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Thread: BM Mod

  1. #21
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    Can anyone else confirm the missing animations mentioned above when using this mod please, or is it only me ???????

  2. #22
    Moderator Level 12 GeneralJ927's Avatar
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    Quote Originally Posted by CTS View Post
    Well, here is a curcumstential evidence, a link to a 1C forum thread from 2009 ( that is a version the guy from ModDB used ), note the text in the mod.info

    http://forum.1cpublishing.eu/showthread.php?t=6321

    Here is another version from 26.10.2009:

    http://www.strategyinformer.com/pc/m...mod/33353.html


    I have all the original tracer .bmp files, any blood decals that start with "s_" are mine, as well as all other files. That is of cause just my word against his, BUT, i am 100% sure he will not be able to explain any of the code, how it actually works, or how to improve/change anything.
    Since you have your name in both the links, dated 2009, with the death mod being released early this month, you have a good chance, you can show them the 1cpublishing thread and this one, they will obviously check for similarities.

  3. #23
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    Quote Originally Posted by GeneralJ927 View Post
    Since you have your name in both the links, dated 2009, with the death mod being released early this month, you have a good chance, you can show them the 1cpublishing thread and this one, they will obviously check for similarities.
    I have been contacted by ModDB administration, and they seems to be willing to transfer mod page under my control We will se how it goes from here...

    Thank you for help and support in this matter!

  4. #24
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    Hi CTS, Sorry to be a pain, I tested latest ver with no helmet loss and still no heal,rearm,repair,bleed icons..... I must just be my stsem by the look of things....... ???

    But helmet loss worked awesomely........

  5. #25
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    Quote Originally Posted by Mopar View Post
    Hi CTS, Sorry to be a pain, I tested latest ver with no helmet loss and still no heal,rearm,repair,bleed icons..... I must just be my stsem by the look of things....... ???

    But helmet loss worked awesomely........
    Well, i am still at work, so i could only check the code... I will do some tests when i am home

    One thing you could do, if you haven't done it yet - try playing the map without my mod, and see if the icons are there. Try playing with no other mods, only with BMmod and see if you have the same issue with original maps.

    Disappearing health bars could be a map issue, if you un-check soldier's "simulation" property in editor when you make a mission ( not 100% sure if that is correct, might be "ai control" or something similar... ) That is a pure speculation though, i need some tests done first

    Btw, make sure you don't have any unpacked .pak files in the game's /resources folder. If you play with editor a lot - it can leave some unwanted traces, that might effect the rest of the game.

    Hold on, only 3 hours before my work shift is over!

  6. #26
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    Yes, i discovered some breed set files leftover from using the editor in my resource folder so i deleted them seeing as they were date stamped prior to me installing patch 2.05.13.....

    I tested without your bmod on laptop and the missing icons mentioned previously were visible without any probs....

    I tested with bmmod and the icons were NOT displayed, which leads me to conclude it is bmmod causing the icons to not be displayed.. Please correct me if I am proven wrong however........

    What do i need to change to enable no helmet loss with stock human.inc file please ????

    I will continue testing with just no helmet loss enabled until you can have a look...... Because when a similar mod was released some time ago it had exactly the same side effect so I would like to eliminate that as a possible cause...

  7. #27
    Member Level 8 Ty2903's Avatar
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    Make sure the following code is in your human.inc

    {on spawn
    .........
    {add_view "marker_healing" "marker_healing" "head"}
    {add_view "marker_repair" "marker_repair" "head"}
    {add_view "marker_ammo_out" "marker_ammo_out" "head"}
    {add_view "marker_ammo_refill" "marker_ammo_refill" "head"}
    {add_view "marker_personage" "marker_personage" "head"}
    }


    At the end of the file.... make sure this is there as well


    {on "start_healing"
    {view start "marker_healing"}
    }
    {on "stop_healing"
    {view pause "marker_healing"}
    }
    {on "start_repair"
    {view start "marker_repair"}
    }
    {on "stop_repair"
    {view pause "marker_repair"}
    }
    {on "start_ammo_out"
    {view start "marker_ammo_out"}
    {view start "marker_ammo_refill"}
    }
    {on "stop_ammo_out"
    {view pause "marker_ammo_out"}
    {view pause "marker_ammo_refill"}
    }
    {on "start_ammo_refill"
    {view start "marker_ammo_refill"}
    {delay 2.5
    {view pause "marker_ammo_refill"}
    }
    }



    This will fix your issues with the icons once properly inserted.

