Search found 73 matches

by russ
Wed Dec 05, 2018 3:19 am
Forum: 1942 Modding Discussion
Topic: Discussion: Conditional statements in BF1942
Replies: 28
Views: 91849

Re: Discussion: Conditional statements in BF1942

> ConsoleProfiler.enable 1 > ConsoleProfiler.report No profiling data available > ConsoleProfiler.startGlobalTimer > ConsoleProfiler.report No profiling data available > ConsoleProfiler.stopGlobalTimer > ConsoleProfiler.report Frames: 1 Seconds: 10.8271 ------------------ Average fps: 0.0923611 Min...
by russ
Tue Dec 04, 2018 7:53 am
Forum: 1942 Modding Discussion
Topic: Discussion: Conditional statements in BF1942
Replies: 28
Views: 91849

Re: Discussion: Conditional statements in BF1942

I did some more searching. You can start and stop timers, but the output is not consumable by scripts. There doesn't appear to be any way to get elapsed or remaining round time from within the console. It can only be obtained via the server info query port.
by russ
Thu Nov 22, 2018 12:52 am
Forum: 1942 Modding Discussion
Topic: Discussion: Conditional statements in BF1942
Replies: 28
Views: 91849

Re: Discussion: Conditional statements in BF1942

Doesn't appear to be any direct way to return the elapsed or remaining time in a round. You might be able to use a timer to keep track though:

http://www.battlefieldsingleplayer.info ... leProfiler
by russ
Wed Nov 21, 2018 10:41 pm
Forum: 1942 Modding Discussion
Topic: Discussion: Conditional statements in BF1942
Replies: 28
Views: 91849

Re: Discussion: Conditional statements in BF1942

Modding templates while the round is running is a bit tricky, but doable.
by russ
Wed Nov 21, 2018 7:00 pm
Forum: 1942 Modding Discussion
Topic: Discussion: Conditional statements in BF1942
Replies: 28
Views: 91849

Re: Discussion: Conditional statements in BF1942

Also if you are doing server side modding, I'd highly recommend two separate installs. One for the server and one for the client.
by russ
Wed Nov 21, 2018 8:22 am
Forum: 1942 Modding Discussion
Topic: Discussion: Conditional statements in BF1942
Replies: 28
Views: 91849

Re: Discussion: Conditional statements in BF1942

...you disconnected from the local game you created. game.debugOutputMessage is a client only message, it has no effect on the server. If you're seeing output from it, the commands are running client side. I'm pretty sure game.serverGameTime is only valid server side. debug.debugOutputMessage v_time...
by russ
Wed Nov 21, 2018 2:03 am
Forum: 1942 Modding Discussion
Topic: Discussion: Conditional statements in BF1942
Replies: 28
Views: 91849

Re: Discussion: Conditional statements in BF1942

I haven't tested it, but the first condition encountered is: if v_time < c_time4 Which if true will execute: debug.debugOutputMessage "Test 4" 1 The other conditionals are 'elseif' so will be ignored. Are you sure of v_time? Try printing that as well. When using the 'run' command, either i...
by russ
Tue Nov 20, 2018 6:35 pm
Forum: 1942 Modding Discussion
Topic: Discussion: Conditional statements in BF1942
Replies: 28
Views: 91849

Re: Discussion: Conditional statements in BF1942

Var v_time Const c_time1 = 3600 Const c_time2 = 1800 Const c_time3 = 900 Const c_time4 = 450 game.serverGameTime -> v_time if v_time < c_time4 debug.debugOutputMessage "Test 4" 1 elseif v_time < c_time3 debug.debugOutputMessage "Test 3" 1 elseif v_time < c_time2 debug.debugOutpu...
by russ
Sun Nov 04, 2018 12:29 am
Forum: 1942 Modding Discussion
Topic: Console Unlocker 1.0
Replies: 8
Views: 26220

Re: Console Unlocker 1.0

Download link does not work.
by russ
Sun Nov 04, 2018 12:15 am
Forum: 1942 Modding Discussion
Topic: Fixing the CTF flag object so it doesn't fall through meshes
Replies: 33
Views: 79135

Re: Fixing the CTF flag object so it doesn't fall through me

Sorry man, it's hardcoded. The position of the flag gets set to the position of the "vehicle" that dropped it, and the height gets set to the height of the terrain at that point (plus 1.5). You might be able to combine it with some other object so it interacts after that, but there's nothi...