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Battlefield Modding Tutorials BFMODS • View topic - Driveable Nimitz?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: Driveable Nimitz?
PostPosted: Wed Jan 07, 2009 9:16 pm 
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Wait...without it it won't move I thought?

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 Post subject: Re: Driveable Nimitz?
PostPosted: Wed Jan 07, 2009 9:27 pm 
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 Post subject: Re: Driveable Nimitz?
PostPosted: Wed Jan 07, 2009 10:07 pm 
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It might be crashing because you claim that it has mobile physics, and therefore it is running some code for things that have mobile physics. There is probably a Null Pointer Exception being thrown somewhere due to it trying to access Object X which does not exist but needs to for something with mobile physics. Is there a way to get the debugger involved? Run in windowed mode and see what comes up in the error window.

Also, how does one make a brand new vehicle? Can't we just treat it just like the same situation, but use the Nimitz's existing stuff?


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 Post subject: Re: Driveable Nimitz?
PostPosted: Wed Jan 07, 2009 10:44 pm 
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Last edited by Scorpion on Wed Jan 07, 2009 11:01 pm, edited 1 time in total.

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 Post subject: Re: Driveable Nimitz?
PostPosted: Wed Jan 07, 2009 10:47 pm 
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It doesn't kick me out if I start a local game, only on a dedicated server.

I ran the debugger, it complained about some WAVs and a PCM format, and there was one standardmesh error, I believe.

If the standardmesh one is relevant I will get the exact wording.


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 Post subject: Re: Driveable Nimitz?
PostPosted: Wed Jan 07, 2009 11:01 pm 
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QOTSA, just stand by and I'll respond with my findings. The errors you found is standard DC errors.


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 Post subject: Re: Driveable Nimitz?
PostPosted: Thu Jan 08, 2009 12:13 am 
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Last edited by Scorpion on Thu Jan 08, 2009 12:47 pm, edited 1 time in total.

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 Post subject: Re: Driveable Nimitz?
PostPosted: Thu Jan 08, 2009 6:59 am 
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I don't think you can make stationary objects mobile server side. Its just one of those things that just won't work. Like trying to spawn new static objects and have them be visible.

Don't know about the ResponsePhysics command, but I do recall reading somewhere that the mobile physics cannot be changed serverside. So if the Nimitz was coded as stationary by turning off mobile physics, then unfortunately, it can't be undone server side.


It's also a known fact that the Mass setting (which must be defined when making something mobile) isn't server side moddable either. That is the reason this won't work server side. The nimitz likely has no mass defined at all, and if it is, it's inactive since the game will ignore that setting when Mobile physics is set to off. So its like trying to change the mass from 0 to 2000 serverside. It will result in a crash/disconnect every time.

Also, since staticobjects can't be added serverside, a stripped down alternate Carrier won't work as a host of the new Nimitz complex as SimpleObject and Bundle objects can't be added/removed server side and be visible client side. So sadly, the client would need the settings to be applied on their end as well for any of this to work.

The NimitzCompex and any other "part" of a vehicle is coded as staticobject by definition. And we all have been down that road before.....

PlayerControlObject is the only object type that can be added/removed server side. Aside from maybe stuff that's designed to be invisible like certain springs, and engine objects.

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