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Topics - robbob42

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I just installed the latest 5.1.171 as the change log suggested this version fixed the issue(?), but alas, no love.
When playing the "64" map in Coop (didn't test the others), it appears that as soon as the Germans take Mageret and/or Wardin, the ticket counters for BOTH teams start rapidly dropping. In less than a minute, the score drops to something like US 4 - 0 Germany and the map ends.

Strangely, and I'm not positive on this, the tickets started rapidly dropping when the Germans took Mageret, but then they slowed back to normal for a short time when they made Wardin gray. However, once the Germans fully captured Wardin as well, the rapid drop started again and kept going till the map ended.

Not sure if it's specifically Mageret and/or Wardin, or whether it happens whenever the Germans capture any base. Mageret and Wardin are the closest to the German base, so they would go first.

No error log was generated that I could see.

Thanks, RobBob

2
Modding / Deployable player spawnpoints? (2-part question)
« on: 04-01-2024, 02:01:32 »
Part 1: I'd like to create a use-once, short-duration player spawnpoint that any (human) player can "throw down" like the medic pack (item #8). Similar to the rally point in Project Reality, but for any player - not just the squad leader - and as part if a kit vs using the talk menu. Can it even be done?

It'll be just for my own personal play over a LAN, the idea being that if someone gets isolated and is being overrun, they can essentially do a one-time emergency "call for help" by throwing this down so his squad mates can spawn in near him to assist.

I've spent quite a bit of time doing Google & forum searches, trying a bunch of different things - all to no avail. I've looked at PR's rally point code, and got as far as getting the pile of ruck sacks to appear when I "fire" the medic kit, but it doesn't spawn anyone or even show up on the minimap. I've looked at and tried to mimic other player spawn code, but am obviously missing something. Evidently I don't understand enough about how the spawning system works to figure out what's wrong. Which leads me to....

Part 2: I've done SOME modding (mostly .tweak file changes) and imported a couple weapons. I've used the bf2editor enough to move vehicles around, but consider myself pretty much a rookie with modding. I'm also a guy who wants to understand the concept(s) behind the code - the "why" if you will. I'm not big on "take this pen and write what I tell you" (i.e. just copy in this block of code) without understanding what it's doing. If I understand the concept behind the code I can apply it to other things so I don't have to keep bugging people with one-off questions.

I know a lot of you experts have spent countless hours figuring a lot of this stuff out (VERY much appreciated!!). I'm a retired programmer and have been able to figure out a lot of things on my own as well. But is there some kind of manual/reference somewhere that explains some of these statements & concepts so I can just look up the parts I can't figure out? For example, a .con file seems to be what creates an object, along with a few parameters. Is there a reason there are additional parameters in a separate .tweak file vs just adding them directly to the .con file? What are the parts/elements you need to create a player spawn? Does an addTemplate go in the .con file or the .tweak file, or either one? And what does "activeSafe" do? That sort of thing.

I've seen "lists" of BF2 commands, but the ones I've found mostly have "unknown" next to 90% of their descriptions. I've read spawn point tutorials, but they seem to be for BF1942 and I'm not sure how much the coding syntax/spawning process has changed for BF2. Maybe I just haven't stumbled onto the right thing yet. Or maybe I'm just asking too much...

So... enough babbling... If anyone has any suggestions, or can even just point me in a direction, I'd really appreciate it! Thanks!!
RobBob

3
Specifically to playing the French on the Flavion map in 2.63, but likely applies elsewhere. Using the alt firing mode on the Berthier Mle M34 rifle (right click/"iron sights"), every time I fire a shot I have to manually right-click again to return to iron sights after the reload animation completes. Is there a way to automatically return to the last firing mode I was in after the reload animation completes?

I tried setting zoomOutAfterFire 0 in the tweak file, and that technically works, but then you stay 100% in iron sight mode, including all the while the reload animation plays out "behind the scenes". You can't fire again until that animation competes (which is OK), but since you no longer see it, you don't know when it's done and you're able to fire again. You either try to guess, or just keep pulling the trigger until another round eventually goes off. Not a good solution.

