Search found 1137 matches
- Thu Mar 10, 2022 3:19 am
- Forum: 1942 Modding Discussion
- Topic: networkableInfo's - Which vehicles & objects Need them???
- Replies: 9
- Views: 5430
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...
- Wed Feb 23, 2022 11:32 pm
- Forum: 1942 Modding Discussion
- Topic: networkableInfo's - Which vehicles & objects Need them???
- Replies: 9
- Views: 5430
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...
- Wed Feb 23, 2022 11:16 pm
- Forum: 1942 Modding Discussion
- Topic: [SSM] Adding Spawnpoints to PCOs
- Replies: 3
- Views: 2827
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....
- Sat Dec 18, 2021 9:12 am
- Forum: 1942 Modding Discussion
- Topic: networkableInfo's - Which vehicles & objects Need them???
- Replies: 9
- Views: 5430
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...
- Sat Dec 18, 2021 8:54 am
- Forum: 1942 Modding Discussion
- Topic: [SSM] Adding Spawnpoints to PCOs
- Replies: 3
- Views: 2827
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
- Sat Nov 20, 2021 11:00 pm
- Forum: 1942 Modding Discussion
- Topic: Is there Any Way to run a Dedicated Server Without it removing Important Edits?
- Replies: 6
- Views: 4000
Re: Is there Any Way to run a Dedicated Server Without it removing Important Edits?
this is needed
Code: Select all
ObjectTemplate.hasMobilePhysics 1
- 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: 4000
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...
- Sat Nov 06, 2021 11:22 pm
- Forum: 1942 Modding Discussion
- Topic: about the profiler console command
- Replies: 0
- Views: 2087
about the profiler console command
I cant remember if ivé ever read anywhere what the profiler command does. Anybody that knows what its for?
- 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: 4000
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 ...
- Fri Nov 05, 2021 8:51 am
- Forum: 1942 Modding Discussion
- Topic: Patchable archives
- Replies: 16
- Views: 11009
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...