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Messages - Jimi Hendrix

Pages: 1 ... 77 78 [79]
1171
Port en Bessin / Re: Port en Bessin 64
« on: 19-05-2010, 05:05:22 »
 There is a spawn bug at the 'Winderstandsnest 56".

 If the germans have the flag, you can get stuck where you spawn by one of the bunkers and cannot get loose. kinda half in the bunker and half out.

 This happened to several players including me 3 times in a row.

1172
Community Polls / Re: Favourite new thing
« on: 16-05-2010, 13:05:01 »
1. Port En Bessin - Really fun map.

I hitched a ride with a Brit Company heading to Bessin & once i got there for the 1st time, within a few minutes I found myself in a nasty firefight on a boat in between east and west flags.............
....no "Gilligan"...no "Skipper"...... ;D

32 player version is my favorite

2. Sounds - Sounds are really soooo much better.


Looking forward to next release.


 something with canadians would be nice
JH

1173
General Discussion / Re: What's the deal with BPM Omaha??
« on: 11-04-2010, 18:04:55 »
 Can someone post a link to the map?

 I cannot find it.



Thanks..

1174
General Discussion / Re: Forgotten Hope 2 Combat Manual
« on: 10-04-2010, 23:04:49 »
 Wow, you guys took my simple thread and
...read it
...broke it down into little pieces
...swallowed it
...digested it
...shit it out the other end into some incomrephensable steaming pile
...shoveled it onto a truck
...drove it across a continent
...and spread it across someones lawn as fertilizer

amazing
 :P

1175
Modding / Re: Mapping Contest ??
« on: 09-04-2010, 14:04:40 »
Why not set the guidlines from the start?

- Make a 32 player size map
- 5 flag limit
- emphasize gameplay, layout & flag placemment
- base map in Normandy Theatre
- Historical accuracy earns extra point
- Unique approaches & choke points earn extra points
- Maps must be submitted 14 days from the start of the contest.

 Everyone that enters the contest would follow these simple rules & their submitted map would be graded.

 Review the maps & then set up a test date for the say top 3, then start a community poll and vote.


 random thoughts........... ;)

1176
General Discussion / Forgotten Hope 2 Combat Manual
« on: 09-02-2010, 01:02:18 »
 When will it be updated to include The Normandy Campaign and its new weapons?


 8)

1177
Tactics & Tutorials / Re: FH2 Maps Weapons Check
« on: 05-02-2010, 09:02:56 »
 Does anyone know the console command that shows coordinates ingame?

 It would help me locate kit positions easier.



Thanks,

JH

1178
Modding / Re: Sainte Mère Eglise
« on: 03-02-2010, 20:02:43 »
 Add some flak tracers and C47 flyovers.

 As a matter of fact, is it possible to spawn in the remote C47's and paradrop? Would be classic.

 Also, increase the moonlight effect which would make the map brighter. perfect example is a BF1942 map called Rheinmettal panzer.

 My hats off to you for having the courage to make a night map. If you get this one right, we would definately see others and a blueprint to follow.



 8)

 

1179
Tactics & Tutorials / Re: FH2 Maps Weapons Check
« on: 03-02-2010, 03:02:34 »
You are better off checking what kits there are in the gameplayobjects.con first, and then locating them.  That way you don't miss things like all the US kits that spawn on the flags that start German.
Exactly why i unlocked this topic. You guys have great suggestions. I'll definately look into that.

  I just really enjoy FH2 and wanted to share my enthusiasum with the community.

 This was one of the things i really wanted to know when i started playing (kit/ammo locations) so i decided to try to put together a comprehensive guide for each map.

 I'll take another look at Pointe Du Hoc to try to refine my format.


 ;)

1180
Tactics & Tutorials / FH2 Weapons Check: Pointe Du Hoc
« on: 02-02-2010, 07:02:01 »

FH2 Maps Weapons Check
 
This thread will be updated periodically with a new weapons check for each map to assist players in locating special kits/ammo locations on various FH2 maps.

 I am beginning with the Western Front Maps

===========================
POINTE DU HOC: Weapons Check
===========================


===================================================
BEACH LANDINGS: E2 - The following kits are spread along the beach
===================================================
2 - M1903A4 Springfield Sniper Rifle
3 - Winchester Model 12 Shotgun/Grappling Hook
7 - .30 cal M1 Carbine/Grappling Hook
3 - M1A1 Flamethrower
1 - Ordnance ML 3 inch Mortar Mk II
1 - M1917 Rifle
1 - 81mm Mortar(fixed)
3 - Ammo

========================================
Observation Bunker: E2 - No Kits Or Ammo
========================================

=====================
AMMUNITION BUNKER: F4
=====================
Ammo - F4 Bunker
Ammo - F4 Flag
Ammo - F4 Flag Lower Bunker

====================
FLAK EMPLACEMENT: E4
====================
Ammo - E4 Burning Truck
Ammo - D4 Bunker
Ammo - E3 Bunker
Ammo - E3 Middle Bunker
MG42 Lafette - D4 Bunker
MG42 - E4 By Flag

