Search found 73 matches
- Mon Apr 16, 2018 11:49 am
- Forum: 1942 Modding Discussion
- Topic: *SSM Limiting Altitude in SA342s
- Replies: 29
- Views: 48483
Re: *SSM Limiting Altitude in SA342s
It's pretty clear how airDensityZeroAtHeight effects wings, but the effect on engine thrust is really unclear. In fact, it looks like as you get to the height, your thrust might actually be increasing. It'd be interesting to do a helicopter takeoff test, once with airDensityZeroAtHeight at 1000.0, a...
- Wed Apr 11, 2018 2:05 am
- Forum: 1942 Modding Discussion
- Topic: *SSM Limiting Altitude in SA342s
- Replies: 29
- Views: 48483
Re: *SSM Limiting Altitude in SA342s
You probably also need:
http://bfmods.com/mdt/scripting/ObjectT ... atBar.html
And possibly:
http://bfmods.com/mdt/scripting/ObjectT ... rType.html
http://bfmods.com/mdt/scripting/ObjectT ... atBar.html
And possibly:
http://bfmods.com/mdt/scripting/ObjectT ... rType.html
- Fri Apr 06, 2018 8:02 pm
- Forum: 1942 Modding Discussion
- Topic: *SSM Limiting Altitude in SA342s
- Replies: 29
- Views: 48483
Re: *SSM Limiting Altitude in SA342s
If you wanted to use a really big hammer, you could allow the engines only limited use before cooling off:
http://bfmods.com/mdt/scripting/ObjectT ... ement.html
http://bfmods.com/mdt/scripting/ObjectT ... ement.html
- Fri Apr 06, 2018 7:57 am
- Forum: 1942 Modding Discussion
- Topic: *SSM Limiting Altitude in SA342s
- Replies: 29
- Views: 48483
Re: *SSM Limiting Altitude in SA342s
AirDensityZeroAtHeight effects PhysicsEngine and PhysicsWing. The wing side of things would certainly account for different planes being treated differently.
- Mon Apr 02, 2018 11:10 pm
- Forum: 1942 Modding Discussion
- Topic: Collision issue
- Replies: 3
- Views: 9166
- Mon Mar 12, 2018 9:29 am
- Forum: 1942 Modding Discussion
- Topic: Increasing CPU Time To AI
- Replies: 8
- Views: 26361
Re: Increasing CPU Time To AI
game.serverCoopCPU is completely broken, in more than one way.
Use ai.SystemQuotient as described in the bf single player link.
Use ai.SystemQuotient as described in the bf single player link.
- Sat Mar 10, 2018 11:31 pm
- Forum: 1942 Modding Discussion
- Topic: Increasing CPU Time To AI
- Replies: 8
- Views: 26361
Re: Increasing CPU Time To AI
Oh geez, adding insult to injury, AIMain::AIMain is called after the assignment, so it would never happen anyway. Changing it in the console won't help either since it only modifies the value in setup, not AIMain itself. But as the professor says, good news everyone! http://bfmods.com/mdt/scripting/...
- Sat Mar 10, 2018 11:08 pm
- Forum: 1942 Modding Discussion
- Topic: Increasing CPU Time To AI
- Replies: 8
- Views: 26361
Re: Increasing CPU Time To AI
I suspect this may be broken. It looks like the setup code is reading in an int, 0-100, but the AI code is expecting a value 0.0 to 1.0. It looks like the default is 0.2. I don't see where it's divided by 100 before passing it into the AI code. Try 1 and see if that helps.
- Sun Feb 25, 2018 7:23 pm
- Forum: 1942 Modding Discussion
- Topic: Fixing the CTF flag object so it doesn't fall through meshes
- Replies: 33
- Views: 82862
Re: Fixing the CTF flag object so it doesn't fall through me
Interesting, did you manually place a flag at some altitude and watch it fall or something, not just seeing it appear on the ground?
- Sun Feb 25, 2018 7:06 am
- Forum: 1942 Modding Discussion
- Topic: Fixing the CTF flag object so it doesn't fall through meshes
- Replies: 33
- Views: 82862
Re: Fixing the CTF flag object so it doesn't fall through me
What makes you think it's falling through anything?