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Messages - Professor_Smith

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76
Hi There,
     I am having trouble with some maps in my minmod (which has some FH material in it), working over a LAN (multiplayer game).  I was doing some research on why this might be happening and found a posting having to do with:  game.addContentCrc32       and checksums

     Does anyone know how I can create checksums or game.addContentCrc32 for new maps that aren't in the ContentCrc32.con file?

Thanks,

Professor Smith

77
Hi There,
     I have about 60 some different maps in my minimod I've been working on.  Some of them are just 1, single .rfa file, like Mimoyecques.rfa, and they work Just Fine over Coop Mode over a LAN/online, but not every map with just one file works over a network.  Then I'm noticing that a lot of my maps with 003 or 005, etc. .rfa files (like El_Rajhi_Pass_003.rfa) don't work over a LAN game/online, but they still work in singleplayer mode, or coop mode with only one person playing (the host).

     Any idea what this might be?  I was thinking that I should just make a 003 file for every map I have in the mod, but is there a Correct way of making one?  Are there Specific files and folders, and/or specifically different scripts that must be in each file to make the map work in coop over a LAN/online?

Thank You,

Professor Smith

78
Thank You.  I Will use this information as best I can.

Thank You Again,

Professor Smith

79
I mainly just need to find out what 3 main scripts mean and do.  I can probably figure the rest out by myself:

First:  AnimationStateMachine.copyState weapon_name_here v_arg1

Second:  AnimationStateMachine.copyState2 weapon_name_here v_arg1

Third:  include copyToallWeapons.inc weapon_name_here

Any ideas??  Does anyone have any ideas???

Professor Smith

80
Yes gosh dangit people, I've been speaking to Lobo for the past like year or half a year now!  I already have permissions!  Its a MINI-MOD!  I just need help with animations scripting, please.  I would like to figure out what is wrong.

Thank You,

Professor Smith

81
Look, just because I used material from your mod and others, doesn't mean I haven't done any work.  I have changed almost EVERY SINGLE script within EVERY SINGLE object, effect, etc. okay??  So please stop calling my mod a copy-paste mod, unless you want to start a fight, and just help me, please.

Thank You,

Professor Smith

82
I just recently changed a lot in the objects.rfa file, mostly changing the names and all lines within each Handweapon, to read correctly, but after doing so, the debugger is telling me things like:

Anmations state not found:  Ub_FireShotgun
File:  Animations/AnimationStatesCameraShakes.con

And a lot of others.  Plus, after renaming my Medpack and my RepairPack as well, their animations work, and the heal/repair "ammo" gets used up, but they don't heal or repair anything.

Can you please direct me to someone who can help me?

Know of any animation scripting tutorials? (something that tells me what each line means in the Animations   .con files or the .inc files, such as in:  multiShotWeaponsMod.inc  where it says:  AnimationStateMachine.copyState2
or AnimationStateMachine.copyState     or
AnimationStateMachine.copyState2 Flamethrower Bar1918)

83
Thank You; anything you can give me would be very helpful.

Professor Smith

84
Hello,
    I was wondering if you know anything about editing the animation.rfa file?  I recently changed the weapon names in my HTroop mod, and now the debugger is telling me all these scripts such as:  Ub_StandGrenadeAllies         cannot be found (there are a lot more than just that one).

     I tried going through each of the .con files in the Animations.rfa, and changing the names of every single weapon to match all my new ones, including changing all the names in the .inc files.  Nothing seems to work.

    How do I make the Animations work with newly renamed Handweapons?

Thank You,

Professor Smith

85
game.SetCustomGameName HTroop
game.addmodPath Mods/HTroop/
game.addmodPath Mods/FH/
game.addModPath Mods/bf1942/






game.customGameFlushArchives 0

game.setCustomGameVersion 1.61b
game.setCustomGameUrl ""


Game.setMenuMusicFilename ""
Game.setLoadMusicFilename "music/vehicle4.bik"
Game.setWinMusicFilename "music/vehicle3.bik"
Game.setLoseMusicFilename "music/menu.bik"
Game.setCampaignLoseMusicFilename "music/theme2.bik"
Game.setDebriefingMusicFilename "music/briefing.bik"


game.setCustomGameInfo "Welcome to HTroop gentlemen!  The Grand Admiral has hand picked each and every one of you to be part of this new battallion for each of your special talents.  Because of reports of the enemy releasing new weaponry and equipment into the field of battle ahead of our time estimates, we've decided to do the same, and even out the playing field.  You will be charged with testing this prototype equipment during your combat missions.  I advise you not to use the nuclear(Yes I said nuclear) detonation packs too much.  We don't want your parents asking questions like why is my son glowing?.....There are a lot more modifications we've made that you'll be testing so get your butts out there and give'em what for!!"

