Re: BF2 Limitations
Posted: Mon Feb 18, 2008 10:38 am
Yep, that's why you (the player) can't take off or land with the MAF's default ODF, only the AI can take off, but commenting out the "StrafeSpeed = 15.0" line fixes this.
Umm I can take off and land fine and I didn't do anything to the cis_fly_maf.odf I do agree with the strafe thing. When you come to a dead stop as you can with the MAF and press A or D you just spin around the Z axis make yourself dizzy. But i do agree the strafespeed line is useless in the odf.AceMastermind wrote:Yep, that's why you(the player) can't take off or land with the MAF's default ODF, only the AI can take off, but commenting out the "StrafeSpeed = 15.0" line fixes this.
Really?, I guess it's just my game then, but my tests prove otherwise, but then again, I do use a controller instead of keyboard and that may cause some conflict.FragMe! wrote:Umm I can take off and land fine and I didn't do anything to the cis_fly_maf.odf I do agree with the strafe thing.
well thats possible too.Maveritchell wrote: 1) He wasn't referring to number present on the field, he means distinct types.
I do agree the StrafeSpeed does do something but I think it does something different for each person.AceMastermind wrote:Really?, I guess it's just my game then, but my tests prove otherwise, but then again, I do use a controller instead of keyboard and that may cause some conflict.FragMe! wrote:Umm I can take off and land fine and I didn't do anything to the cis_fly_maf.odf I do agree with the strafe thing.
Either way though, commenting out the StrafeSpeed line worked for me.
EDIT
I just ran another test, this time I used your(FragMe!'s) MAF and I couldn't take off with it, then I went in the ODF and commented out the StrafeSpeed line, cleaned, remunged and ingame I could take off like normal confirming once again that the StrafeSpeed line was the culprit.
It must have something to do with controllers, i'll look into my controller settings to see if everything is assigned correctly.
EDIT2
After more testing, it appears to have nothing to do with using a controller, still can't takeoff using the keyboard if the StrafeSpeed line is in the ODF.
Odd indeed!
I did some extensive testing on dispensable turrets today and found out that I was partly wrong and you were partly right.SBF_Dann_Boeing wrote:well thats possible too.Maveritchell wrote: 1) He wasn't referring to number present on the field, he means distinct types.
Code: Select all
ReadDataFile("SIDE\\all.lvl",
"all_inf_sniper")
ReadDataFile("dc:SIDE\\chew.lvl",
"chew")
Code: Select all
WEAPONSECTION = 1
WeaponName = "all_weap_inf_pistol"
WeaponAmmo = 0
WEAPONSECTION = 2 //Auto turret 1 or AT1
WeaponName = "che_weap_inf_autoturret_dispenser" //Custom turret that shoots long blue lasers
WeaponAmmo = 5 //This turret has a different model
WeaponChannel = 1
WEAPONSECTION = 3//Auto turret 2 or AT2
WeaponName = "all_weap_inf_autoturret_dispenser" //Standard alliance auto turret that shoots red lasers
WeaponAmmo = 5 //Default model
WeaponChannel = 1
Point. It's changed now.[RDH]Zerted wrote:You mean SetClassProperty(). SetProperty effects objects, and a respawning causes a deletion/creationg of a new object meaning that it no longer has the changed property. However, I would have written that line more like 'Some SetClassProperty() changes only take effect after a respawn'. I think saying 'non-instance property' makes it seem more confusing then it really is.MasterSaitek009 wrote:[*]Changes made to a units non-instance property via Lua(SetProperty) only take effect after the unit respawns.
[*]Maximum of eight teams total, including the regular ATT and DEF team 1 and 2.
Also updated. I never knew that there was a 0 team. That's cool. Thanks a lot Zerted.[RDH]Zerted wrote: The code I posted earlier shows that at least 9 teams are possible (people are forgetting about the always existing team 0).
As far as the turrets go, I have seen on my map Xagobah: Mazarian Assault that when using both autoturrets and the deployable turret (thanks Trainmaster611, Teancum, and Repsharpshooter for thatBut when they start shooting, their lasers are both long and blue.
Because they probably use the same .ord ODF.Superm9 wrote:As far as the turrets go, I have seen on my map Xagobah: Mazarian Assault that when using both autoturrets and the deployable turret (thanks Trainmaster611, Teancum, and Repsharpshooter for thatBut when they start shooting, their lasers are both long and blue.) that they both use the exact same laser.
It's a limit to animation keyframes, like I told you - not animations themselves.theITfactor wrote:There seems to be a limit to the number of animations you can have in a map, I had ~32 and I experienced a freeze during load, undocumented in the error log. I have not tested whether or not there is a limit on animation groups.
That's weird, I have fewer animations than before with more keyframes and it is performing much better. I wonder if I miscounted something...Maveritchell wrote:It's a limit to animation keyframes, like I told you - not animations themselves.theITfactor wrote:There seems to be a limit to the number of animations you can have in a map, I had ~32 and I experienced a freeze during load, undocumented in the error log. I have not tested whether or not there is a limit on animation groups.
Ah, then it doesn't work entirely. And you still can't change the team colors and whatnot.Fluffy_the_ic wrote:Nah, they CAN be changed. Someone did it in their test map. They just won't change colors once they're captured.
Yeah, I knew about that. But now that I think of it, you could create an entirely new mesh and give it a CP-like holo, making it seem like a CP with a different color.Fiodis wrote:For that matter, you can remove the holo entirely and just have a mesh as a CP.