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Topics - Paasky

Pages: 1 [2]
16
Modding / United Front News Post 2
« on: 22-10-2009, 12:10:49 »

 United Front News Post 2: Where Ever I May Roam
 
Quote

Welcome to the second update on United Front, we are on time with this news release, so you can think we are making good on this update consistently thing we said we do. So without further ado, I present to you the Ba-11
 

 

 The Ba-11 is an armored car for the Russian army, it comes equipped with a 45 MM gun and and two 7.62 DT machine guns. The primary role of this was the heavy scout. It was quick enough to get to and from areas of hostilities, but also had enough fire power to defend itself from light armor. This form of scout car would be seen on the battlefield from the start of hostilities till as late as 1943, when it was slowly phased out in favor of light tanks such as the T-60.
 
Also here is a bonus static update, designed by Kraetzer and Kildar.

 
 

 Time Magazine has been around for a long time, and the man of the year award has been around since 1927 with its first winner, famous aviator Charles Lindbergh. In 1942 Joseph Stalin, leader of the USSR, was named time magazines Man of the Year.  
 

 Well that is all for this week, but by far not all that we have. See you next week.
 
Would you like to help us out with anything such as donating items or working for the team itself? We need animation guys, texture artists, modelers, mappers, programmers, exporters, video guys, photoshop guys, sound guys, etc. If you believe you have anything to offer, at any skill level please PM Paasky or visit us at our forums: http://z3.invisionfree.com/UnitedFrontMod/index.php?act=idx. We especially need statics modelers, from simple russian cottages and carts to larger factories and bunkers.

17
United Front News Post 1: The Opening of the Ost Front
Quote
Welcome to our first public update for the United Front minimod. First I would like to tell you a little about our team. The mission of this mod is to produce materials for Fh2 for the use of the community. We are not concentrating on just one front, but we already have assets in place for the Russian Front, the Japanese Front, and also some miscellaneous fronts such as the Spanish civil war . As such our team is diverse in its make up; Our team is not only currently made up of World at War members such as Frodo, Kommisar, and Paasky, but we reached out to the Forgotten Hope community as a whole and received  two very valuable assets in the form of Kratzer and Jurgen[Rata], who have donated models and textures. We would also like to thank specifically Gunny and Sir Apple for all of their help thus far, which has helped us out tremendously.

To show you we are not kidding around our first update is something we are very proud of, the TB-3. The Model is by Paasky. The final textures [which these are a place holder] are almost complete, but this plane is in fact in game and works.


The TB-3 is a Russian heavy bomber aircraft that provided a myriad of duties, these duties include paradrops, bombing, transports, and even as a fighter mother-ship in a special Russian project named Zveno. Its armament as a  bomber will include three defensive dual DShK machine guns and its bomb load out will hold up to 4,000 Kgs of bombs. We at United Front  will try to recreate all of the duties this multirole aircraft had.

That is all the updates for today, but by far not all that we have. Our goal is to update in a consistent manner to keep your interest in our little project, expect an update in one week from now.

Would you like to help us out with anything such as donating items or working for the team itself? We need animation guys, texture artists, modelers, mappers, programmers, exporters, video guys, photoshop guys, sound guys, etc. If you believe you have anything to offer, at any skill level please contact Paasky via PM or email peksoft@mbnet.fi with the subject United Front Jobs.

18
Modding / gameLogic.setTicketLossPerMin
« on: 08-10-2009, 12:10:37 »
Does not work. I've set mine in init.con as
gameLogic.setTicketLossPerMin 1 600
gameLogic.setTicketLossPerMin 2 10
but the bleed is the same for both sides. Do the FH2 python files ignore this on purpose or is it just another BF2 setting that they never bothered implementing?