    On a side note, I'd like permissions to use parts of your BM mod in my Realism mod for DCG.

    Thanks

  8. #28
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    Quote Originally Posted by Mopar View Post
    What do i need to change to enable no helmet loss with stock human.inc file please ????
    Find these lines, they are in the upper part of the file:
    Code:
     
    {if rand 0.2 
            {take_off "head" 
                    {impulse up 5 2 dir 7 3} 
            } 
    }
    0.2 is the chance for the helmet to be blown off. So if you delete all 5 lines - helmets will never fall off again. Or you can change it to 0.01 to make it 1% chance.


    Quote Originally Posted by Ty2903 View Post
    Code:
    Make sure the following code is in your human.inc 
     
    {on spawn 
         ......... 
            {add_view        "marker_healing"                 "marker_healing" "head"} 
            {add_view        "marker_repair"                 "marker_repair" "head"} 
            {add_view        "marker_ammo_out"                 "marker_ammo_out" "head"} 
            {add_view        "marker_ammo_refill"         "marker_ammo_refill" "head"} 
            {add_view        "marker_personage"                 "marker_personage" "head"} 
    } 
     
     
    At the end of the file.... make sure this is there as well 
     
     
            {on "start_healing" 
                    {view start "marker_healing"} 
            } 
            {on "stop_healing" 
                    {view pause "marker_healing"} 
            } 
            {on "start_repair" 
                    {view start "marker_repair"} 
            } 
            {on "stop_repair" 
                    {view pause "marker_repair"} 
            } 
            {on "start_ammo_out" 
                    {view start "marker_ammo_out"} 
                    {view start "marker_ammo_refill"} 
            } 
            {on "stop_ammo_out" 
                    {view pause "marker_ammo_out"} 
                    {view pause "marker_ammo_refill"} 
            } 
            {on "start_ammo_refill" 
                    {view start "marker_ammo_refill"} 
                    {delay 2.5 
                            {view pause "marker_ammo_refill"} 
                    } 
            } 
           
     
     
    This will fix your issues with the icons once properly inserted.  
     
    On a side note, I'd like permissions to use parts of your BM mod in my Realism mod for DCG. 
     
    Thanks
    Thank you! It works!

    I just now realized the icons were missing. Guess i have played without them for so long - i forgot what they look like... I would never figure that one out myself

    Will make it as a separate download in the OP later. But here a quicky for now:

    https://www.box.com/s/f41a36915da94981cc6f

    And yes, you are very welcome to use it for your mod!
    Last edited by CTS; 26-06-2012 at 18:29.

  9. #29
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    Thanks CTS and Ty, After looking at stock 2.05.13 human.inc it appears the developers have changed it recently and added the blood and hit fx from MOW:CH...

    You may want to have a look and maybe integrate the bmmod code using the latest human.inc file....... It also appears the blood texture has changed also + most of the FX files inside entity/fx & particle.....

    Thanks for this great mod and the support.......

    After adding the code suggested by TY bmmod is now working perfectly.. Animations are back.. Yippee.

    Thanks Ty and CTS once again.....

    Any idea why the stock game blood effects are hardly even visible ??

    does entitymanager.set or fxmanager.set control the display of blood... ?????
    Last edited by Mopar; 27-06-2012 at 02:08.

  10. #30
    Member Level 15 djsatane's Avatar
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    If you want to include a fix for a bug where in single player/coop if your player dies by burning and he is revived the player is no longer controllable by player.

    In human.inc

    Go to the part:

    Code:
    	{on "_burn"
    		{if not burned
    			{able "burning" 1}
    			{able select 0}
    and add ; in front of {able select 0}.

    Also I have converted bmmodas to work properly with condemned heroes, if author allows I can post a link to it for anyone that wants to use this mod properly in condemned heroes.

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