--------------------------------------------------------------------------------------------------------

- Does it matter which order in which the line:

"game.addmodPath Mods/[Mod Name]/"

must go in my mod's init file?  Which mods should be read from first thru last?

- When that line above is placed into the init.con file, how will I know what .rfa files, and what objects, and such will be read from each different mod?
--------------------------------------------------------------------------------------------------------

- What happens (in detail) when my mod reads off of your's, if some of the scripting lines/commands are the same, and some are different in my versions of your vehicles, objects, etc. (i.e. keeping the original models, etc., but not all of the original scripting)?

- Another example of what I'm talking about is the fact that FH modders changed the scripting almost completely themselves, making regular bf1942 vehicles not able to damage, collide with, etc. the FH vehicles.
--------------------------------------------------------------------------------------------------------

- Some maps are still crashing to the desktop, when I am the host, running a local area network game or internet game.  With some maps, this happens when switching from map to map, even though when those same maps are placed at the top of the list of maps you start to play, it loads in just fine.  Any ideas of why this is happening?  It seems as though when I "Alt + Tab" out to the desktop while the maps are switching, then "Alt + Tab" back, it helps to load it, but then randomly, within the middle of the map being played (half the tickets down), it just suddenly CTDs.
--------------------------------------------------------------------------------------------------------
(Off topic question)

- Is there a way to place the crosshairs in 3rd person view and the line of sight correct for the crosshairs, compensating for the differend angle of the camera?
--------------------------------------------------------------------------------------------------------

Thank You,

Professor Smith

86
Thank You.  So, what about objects like mgs and def guns, that have soldier spawns scripted into the object's objects.con file?  Would that be causing any problems that you or anyone else knows of?  Could you ask your team?

Thanks Again,

Professor Smith

87
Lobo, what was the number limit that FH reached.  Do you remember?

Professor Smith

88
Okay, to get this straight in both of your heads, I DO PLAN on making the init file read from FH and the other mods that certain things are from, to fill in the blanks, and make it a mini-mod.  I have no problem with that as I said before.  The problem I'm having, is that when I DO HAVE the init file read from other mods such as FH, it causes my clients to crash.  I, the host, load up just fine,  but they crash when they try to connect.  Can you now please answer my questions above.  As for all the things I've copied and pasted, I have re-edited a lot of them to fit the style, personality, etc. of the mini-mod I've created.  Mostly, this mini-mod is going to be reading the textures, standardmeshes, etc. off the mods things were used from.  The scripting has been redone.  I could give examples, but it'd probably just be easier sending you a few files and having you look over them or something.

Now, on another matter, I noticed a lot of the FH scripting used conditional statements.  I found a small tutorial on using conditional statements, but not enough to Really Understand it.  So, I was wondering, do either of you or anyone you know, have a better tutorial for learning how to use conditional statements?  Also, please answer my other questions in my original messages guys, and stop trying to make it seem as if I'm trying to make a full mod here.  I'm not.  I am doing this to make a mini-mod of LOTS OF many different mods, PROMOTING SAID OTHER MODS.  My goal is to make a server, hopefully get some dontations thrown my way, and in return, throw a percentage of said donations to each of the modding teams that I used material from.  Does that make more sense to you guys?

Professor Smith

89
     If you talk to Lobo yourself, just ask him about the Professor_Smith who had a strange way of getting answers on the forum.  He and I were talking for a bit after that, and he gave me every answer he could in helping me get thru previous problems.  Really is a nice guy.  Anyway, as I told him, I had never even checked to see what a mini-mod was until he started explaining it to me (please remember, I spent 5 years off and on, perfecting a mod myself; no modding team, and had to find out a lot of things the hard way).  Anyway, just contact Lobo, and he should know who you're talking about.

     Oh, and by the way, I tried converting a different map recently to my mini mod, and it loads up all the way to the ready screen, but then CTD as well.  The debugger says that there is an "Unknown kit part", but it doesn't list in which kit this unknown part is.  I think it is interference from one of the other mods.  Is there a way to decide what my mini mod uses out of the original mods, and what it doesn't use?

90
Okay, when I say mini mod, that means that I've taken objects, effects, etc. from other mods (such as FH), placed them in my mini mod, and edited them to fit.  I've already talked to most of the mod owners and gotten permission if thats what you're asking.  Can you help me with my problem(s)?

Professor Smith

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