I don't want to get rid of the reload animation - I just want the game to return me to whatever firing mode I was in after it completes. Is there a way?

Thanks!


4
Singleplayer and Coop / No more "ticket" counters in 2.63?
« on: 28-11-2023, 00:11:13 »
I fired up the 2.63 I recently downloaded to do my first full coop play session and noticed the "ticket" counters that used to be in the upper right corner were no longer there - just narrow red and blue bars. Is this a permanent change, and/or is there a setting/way to put them back?

I don't see any reference to it in the changelog, other than "Complete in-game HUD overhaul". I hope they're not permanently gone - I would miss that a lot. Is there rational behind this change?

Thanks.

5
In coop, when you first load up a map and are at the team/kit selection screen, you can change teams at that point, but once you do you can't switch back? Even tho the "switch teams" icon is still there (the double circular arrows), clicking on it does nothing. You stay on the team you switched to no matter what. The only way out of it I can find is to reload the map.

I just did a "clean" install of 2.63, hoping the latest version would have fixed this, but apparently not.
Is there a setting I'm missing? Am I doing something wrong? It seems like a pretty simple thing to be able to do, but it's been this way for as long as I remember.

Thanks!

6
I fire up the FH2 launcher, then click on PLAY. The screen goes black for around 30-40 seconds before the SELECT ACCOUNT screen appears. After that, the game runs fine. It always went black before, but only for a few seconds, not 30-40. During the time it's black, there's a couple of faint flickers, as if the  monitor backlight is going on and off, but the screen is basically black the entire time.

This has started happening on all 3 PCs I run the game on, and there doesn't seem to be a logical reason why it suddenly started - other than it SEEMS to have started after a Windows 10 update a number of months ago. Coincidence?

It's not critical - just annoying. I'm on FH2 3.7.606 (according to the launcher), and haven't done any FH2 updates prior to this starting. Any ideas?

UPDATE (5/1/2022)
It appears to be related to ForgottenHope2.exe in the main Battlefield2 folder. When I double-click on it I get the same result - a black screen for 30-40 seconds, then the account selection screen.

Thanks!
RobBob

7
FH2 Help / Support / What version do I have??
« on: 08-02-2021, 20:02:49 »
Trying to load some additional maps, and at one point their instructions say I need version 2.57. Where do you look to see what version you have? The only thing I can find is clicking on "About" in the FH2 launcher, which says version 3.4.666 (which isn't even close), with the installer being 1.24.0.0.

8
OK, from prior post I have my newly-imported rifle up & running for coop play, and have added it the British Antitank Limited kit (BW_Antitank_Limited.inc). When I fire up the Lebisey map (which uses that kit), the Piat graphic that used to be there on the HUD in the ANTI TANK LIMITED kit selection "box" (on the spawnpoint selection screen) has been replaced with the new rifle graphic I created for it. Both weapons are there when I enter the game, but only the rifle shows up in the HUD on the spawnpoint screen.

Previously, I'd done virtually the identical same thing for the US - added an imported rifle to the US Antitank Assault Limited kit (UW_AntitankAssault_Limited.inc), and both the rifle & bazooka display in the kit selection box on all the maps that use that kit. How do I get both my "new" rifle and the Piat to display the same way for the British Antitank kit?

Most of the other kits on that map show two of the items in the kit. I guess the real question is: What controls how many and/or what items are displayed in each kit's selection box? Comparing the US vs British .inc kit files hasn't given me a clue.

Thanks in advance!

9
Modding / How can I alter iron sight animation?
« on: 21-07-2018, 04:07:41 »
I'm far from an experienced modder - pretty much just modifying .tweak, .inc files, etc. I've managed to import a rifle weapon from another BF2 mod for our coop play, and all is working fine but for one annoyance: when you rotate right, left, up, or down, the rifle's aim point drifts off center. When you stop rotating, it takes like 3-4 seconds for the aim point to drift back to where it should. It's particularly noticeable using iron sights where it takes 3-4 seconds for the front & rear sights to re-align themselves (once you stop moving the rifle).

