How many is too many FireArmPositions? XD

Ask questions, discuss ideas, get answers
Post Reply
User avatar
Vilespring
Posts: 740
Joined: Sat Nov 24, 2012 5:47 am
Location: Somewere in the United States

How many is too many FireArmPositions? XD

Post by Vilespring »

I have made a super MLRS tank in my mod, and I noticed that the rockets only worked 1/3 of the way up the MLRS set before it went back to the bottom. I have no idea how many is max, but if any of you might, I would like to know. The MLRS has 651 fire arm positions.
Last edited by Vilespring on Fri May 31, 2013 5:13 pm, edited 1 time in total.
A picture is worth a thousand words, but takes up three thousand times the memory.

Area 51: http://battlefieldarea51mod.weebly.com/

Image
"I didn't steal your pizza"
User avatar
Dennis|8749236
Posts: 239
Joined: Sun Nov 29, 2009 6:02 am
Location: Earth
Contact:

Re: How many is too many FireArmPositions? XD

Post by Dennis|8749236 »

I once have 60 firearm pos b4..
On my M4Sherman + T34 Rocket launcher..
And.. my video card is dead..
What is the meaning of Life?? (Don't think about it!)
User avatar
Vilespring
Posts: 740
Joined: Sat Nov 24, 2012 5:47 am
Location: Somewere in the United States

Re: How many is too many FireArmPositions? XD

Post by Vilespring »

Yeh, but what is the max allowed? My MLRS doesn't fire from all the defined positions, because I have defined 651 positions.
A picture is worth a thousand words, but takes up three thousand times the memory.

Area 51: http://battlefieldarea51mod.weebly.com/

Image
"I didn't steal your pizza"
dudejo
Posts: 71
Joined: Tue Nov 30, 2010 2:33 am

Re: How many is too many FireArmPositions? XD

Post by dudejo »

How many positions does it use on the horizontal plane?

The way I see it, if you multiply the vertical positions by the horizontal positions, it should give a rough idea of the limit, should it exist.
User avatar
Vilespring
Posts: 740
Joined: Sat Nov 24, 2012 5:47 am
Location: Somewere in the United States

Re: How many is too many FireArmPositions? XD

Post by Vilespring »

31 Horizontal, 21 vertical. 651, but it doesn't fire from them all.
A picture is worth a thousand words, but takes up three thousand times the memory.

Area 51: http://battlefieldarea51mod.weebly.com/

Image
"I didn't steal your pizza"
dudejo
Posts: 71
Joined: Tue Nov 30, 2010 2:33 am

Re: How many is too many FireArmPositions? XD

Post by dudejo »

so if it only uses 1/3rd of the firearms on the vertical plane, how many does that make?
User avatar
Vilespring
Posts: 740
Joined: Sat Nov 24, 2012 5:47 am
Location: Somewere in the United States

Re: How many is too many FireArmPositions? XD

Post by Vilespring »

around 217. still a lot of positions.
A picture is worth a thousand words, but takes up three thousand times the memory.

Area 51: http://battlefieldarea51mod.weebly.com/

Image
"I didn't steal your pizza"
User avatar
BotHunter
Posts: 480
Joined: Thu Jan 10, 2013 11:22 pm
Contact:

Re: How many is too many FireArmPositions? XD

Post by BotHunter »

If it goes to "Around 217" Then I'd guess It can only take 255. Don't know for sure though, Do you have a 84 bit PC?
Walk quietly and carry a sniper rifle
User avatar
Swaffy
Posts: 1715
Joined: Sun Aug 29, 2010 9:25 pm
Location: Cibolo, Texas

Re: How many is too many FireArmPositions? XD

Post by Swaffy »

You mean 64-bit, right? XD

Look, cut them down. Take out (delete) every other row and every other column. That will take out a lot already, so see how the game will react to that.
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
User avatar
Vilespring
Posts: 740
Joined: Sat Nov 24, 2012 5:47 am
Location: Somewere in the United States

Re: How many is too many FireArmPositions? XD

Post by Vilespring »

I also needs to make an MLRS geometry, because the rack makes LOTS of lag.
A picture is worth a thousand words, but takes up three thousand times the memory.

Area 51: http://battlefieldarea51mod.weebly.com/

Image
"I didn't steal your pizza"
Post Reply