Swaffy'sMod v0.38 (TBA)

Full Game Conversions and Custom maps

Re: Swaffy'sMod v0.305 [June 19, 2013]

Postby BotHunter » Tue Sep 17, 2013 5:52 am

OK! Ill try it!
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Re: Swaffy'sMod v0.305 [June 19, 2013]

Postby freddy » Tue Sep 17, 2013 6:15 am

i think this link should work
http://ks3353793.kimsufi.com/bf42mods/
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Re: Swaffy'sMod v0.305 [June 19, 2013]

Postby Bad Bug » Tue Sep 17, 2013 4:28 pm

Oh ya it worked for me! :D
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Re: Swaffy'sMod v0.305 [June 19, 2013]

Postby Vilespring » Tue Sep 17, 2013 7:43 pm

YAAAAY!!!
2 hours remaining.....
._.
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Area 51: http://battlefieldarea51mod.weebly.com/

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Re: Swaffy'sMod v0.305 [June 19, 2013]

Postby Vilespring » Thu Sep 19, 2013 2:36 am

Swaffy, I did some playing around with your mod, and I found that the top 2 guns on the CAM Italian joke tank mobobber (M-11 39, if you insist) are supposed to fire at the same time, but in sequence using the fire delay. I noticed that after firing at max ROF, the guns loose their rhythm.
I had that problem when making the guns on the axis heavy tank in Area 51 charge up, then fire. The rhythm messes up fast, but one odd thing I noticed; when I halved the rate of fire on the first gun, it all worked well. I haven't tested the "fix" code here, but it should work.
Made it automatic, btw.
Code: Select all
rem *** M11-39GunBarrel ***
ObjectTemplate.create FireArms M11-39GunRight
ObjectTemplate.setNetworkableInfo TankFireArmInfo
ObjectTemplate.loadSoundScript Sounds/M11-39GunRight.ssc
rem ObjectTemplate.geometry rh_M11-39_tcannon_m1
ObjectTemplate.geometry m1139_mgun_d_m1
rem ObjectTemplate.aiTemplate M11-39TurretGun
rem -------------------------------------
ObjectTemplate.addTemplate e_MuzzHeavy
ObjectTemplate.setPosition 0/0/0.5
ObjectTemplate.setRotation 0/0/0
rem -------------------------------------
ObjectTemplate.projectileTemplate HindMinigunProjectile
ObjectTemplate.projectilePosition 0/0/1
ObjectTemplate.setTracerTemplate Tracer20mmHEDP2 CRD_NONE/0/0/0
ObjectTemplate.magSize 1
ObjectTemplate.numOfMag 50
ObjectTemplate.velocity 200
ObjectTemplate.reloadtime 2
ObjectTemplate.roundOfFire 10
ObjectTemplate.recoilSpeed 10
ObjectTemplate.recoilSize 5
rem ObjectTemplate.fireInCameraDof 1
ObjectTemplate.addFireArmsPosition 0.05/0/0 0/0/0
ObjectTemplate.autoReload 1

ObjectTemplate.setMinDev 0.5
ObjectTemplate.addRootSpeed 0
ObjectTemplate.FireDelay 0.08


rem *** M11-39GunBarrel ***
ObjectTemplate.create FireArms M11-39GunLeft
ObjectTemplate.setNetworkableInfo TankFireArmInfo
ObjectTemplate.loadSoundScript Sounds/M11-39GunLeft.ssc
rem ObjectTemplate.geometry rh_M11-39_tcannon_m1
ObjectTemplate.geometry m1139_mgun2_d_m1
ObjectTemplate.aiTemplate M11-39TurretGun
rem -------------------------------------
ObjectTemplate.addTemplate e_MuzzHeavy
ObjectTemplate.setPosition 0/0/0.5
ObjectTemplate.setRotation 0/0/0
rem -------------------------------------
ObjectTemplate.projectileTemplate HindMinigunProjectile
ObjectTemplate.projectilePosition 0/0/1
ObjectTemplate.setTracerTemplate Tracer20mmHEDP2 CRD_NONE/0/0/0
ObjectTemplate.magSize 1
ObjectTemplate.numOfMag 50
ObjectTemplate.velocity 200
ObjectTemplate.reloadtime 2
ObjectTemplate.roundOfFire 5
ObjectTemplate.recoilSpeed 10
ObjectTemplate.recoilSize 5
rem ObjectTemplate.fireInCameraDof 1
ObjectTemplate.addFireArmsPosition -0.05/0/0 0/0/0
ObjectTemplate.autoReload 1

ObjectTemplate.setMinDev 0.5
ObjectTemplate.addRootSpeed 0


EDIT: it might not be halved, because the ROF of the guns on the heavy tank was 1, so it might be X-0.5. Try that if it doesn't work.
P.S. I found you BACK_UP_OFTEN.txt ;) I love it! Only if I did that! :lol:
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Area 51: http://battlefieldarea51mod.weebly.com/

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Re: Swaffy'sMod v0.305 [June 19, 2013]

Postby Swaffy » Thu Sep 19, 2013 3:40 am

Thanks man. I've noticed the same thing too! Them darn things will gett off sync when firing. Same happens with the B-17 bombs and Ju-88A bombs. I guess it's just a client-side desynchronization with the reloading system. I'm going to make the guns semi-auto in attempt to at least somewhat fix the thing. Thanks!

[EDIT] While I was waiting for some friends, I was looking over my update notes and decided I'd show you guys my little to-do list.
http://img62.imageshack.us/img62/5225/z7zn.jpg
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
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Re: Swaffy'sMod v0.305 [June 19, 2013]

Postby JoshOmatic » Thu Sep 19, 2013 5:50 pm

Swafffy, I just downloaded your mod and tried it out but I have one problem. Could you maybe sometime make a no blood patch, I like to keep my games bloodless so if you could (and if you want to) I hope you could do that. I tried to manually remove the files with winrfa, an rfa extractor but it would always crash when extracting. Hope you can do this, thanks. :)
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Re: Swaffy'sMod v0.305 [June 19, 2013]

Postby Vilespring » Thu Sep 19, 2013 7:47 pm

Swaffy, line 34 on your to-do list;
droppable ammo bad?
:lol:
A picture is worth a thousand words, but takes up three thousand times the memory.

Area 51: http://battlefieldarea51mod.weebly.com/

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Re: Swaffy'sMod v0.305 [June 19, 2013]

Postby BotHunter » Thu Sep 19, 2013 9:36 pm

JoshOmatic wrote:Swafffy, I just downloaded your mod and tried it out but I have one problem. Could you maybe sometime make a no blood patch, I like to keep my games bloodless so if you could (and if you want to) I hope you could do that. I tried to manually remove the files with winrfa, an rfa extractor but it would always crash when extracting. Hope you can do this, thanks. :)


I can do that for you!
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Re: Swaffy'sMod v0.305 [June 19, 2013]

Postby JoshOmatic » Fri Sep 20, 2013 3:47 am

BotHunter wrote:
JoshOmatic wrote:Swafffy, I just downloaded your mod and tried it out but I have one problem. Could you maybe sometime make a no blood patch, I like to keep my games bloodless so if you could (and if you want to) I hope you could do that. I tried to manually remove the files with winrfa, an rfa extractor but it would always crash when extracting. Hope you can do this, thanks. :)


I can do that for you!

Thank you so much!!!! :D
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