This seems abnormally long - especially given that when you first bring the iron sights up it only takes a second for them to align. Why would it take 4x as long to re-align the sights when you already have them up to your eye? I'd like to drop that timespan to 1 second or less.

It seems to be something in that weapon's animation, as none of the other original weapons do this. I've looked thru various animation files, hoping to find an animationManager.length I could tweak, and even tried removing various zoom animations in the animationsystem1p.inc & animationsystem3p.inc files, but nothing seems to have any effect. What kind of animation is this (i.e. what would it be called)? There's 'turnLeft', 'turnRight', etc, but it also happens looking up or down - almost as if it's tied to the mouse look function.

I don't have access to animation software to create my own, so I'm hoping there's a setting for this somewhere that obviously eludes me. If someone could point me in the right direction that would be great!  Thanks!

10
CORRECTION: Didn't word it correctly. I'd like to incorporate the ability to use permanent enemy weapons placements (machine gun nests, etc), and tanks. Is there a tweak/way to accomplish this?

Thanks!
Robbob42

11
Modding / Pointe du Hoc crashes 10 secs into gameplay
« on: 25-04-2018, 05:04:25 »
I've successfully(?) imported a G3 into the game as part of the US Antitank class. I've run thru a half dozen US levels with no apparent problems. However, Pointe du Hoc crashes to desktop anywhere from 5-15 seconds after spawning in. I'm running in windowed mode and there are no msgs. It's just gone. Doesn't seem to matter what I do or don't do. I've even taken my hands off of everything - just let my player spawn in and just stand there. Seconds later - CRASH.

This is in coop play.

It didn't do this before the G3, but I can't imagine what I would have done to cause this - especially since all the other levels play fine. I've run thru weapons, kits, init.con, tmp.con - who knows what else - until I'm numb. Initially there was one itemIndex conflict that crashed the load 20% into it. But that was resolved early on. There are a couple of grappling-hook-specific pickup kits that aren't in the other levels, but I can't find anything odd about them.

What would cause it to crash AFTER the level starts? Any help would be greatly appreciated!

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Modding / Where does AntiTank Winchester shotgun come from??
« on: 14-04-2018, 20:04:47 »
Looked thru a dozen pages of posts, and did a search, but can't find this topic/problem.

I'm new to modding, and have successfully replaced a few weapons in some of the kits (i.e. m1903a1 with springfield03a4scope in UW_Ranger_Scout.inc, etc).

Wanted to replace Winchester shotgun in US AntiTank kits, so I looked in the init.con file for a few levels (Bastogne, Brest, Omaha) to see what AT kits they use. When I look in those AT kit inc files in objects_server.zip they all list a Colt1911 (or some derivative). No shotgun in any of them. Yet in-game the AT class comes up with the Winchester Model 12. No pistol. All the other in-game AT weapons seem to match the kit inc - just not the Colt. There must be some kind of override going on(?), but I've looked every place I can think of and can't find it.

Including, but not limited to:

1. ClientArchives and ServerArchives.com within a level (where existed - Advance on Foy). Some additional kits were loaded via WaW archives, but no ATs.
2. tmp.con within the level
3. various other archives (common_client, common_server, objects_client, object_weapons_client, etc, etc)
4. the con & tweak files for the Colt1911 (and derivatives) and Winchester.

Some levels come up with the "correct" AT weapon list in-game (i.e. Eppeldorf), but they seem to use the UW_TankHunter_GarandGrenade kit as opposed to the UW_Antitankassault (and its derivatives).

I found a few grenade overrides (FewerGrenades.inc) in objects_server.zip\Common, so I assume it's something similar, but nothing for a Winchester/shotgun that I can find. I even manually unpacked several archives so I could do a file-content search for the words "Winchester" or "shotgun" within the inc, con, & tweak files. "Winchester" pops up in a couple of UW_Pickup... kits, but otherwise nothing.

I'm at a loss. If anyone has any insight I'd GREATLY appreciate it! Thanks!!

Other notes: we play exclusively coop.

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