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 Forum: Questions / Need Assistance   Topic: Driveable Nimitz?

 Post subject: Re: Driveable Nimitz?
Posted: Tue Jan 06, 2009 11:23 pm 

Replies: 50
Views: 16848


The references I see in Objects.con for the Nimitz in Objects.rfa relating to Networkableinfo are as follows: ObjectTemplate.create PlayerControlObject Nimitz_Static_Empty ObjectTemplate.setNetworkableInfo NimitzBodyInfo ObjectTemplate.create PlayerControlObject Nimitz_Static ObjectTemplate.setNetwo...

 Forum: Questions / Need Assistance   Topic: Driveable Nimitz?

 Post subject: Re: Driveable Nimitz?
Posted: Wed Jan 07, 2009 4:22 pm 

Replies: 50
Views: 16848


Well, I figured I needed all the mobile and respose physics code so I left it. Unfortunately, it did the "disconenct" on minimap thing still. Here is Exactly what si in my OST.con: ObjectTemplate.Active Nimitz ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasResponsePhysics 1 ObjectTemp...

 Forum: Questions / Need Assistance   Topic: Driveable Nimitz?

 Post subject: Re: Driveable Nimitz?
Posted: Wed Jan 07, 2009 9:27 pm 

Replies: 50
Views: 16848


Quick note: It's the change from 0 to 1 in ObjectTemplate.hasMobilePhysics 1 that is causing the crash. I don't know about that - like I said before, I took all of that out and it still crashed. It's completely possible that I'm missing something, but I don't think it was in any of the code I RFAed...

 Forum: Questions / Need Assistance   Topic: Driveable Nimitz?

 Post subject: Re: Driveable Nimitz?
Posted: Wed Jan 07, 2009 10:47 pm 

Replies: 50
Views: 16848


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.

 Forum: Questions / Need Assistance   Topic: Driveable Nimitz?

 Post subject: Re: Driveable Nimitz?
Posted: Thu Jan 08, 2009 3:54 pm 

Replies: 50
Views: 16848


Oh well. I was hoping we'd get it all sorted because the pieces and parts were all already defined. Bummer.

Thanks again to everyone who provided input.

 Forum: Questions / Need Assistance   Topic: Battleaxe error without without mod

Posted: Thu Mar 19, 2009 1:57 am 

Replies: 19
Views: 13942


Thank you very much for trying. Was this with or without the patch I mentioned above? It sounds very similar to what I'm seeing on my box. With this happening right out of the box (so to speak), I can't believe there aren't postings all over about it (that I found). Also, were you using the BFSM or ...

 Forum: Questions / Need Assistance   Topic: Battleaxe error without without mod

Posted: Fri Mar 13, 2009 7:11 pm 

Replies: 19
Views: 13942


I'm seeing an odd error with Battleaxe running DC .7 and BFSM. If I set it as next map, it seems to take OK in the BFSM GUI and even responds to !next map as Battleaxe but in the console I get an error: error: couldn't set the game mode for the level battleaxe (in mod desertcombat) to GPM_CQ. Either...

 Forum: Questions / Need Assistance   Topic: Battleaxe error without without mod

Posted: Mon Mar 16, 2009 10:48 pm 

Replies: 19
Views: 13942


An update: It's been a long time since we did anything to the server so I had to go re-learn some stuff. There was evidently an issue with the DC-converted "vanilla" '42 maps that someone patched independently ( referenced here ). I checked my production server versions for all the maps. T...
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