Search found 1137 matches

by freddy
Thu Mar 10, 2022 3:19 am
Forum: 1942 Modding Discussion
Topic: networkableInfo's - Which vehicles & objects Need them???
Replies: 8
Views: 3773

Re: networkableInfo's - Which vehicles & objects Need them???

So would you say that a cannon turret without a networkable info on its rotational bundle, would not visibly rotate in the players eyes, over a dedicated server? Or would it rotate for the player operating it, but not for the players viewing it rotate? Joshua Professor_Smith Yes the networkinfo sen...
by freddy
Wed Feb 23, 2022 11:32 pm
Forum: 1942 Modding Discussion
Topic: networkableInfo's - Which vehicles & objects Need them???
Replies: 8
Views: 3773

Re: networkableInfo's - Which vehicles & objects Need them???

It seems it doesnt matter how many players, but instead if you think like there is to much data to send to each of the players that is close to each other in real-time, seems to get the server overwhelmed and cannot coop well with that. The networkdata on plane engines is primarely used to show that...
by freddy
Wed Feb 23, 2022 11:16 pm
Forum: 1942 Modding Discussion
Topic: [SSM] Adding Spawnpoints to PCOs
Replies: 3
Views: 1972

Re: [SSM] Adding Spawnpoints to PCOs

You can find the definitions in game.rfa but you can also put the code in a map in "spawnPointManagerSettings.con" to override the settings Example in \bf1942\levels\Coral_Sea\Conquest\spawnPointManagerSettings.con rem *** Enterprise Driver *** spawnPointManager.group 72 spawnPointManager....
by freddy
Sat Dec 18, 2021 9:12 am
Forum: 1942 Modding Discussion
Topic: networkableInfo's - Which vehicles & objects Need them???
Replies: 8
Views: 3773

Re: networkableInfo's - Which vehicles & objects Need them???

networkableInfo is there to send data to players in a server. essentially if your playing singleplayer you dont need it as you "are the server" so everything that moves, things with sound (engines) and weapons firing is needed for multiplay. thumbrules: to many engines (that has netinfo) a...
by freddy
Sat Dec 18, 2021 8:54 am
Forum: 1942 Modding Discussion
Topic: [SSM] Adding Spawnpoints to PCOs
Replies: 3
Views: 1972

Re: [SSM] Adding Spawnpoints to PCOs

You could try lock the spawns for bots on those plane spawns and see if that helps. (spawnPointManagerSettings.con)

Code: Select all

spawnPointManager.OnlyForHuman 1
by freddy
Thu Nov 11, 2021 7:36 am
Forum: 1942 Modding Discussion
Topic: Is there Any Way to run a Dedicated Server Without it removing Important Edits?
Replies: 6
Views: 3138

Re: Is there Any Way to run a Dedicated Server Without it removing Important Edits?

Ivé remeber it worked with healing bubbles, the trick is to addtemplate them to something that goes away when it dies. when i tested i put a healing bubble directly to a dingy, a dingyspawner on a bullet and that worked out ok. just spawners themself on the other hands doesnt move if they arent tied...
by freddy
Sat Nov 06, 2021 11:22 pm
Forum: 1942 Modding Discussion
Topic: about the profiler console command
Replies: 0
Views: 1363

about the profiler console command

I cant remember if ivé ever read anywhere what the profiler command does. Anybody that knows what its for?
by freddy
Sat Nov 06, 2021 11:17 pm
Forum: 1942 Modding Discussion
Topic: Is there Any Way to run a Dedicated Server Without it removing Important Edits?
Replies: 6
Views: 3138

Re: Is there Any Way to run a Dedicated Server Without it removing Important Edits?

It does not work very good using the effect directly, one example from vanilla is the raft that is supposed to spawn when a PT-boat sinks, it works local but not over internet. What you have to do is using a object as "placeholder" for your Supply Depot, it can be a small invisible object ...
by freddy
Fri Nov 05, 2021 8:51 am
Forum: 1942 Modding Discussion
Topic: Patchable archives
Replies: 16
Views: 9147

Re: Patchable archives

from the binary: shaders.rfa animations.rfa font.rfa treeMesh.rfa texture_001.rfa texture.rfa sound_001.rfa sound.rfa standardMesh_001.rfa standardMesh.rfa ai.rfa aiMeshes.rfa menu_001.rfa Bf1942/game.rfa menu.rfa Bf1942/Levels/mapName.rfa Bf1942/Levels/mapName_x.rfa you read the list wrongly ;) It...