19
Modding / linkCPs
« on: 07-10-2009, 02:10:21 »
Doesn't work :(

Code: [Select]
from game.plugins import plugin, destroyObjective, linkCPs

destroyObjective = [
  plugin(destroyObjective, controlpoint = 'West_Oilfields', refcount = 7, template = 'lefh18'),
  plugin(destroyObjective, controlpoint = 'Center_Oilfields', refcount = 14, template = 'lefh18'),
  plugin(destroyObjective, controlpoint = 'East_Oilfields', refcount = 21, template = 'lefh18'),
  plugin(destroyObjective, controlpoint = 'Tulcea_Oil_Depot', refcount = 28, template = 'lefh18'),
  plugin(destroyObjective, controlpoint = 'Braila_Power_Plant_Objective', refcount = 35, template = 'lefh18'),
  plugin(destroyObjective, controlpoint = 'Constanta_Oil_Depot_Objective', refcount = 42, template = 'lefh18'),
]

linkCPs_64 = [
    plugin(linkCPs, target = 'Constanta_Oil_Depot', source = ['West_Oilfields','Center_Oilfields','East_Oilfields','Tulcea_Oil_Depot','Braila_Power_Plant_Objective','Constanta_Oil_Depot_Objective']),

plugin(linkCPs, target = 'Braila_Power_Plant', source = ['West_Oilfields','Center_Oilfields','East_Oilfields','Tulcea_Oil_Depot','Braila_Power_Plant_Objective','Constanta_Oil_Depot_Objective']),

plugin(linkCPs, target = 'Constanta_Port', source = ['West_Oilfields','Center_Oilfields','East_Oilfields','Tulcea_Oil_Depot','Braila_Power_Plant_Objective','Constanta_Oil_Depot_Objective']),

plugin(linkCPs, target = 'Constanta_Airfield', source = ['West_Oilfields','Center_Oilfields','East_Oilfields','Tulcea_Oil_Depot','Braila_Power_Plant_Objective','Constanta_Oil_Depot_Objective']),

plugin(linkCPs, target = 'Babadag_Airfield', source = ['West_Oilfields','Center_Oilfields','East_Oilfields','Tulcea_Oil_Depot','Braila_Power_Plant_Objective','Constanta_Oil_Depot_Objective']),

plugin(linkCPs, target = 'Tulcea_Oil_Fields', source = ['West_Oilfields','Center_Oilfields','East_Oilfields','Tulcea_Oil_Depot','Braila_Power_Plant_Objective','Constanta_Oil_Depot_Objective']),
]

gpm_cq = {
  64: destroyObjective, linkCPs_64,
}

Objectives work fine, but linkCPs doesn't.

Basically, I have 42 LeFH18's as objectives (to bomb). Each time 7 of them are destroyed, a dummy flag changes sides. Once all 6 have changed, the real flags should all switch sides, and the Axis have no more spawnpoints.

1) Can an uncappable flag be swapped? I tried both types, neither worked.
2) Alternatively (and a much better option) how do I make
Code: [Select]
gameLogic.setTicketLossPerMin 1 600
gameLogic.setTicketLossPerMin 2 10
work? ATM the code in init.con looks like that but both sides get the default bleed.

20
Modding / Bombing of Constanta
« on: 04-10-2009, 19:10:40 »

Zveno (Russian: Звено, Chain link or a military unit "Flight") was a parasite aircraft project developed in the Soviet Union during the 1930s. It consisted of a Tupolev TB-1 or a Tupolev TB-3 heavy bomber acting as a mothership for between two and five fighters. Depending on the Zveno variant, the fighters either launched with the mothership or docked in flight, and they could refuel from the bomber. The definitive Zveno-SPB using a TB-3 and two Polikarpov I-16s, each armed with two 250 kg (550 lb) bombs, was used operationally with good results against strategic targets in Romania during the opening stages of the Great Patriotic War.
http://en.wikipedia.org/wiki/Zveno_project








I know, no Soviets. Which is why I'll use the Canucks to begin with, they've got a red flag haven't they :P
Also it's part of the United Front Minimod for FH2, which will have the Soviets. One day...

It'll play out like BoB. Except the roles are reversed and theirs a small naval battle as well.

