Search found 1139 matches
- Fri Aug 25, 2023 3:49 am
- Forum: 1942 Modding Discussion
- Topic: networkableInfo's - Which vehicles & objects Need them???
- Replies: 12
- Views: 9503
Re: networkableInfo's - Which vehicles & objects Need them???
This is how the gun ties together with the netinfo. You build a gun, add netinfo to that, and after that you add the pieces that the gun needs to work, and so those pieces becomes part of the parent objects netinfo. For example there is two different "loadsoundscript" that will be sent ove...
- Fri Aug 25, 2023 3:08 am
- Forum: 1942 Modding Discussion
- Topic: networkableInfo's - Which vehicles & objects Need them???
- Replies: 12
- Views: 9503
Re: networkableInfo's - Which vehicles & objects Need them???
I fixed the flettner chopper a while ago for a custom map someone had made. It has been laggy and running poorly since the game was released. What i did was to remove all unessesary networkdata, now i dont remember exactly, but as a example choppers usually have extra engines that is invisible but n...
- Thu Mar 10, 2022 3:19 am
- Forum: 1942 Modding Discussion
- Topic: networkableInfo's - Which vehicles & objects Need them???
- Replies: 12
- Views: 9503
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: 12
- Views: 9503
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: 3704
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: 12
- Views: 9503
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: 3704
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: 4927
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: 4927
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: 2574
about the profiler console command
I cant remember if ivé ever read anywhere what the profiler command does. Anybody that knows what its for?