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For anyone that's interested...
Client:
https://drive.google.com/file/d/0B_YkXI … sp=sharing
Server:
https://drive.google.com/file/d/0B_YkXI … sp=sharing
Modifications - Prone animation disabled. In other words, your 'Z' key won't work.
- Ragdoll physics changed. Death animation.
B
Last edited by Butcher (2014-02-03 22:07:17)
Great
Thank you! I tested it, some comments about it. WinRAR self-extracting archive assumes by default you have Battlefield 1942 installed in C:\Program Files (x86)\EA Games\Battlefield 1942. I think it's better you package files in a .zip or .rar and include a readme text file saying to extract in <BF1942 DIR>\Mods folder. Prone is disabled, I am curious how you managed, maybe it can work server side.
Yes, I know about the self extracting. I'll fix it when i've added a couple more modifications. It can't be done server side. You have to either create a mod, or you can modify an existing mod, like i've done with the infantry mod.
I'm looking for a moddable idea on how to change soldier appearance to make axis/allied teams noticeably distinguishable from each other without the use of name tags. Modding out name tags, mini-map and disabling prone would be ideal for a hardcore infantry map, leaving very little room for anyone looking to gain an unfair advantage. xfire: davidjamessmith
Last edited by Butcher (2014-02-07 15:21:22)
Im a bit curious to, if it is the animation states there is some things i know works serverside like faster/slower swimming or alter the firedelay when you land from parachute etc
I don't think it's possible to mess around with animations in a map side mod. Although if you're making a mod, or tweaking a finished mod, you can disable prone (as far as i'm aware). You do it by remming out the animation tweaks for all the handweapons that reference the prone animations and also removing the prone animation state.
I don't think the central animation state for prone can be removed. But because no handweapons have it, due to remming out the animation codes for them, prone is disabled.
Last edited by Butcher (2014-02-07 21:24:39)
Im thinking serverside mod, i guess i try the server files in your post and see what happens
Im tinkering a bit with "knifebots" but its a bit stupid because many of them lay down on the ground when they get close so, it might be easier to erase the "lay down" in the AI code if i can find it.
Good initiative Butcher, I will test this mod once I get the chance. If you're talking infantry then I'd like to work with you. PM me for details.
Flipper found a way to bug here: http://www.xfire.com/videos/61eabe (Match: Me,1986,Fear vs Butcher,Lachesis,Flipper.. For the once interested in the video)
Bugging around 2:00
Last edited by moon' (2014-02-11 20:48:19)
you can mod firedelay when you land with parachute? then let me say, on SiMPLE it's too high!
Flipper found a way to bug here: http://www.xfire.com/videos/61eabe (Match: Me,1986,Fear vs Butcher,Lachesis,Flipper.. For the once interested in the video)
Bugging around 2:00
Crazy video, soldiers freeze when killed, but I don't see where is bugging in that video.
you can mod firedelay when you land with parachute? then let me say, on SiMPLE it's too high!
I don't understand you. Nothing has been changed in weapon properties.
Matrix Reloaded
Flipper found a way to bug here: http://www.xfire.com/videos/61eabe (Match: Me,1986,Fear vs Butcher,Lachesis,Flipper.. For the once interested in the video)
Bugging around 2:00
No he didn't. From his perspective it looks like he is proning, but from everyone else's, everything is as it should be. He can only get this effect from one or two ways:
He's either not installed my mod and is still using the original Infantry 1.3 mod
He's messing with client files trying to find a way around my mod.
I tried both ways and it's more of a hindrance than anything. Other teammates and opposing players animations are all out of whack. Whilst you think you are prone, you're still a sitting target for anyone else on the server.
Long story short... download the mod and/or don't f**k with the files to try and get around it.
I don't think it's possible to mess around with animations in a map side mod.
It is possible to manipulate the AnimationStateMachine per map basis with the "Set" command, i have used the "no parachute delay" and "swim faster" code in some maps as a serverside mod. The arm and leg movements still look the same for the clients for the swim mod, but for the chute mod it just release you from the shute harness faster.
AnimationStateMachine.SetActiveState Lb_ParachuteHitGround
AnimationStateMachine.setSpeed 7 0 0
AnimationStateMachine.SetActiveState Ub_ParachuteHitGround
AnimationStateMachine.setSpeed 7 0 0
AnimationStateMachine.setActiveState Lb_SwimForward
AnimationStateMachine.setSpeed 20 0.5 1
AnimationStateMachine.setActiveState Lb_SwimBackward
AnimationStateMachine.setSpeed 20 0.5 1
Kobra wrote:you can mod firedelay when you land with parachute? then let me say, on SiMPLE it's too high!
I don't understand you. Nothing has been changed in weapon properties.
Its a animation tuia, its starts playing when you touch the ground and last for about a second?, never really thought about it if it shows anything or if its just a delay for smoothing out ping differences a bit.
edit: it seems it plays 3PParachuteGroundUpper.baf and 3PParachuteGroundLower.baf it also has the "3P_NoWeapon" flag
rem *** Soldier hang in Parachute Lower body and hit ground.
AnimationStateMachine.createState Lb_ParachuteHitGround
AnimationStateMachine.addAnimation animations/3P_NoWeapon/3PParachuteGroundLower.baf 1 c_AsmPlayOnce
AnimationStateMachine.setSpeed 0 0 0
AnimationStateMachine.setMorphFactor 10.0
AnimationStateMachine.addTransitionWhenDone Lb_Stand
AnimationStateMachine.setSoundTrigger c_SstParachuteLand
AnimationStateMachine.createState Ub_ParachuteHitGround
AnimationStateMachine.addAnimation animations/3P_NoWeapon/3PParachuteGroundUpper.baf 1 c_AsmPlayOnce
AnimationStateMachine.setSpeed 0 0 0
AnimationStateMachine.setMorphFactor 10.0
AnimationStateMachine.addTransitionWhenDone Ub_StandAim
AnimationStateMachine.setSoundTrigger c_SstParachuteLand
Last edited by bud (2014-02-12 15:17:09)
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