21
Bug Reporting / Tiger + Smoke = crash
« on: 01-10-2009, 17:10:22 »
Good thing I was playing windowed!



Just switched to smoke, and shot a few rounds into the flagzone, and puff.

T'was the SE-base Tiger.

22
Modding / Aircraft Catapult (FH0.7->FH2)
« on: 24-09-2009, 18:09:05 »
Who here remembers the catapults the Arado's were attached to? You could rev up your engine and then catapult yourself off the ship.

I'd like to add this to FH2, but have run into a problem.

Here's what I researched thus far:
Code: [Select]
PrinzEugen:
Objects.con
ObjectTemplate.addTemplate PrinzEugenAr196Spawner
ObjectTemplate.setPosition 3.5/14.718/-4.808
ObjectTemplate.setRotation -89.999/0/0

rem *** PrinzEugenAr196Spawner***
ObjectTemplate.create ObjectSpawner PrinzEugenAr196Spawner
ObjectTemplate.setObjectTemplate 1 Ar196
ObjectTemplate.setObjectTemplate 2 Ar196
ObjectTemplate.minSpawnDelay 20
ObjectTemplate.maxSpawnDelay 40
ObjectTemplate.TimeToLive 120
ObjectTemplate.Distance 200
ObjectTemplate.spawnOffset 0/0/0
ObjectTemplate.holdObject 1
ObjectTemplate.team 1


Ar196:
Objects.con
ObjectTemplate.addTemplate Ar196Guns
ObjectTemplate.addTemplate Ar196Cannons
ObjectTemplate.addTemplate Air_Spotter

rem ObjectTemplate.addTemplate Ar196PlaneholderDispenser
rem ObjectTemplate.setPosition 0/-2.0/1.5

ObjectTemplate.addTemplate Jumpstart
ObjectTemplate.setPosition 0/0/0
ObjectTemplate.setRotation 179.999/0/0


Weapons.con
rem *** Ar196PlaneholderDispenser***
ObjectTemplate.create FireArms Ar196PlaneholderDispenser
rem ObjectTemplate.setNetworkableInfo PlaneFireArmInfo
ObjectTemplate.projectileTemplate Ar196PlaneholderProjectil
ObjectTemplate.visibleDummyProjectileTemplate Ar196PlaneholderDummy
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.magSize 2
ObjectTemplate.numOfMag 1
ObjectTemplate.velocity 10
ObjectTemplate.roundOfFire 10
ObjectTemplate.setFireCameraShakeAnimationState FirePlaneGunsLightShake
ObjectTemplate.setInputFire c_PIAltFire
ObjectTemplate.fireDelay 0.4
ObjectTemplate.aiTemplate Ar196Bombs
ObjectTemplate.addFireArmsPosition 0/0/0 0/0/0
ObjectTemplate.addFireArmsPosition 0.001/0/0.001 0/0/0

ObjectTemplate.create Bundle Ar196PlaneholderDummy
ObjectTemplate.geometry YamatoCatapult_planeholder_m1

ObjectTemplate.create Projectile Ar196PlaneholderProjectil
ObjectTemplate.createNotInGrid 1
ObjectTemplate.geometry YamatoCatapult_planeholder_m1
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.timeToLive CRD_NONE/20/0/0
ObjectTemplate.material 210
ObjectTemplate.dieAfterColl 0
ObjectTemplate.hasCollisionPhysics 0
ObjectTemplate.hasCollisionEffect 0
ObjectTemplate.mass 150
ObjectTemplate.drag 0.08
ObjectTemplate.setHasPointPhysics 0