====================
DESTROYED BUNKER: E5
====================
Ammo - E5 By Flag
MG42 - E4 Barn Loft
K98K ZF - E4 Barn Loft

========
FARM: D6
========
K98K ZF - D6 Barn Loft
Ammo - E6 Burning Truck
Ammo - D6 By Tree In Courtyard

=============
HOMESTEAD: D8
=============
K98 ZF - D8 Behind Farm Supply Bldg
MG 34 Lafette - D8 Farm Supply Bldg (1st Floor)
Ammo - D8 By MG34 Lafette Kit
MG 42 Lafette - D8 Farm Supply Bldg (Hay Loft)
Ammo - D8 On Cart By Farm Supply Bldg
MG42 - D8 Flag House (Upstairs)
K98K - D7 Outside In Front Of Flag House
Ammo - Beside K98K Kit

 ;)

1181
Modding / Re: FH Betty Bomber sound files
« on: 01-04-2009, 05:04:37 »
From ...Objects\G4M2Betty\Sounds\Low\EngineLow_right.ssc

Code: [Select]
#include ../../../Common/Sounds/EngineMap.ssc

newPatch

################
### Low RPM ###
################
load @ROOT/Sound/@RTD/G4M_R_Idle.wav
loop
minDistance 10
volume 0.5
randomStartPitch 0.2/0.2
priority 7
*** Engine start ***
beginEffect
controlDestination Volume
controlSource Time
envelope Ramp
param .6
param 6.0
param 0
param 1
endEffect

*** Engine Pitch ***
beginEffect
controlDestination Pitch
controlSource Extern #map<Engine::Rpm>
envelope Ramp
param 0
param .8
param 0.95
param 0.05
param 1
param 2
endEffect

*** Engine Volume Start ***
beginEffect
controlDestination Volume
controlSource Extern #map<Engine::Rpm>
envelope Ramp
param 0
param 0.3
param 1
param -1
endEffect

*** Distance Volume ***
beginEffect
controlDestination Volume
controlSource Distance
envelope Ramp
param 2
param 35
param 1
param -1
endEffect

*** Engine stop ***
beginEffect
controlDestination Volume
controlSource TimeRelease
envelope Ramp
param 0
param 0.2
param 1
param -1
endEffect

############
### Main ###
############
load @ROOT/Sound/@RTD/G4M_R_Engine_Mid.wav
loop
randomStartPitch 0.2/0.2
volume 0.7
minDistance 20
priority 9
*** Engine start ***
beginEffect
controlDestination Volume
controlSource Time
envelope Ramp
param 1.0
param 10
param 0
param 1
endEffect

*** Engine Pitch ***
beginEffect
controlDestination Pitch
controlSource Extern #map<Engine::Rpm>
envelope Ramp
param .2
param .8
param 0.70
param 0.30
endEffect

*** Engine Volume Start ***
beginEffect
controlDestination Volume
controlSource Extern #map<Engine::Rpm>
envelope Ramp
param 0
param 0.5
param 1
param -1
endEffect

*** Distance Volume ***
beginEffect
controlDestination Volume
controlSource Distance
envelope Ramp
param 30
param 180
param 1
param -1
endEffect

*** Engine stop ***
beginEffect
controlDestination Volume
controlSource TimeRelease
envelope Ramp
param 0
param 0.2
param 1
param -1
endEffect

##########
### hi ###
##########
load @ROOT/Sound/@RTD/G4M_R_Engine_Hi.wav
loop
volume 0.5
minDistance 20
randomStartPitch .05/.05
priority 9
*** Engine start ***
beginEffect
controlDestination Volume
controlSource Time
envelope Ramp
param .4
param 1.2
param 0
param 1
endEffect

*** Engine Pitch ***
beginEffect
controlDestination Pitch
controlSource Extern #map<Engine::Rpm>
envelope Ramp
param .6
param 1.05
param 0.70
param 0.30

endEffect

*** Engine Volume Start ***
beginEffect
controlDestination Volume
controlSource Extern #map<Engine::Rpm>
envelope Ramp
param 0.6
param 1
param 0
param 1
endEffect

*** Distance Volume ***
beginEffect
controlDestination Volume
controlSource Distance
envelope Ramp
param 30
param 180
param 1
param -1
endEffect

*** Engine stop ***
beginEffect
controlDestination Volume
controlSource TimeRelease
envelope Ramp
param 0
param 0.2
param 1
param -1
endEffect
This is the only .ssc file that calls those .wav files


Thanks,
JH

1182
Modding / FH Betty Bomber sound files
« on: 31-03-2009, 04:03:49 »
I have been looking, but cannot find 3 sound files:

G4M_R_Idle.wav
G4M_R_Engine_Mid.wav
G4M_R_Engine_Hi.wav

I have looked in the sound.rfa for Forgotten Hope, but it's not there.



Please help,
JH

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