Search found 125 matches

by professor_smith
Wed Feb 01, 2023 8:17 am
Forum: 1942 Modding Discussion
Topic: networkableInfo's - Which vehicles & objects Need them???
Replies: 9
Views: 4409

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

Actually, after rereading your reply much, much later, I do believe I understand clearly, but never realized placing the objects file within the map, would not require networkableInfo scripts, to run a map over a local, internet, or dedicated/non dedicated server. If that is correct, it would be awe...
by professor_smith
Sun Jan 29, 2023 1:37 pm
Forum: 1942 Modding Discussion
Topic: Is this possible or is there a patch for this?
Replies: 1
Views: 95

Is this possible or is there a patch for this?

Howdy Folks, Can anyone tell me if there is a patch or add on, for Bf1942, that will Allow Double the normal Number of networkableInfo's? If so, can you please send me a download link and tell me if I'm going to have to change any of my mod's scripting, after install? I Truly Believe that this will ...
by professor_smith
Wed Sep 28, 2022 7:03 am
Forum: General discussion & notices
Topic: Please Vote for HTroop v1.2 on ModDB
Replies: 2
Views: 10369

Re: Please Vote for HTroop v1.2 on ModDB

Well, just so you know, the beta of the mod that I released, is an extremely small part of my full mod. I am still working through the dreaded networkableInfo script error, "too many statemasks".
by professor_smith
Tue Sep 20, 2022 7:10 pm
Forum: 1942 Modding Discussion
Topic: networkableInfo's - Which vehicles & objects Need them???
Replies: 9
Views: 4409

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

To be honest, I'm not sure exactly what you mean. Would you be able to show me an example? Ty

Joshua
Professor_Smith
by professor_smith
Thu Mar 10, 2022 4:36 am
Forum: 1942 Modding Discussion
Topic: networkableInfo's - Which vehicles & objects Need them???
Replies: 9
Views: 4409

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

So if that is the case, maybe I shouldn't even bother trying to rem out networkableInfo's in my objects or bother removing so many vehicles from my mod's maps because either the objects won't work as I meant them to, or each map will have 1/4th the number of vehicles/stationary weapons in them, whic...
by professor_smith
Thu Feb 24, 2022 12:21 am
Forum: 1942 Modding Discussion
Topic: networkableInfo's - Which vehicles & objects Need them???
Replies: 9
Views: 4409

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
by professor_smith
Sat Dec 25, 2021 10:31 am
Forum: 1942 Modding Discussion
Topic: networkableInfo's - Which vehicles & objects Need them???
Replies: 9
Views: 4409

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

Freddy, what about just running a Multiplayer, CoOp game of 7 to 4 to 7 to 5 Odds Against Us, from the menu, and running a constant server there. If your computer or server tower could handle it, without heating up, would there be a lot of lag? Also, could you please tell me anything you know about ...
by professor_smith
Mon Dec 06, 2021 4:45 pm
Forum: General discussion & notices
Topic: Please Vote for HTroop v1.2 on ModDB
Replies: 2
Views: 10369

Please Vote for HTroop v1.2 on ModDB

Howdy Folks, Our Bf1942 (not so mini) mini mod, HTroop v1.2, is in the running on ModDB.com, for the 2021 mod of the Year award. My team and I have recently released a beta of the mod on ModDB.com as well, where you can download it. I will be releasing an update for the beta, as soon as possible. Pl...
by professor_smith
Mon Nov 22, 2021 10:17 pm
Forum: 1942 Modding Discussion
Topic: networkableInfo's - Which vehicles & objects Need them???
Replies: 9
Views: 4409

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

Hello Again Folks, So, I am still having trouble with getting a lot of my mod's maps, to work correctly without bugs/errors, over a dedicated server. I have narrowed the problem, down to the various objects and vehicles in my mod, having too many networkableInfo scripts (or as the debugger puts it, ...
by professor_smith
Mon Nov 22, 2021 10:12 pm
Forum: 1942 Modding Discussion
Topic: Can I force the game engine to accept a higher number of networkableInfo's?
Replies: 0
Views: 1563

Can I force the game engine to accept a higher number of networkableInfo's?

Hello Folks, I was wondering if there is a command or script that I can use in my Bf1942 mod, to force the game engine to accept a higher number of networkableInfo's (or as the debugger puts it, "state masks")??? From what I have found online so far, some of the top modders out there, say ...