Air\common:
Weapons.con
rem *** Jumpstart***
ObjectTemplate.create FireArms Jumpstart
ObjectTemplate.aiTemplate JumpstartAI
ObjectTemplate.loadSoundScript ../Common/Sounds/fire.ssc
ObjectTemplate.projectileTemplate JumperProjectile
ObjectTemplate.projectilePosition 0/0/-5
ObjectTemplate.magSize 4
ObjectTemplate.numOfMag 1
rem ------------------------------------------
rem -----------------------------------------
ObjectTemplate.velocity 10
ObjectTemplate.reloadtime 999
ObjectTemplate.roundOfFire 10
ObjectTemplate.fireingForce 1000
ObjectTemplate.fireDelay 0.2
ObjectTemplate.recoilSpeed 6
ObjectTemplate.recoilSize 100
ObjectTemplate.setInputFire c_PIAltFire
ObjectTemplate.addFireArmsPosition 2/0/20 0/0/0
ObjectTemplate.addFireArmsPosition -2/0/20 0/0/0
ObjectTemplate.addFireArmsPosition 0/2/20 0/0/0
ObjectTemplate.addFireArmsPosition 0/-2/20 0/0/0


rem *** JumperProjectile ***
ObjectTemplate.create Projectile JumperProjectile
ObjectTemplate.createNotInGrid 1
ObjectTemplate.loadSoundScript ../../Common/Sounds/Projectile.ssc
ObjectTemplate.geometry Projectile_m1
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 0
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.invisible 1
ObjectTemplate.timeToLive CRD_NONE/0.01/0/0
ObjectTemplate.damageType 1
ObjectTemplate.material 500
ObjectTemplate.radius 0
ObjectTemplate.hasCollisionEffect 0

How I see it is this:

Prinz Eugen (parent) spawns Arado.
Arado has Guns+Cannons on PrimaryFire, Airspotter+Jumpstart on AltFire. Apparently the Ar196PlaneholderDispenser isn't used anymore as it's rem'd.
The Jumpstart weapon basically has a HUGE recoil which yanks the plane clean off the Prinz Eugen, but does no damage.

How does the plane cling on to the ship though? Cause normally when you touch the throttle the parent let's go.


I know that ObjectTemplate.hasMobilePhysics 0 makes the spawner not move anywhere in BF2. But what does ObjectTemplate.floaterMod 1 do? Make it float?




And as for what this is for, it's not a ship. Anyone know what Zveno stands for ;)

23
Modding / Aircraft crosshair zoom not working
« on: 14-09-2009, 19:09:58 »
I was making the Bf-109 G-2 & K-4 models.

I've got everything sorted now, except for one weird thing: The crosshair zoom.

The game is zooming in & out when I click AltFire. Which means everytime I fire the cannons. FlareFire button doesn't zoom.

I noticed the crosshairs were visible in the normal view for some reason.

If I rem out
Code: [Select]
rem ---BeginComp:ToggleCameraComp ---
ObjectTemplate.createComponent ToggleCameraComp
ObjectTemplate.zoom.cameraInput PIFlareFire
ObjectTemplate.zoom.changeCameraId 3
ObjectTemplate.zoom.changeCameraViewMode 1
rem ---EndComp ---
it won't zoom with AltFire.


Changelog:
Import bf109e7_trop.
Remove rear wing struts, make the wings round, remove wing barrells for G-2.
Export as bf109g2 & bf109k4.
Copy-paste the .con & .tweak from bf109e7_trop.
Rename everything except AItemplates & collisionmesh.
Edit the guns.
Change the soundfiles.


Could it be because I made the WingMG's into SingleFireComps as they are now the EngineMG's that the G2 & K4 have. Cause I haven't touched anything else.

24
Bug Reporting / fw190_alt crash
« on: 11-09-2009, 16:09:55 »
If I change the ammo between wing MG & bomb using the mouse wheel, after mousedowning from the bombs BF2 CTD's without any errors.


Dunno if the alt is just an experimental plane or not, I added into one of my maps.

25
Modding / Evergray flags?
« on: 08-09-2009, 17:09:03 »
Hello, long time viewer first time poster :P

Anyway, I was wondering if any of the FH devigods could answer this question: Can I make flags grayable with just one guy sitting on it? Atm you need to have more people at the flag than the enemy to make it budge, could this be changed?

Yes, I miss FH 0.7 :-\

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