 10 times better battlefield situational awareness.

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Modding / Re: [Artillary Question]Adding Artillary Spotting
« on: 04-05-2011, 16:05:30 »
From what point exactly does the python calculate the trajectory? From the pivit of the PCO or from where?

Also, how do I add the updated .py mapside? I can't find it in any of the zip files. I can only find it in my main directory

Edit:

Ok, one more question. I have the calculations working, but i am not getting the overhead camera where I placed the artillery call just over the vehicle and to the front, not top down.

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Modding / [Artillary Question]Adding Artillary Spotting
« on: 04-05-2011, 07:05:17 »
Ok, I am creating a custom vehicle for a map I am making, I want to add the ability to be used like Artillery to it.

I have set up the dials to work, and the camera switching (sort of, still have some things to fix here). But what I have not gotten to work is for it to actually receive spots. I can lay down a spot with binocs and the thing still says no targets.

I also created a second seat that Fires the same projectile as the Beaufighter's second seat to give spots as well. But when I fire a spot, I get the Request for Artillery message, but not the "target received at Com center" or whatever it says.

I have a feeling like I am just missing a way for the game to recognize that it should treat the vehicle as an artillery piece. Any help would be very much appreciated.

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