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fbrbs: http://bfeditor.org/forums/index.php?showtopic=14207
dbx: http://bfeditor.org/forums/index.php?s= … mp;p=96918
The relevant file (need about 3 gigs of RAM) is Dist\win32\levels\mp_common\level-00.fbrb
What I actually want to say is: I dislike everyone copying from one page as denkirson has most likely missed a few values and maybe made typos as well.
dbx: http://bfeditor.org/forums/index.php?s= … mp;p=96918
The relevant file (need about 3 gigs of RAM) is Dist\win32\levels\mp_common\level-00.fbrb
What I actually want to say is: I dislike everyone copying from one page as denkirson has most likely missed a few values and maybe made typos as well.
The helicopter gunner controls with the primary gun are part of the LandPlayerInputControlMap section. Once the missile is fired the controls are part of the defaultGameControlMap section. In the end you want something like this:
ControlMap.create defaultGameControlMap
[...]
ControlMap.addButtonToTriggerMapping c_GIOk IDFMouse IDButton_0 0 0
ControlMap.addKeyToTriggerMapping c_GIOk IDFKeyboard IDKey_Space 0 1
[...]
ControlMap.mouseSensitivity 0.3
ControlMap.create defaultGameControlMap
[...]
ControlMap.addButtonToTriggerMapping c_GIOk IDFMouse IDButton_0 0 0
ControlMap.addKeyToTriggerMapping c_GIOk IDFKeyboard IDKey_Space 0 1
[...]
ControlMap.mouseSensitivity 0.3
I posted one in this thread already, mouse sensitivity to 0.2.H3RB4L ABU53 wrote:
what are the other strange tweaks with impressive effects?
Not too much anymore. However when I created this account two years ago I had just discovered the controls.con bug which makes you drive faster than possible by assigning a mouse axis to throttle as well as some other strange tweaks with impressive effects. My original intention was to post these findings here and flame EA/DICE, though after some thinking I realized it'd be better not to tell anyone (a wise man once said: don't feed the hackers; especially as the patch support just subsided). I still use this account as I'm too lazy to create a new one.usmarine wrote:
but you play an EA game??????EA4never wrote:
My actual name is 344n3v3r, but I replaced some numbers with letters to make it sound cool.usmarine wrote:
i dont get your username
My actual name is 344n3v3r, but I replaced some numbers with letters to make it sound cool.usmarine wrote:
i dont get your usernameEA4never wrote:
Mouse sensitivity to 0.2, enter vehicles on mouse wheel and parachute on shift.
Mouse sensitivity to 0.2, enter vehicles on mouse wheel and parachute on shift.
He'd be placed in the US team because the script first checks for the USTAG and the elif isn't run at all. However we're still in beta phase, I will fix it later, it's not so important as of now.
edit: I can't join your server, it says I was kicked by an admin or for tks.
edit: I can't join your server, it says I was kicked by an admin or for tks.
Well it worked in singleplayer for me with a prototype of the actual script, I'd be switched back instantly. The script checks the whole name (name = prefix + " " + actual name). I'll try to join using "MEC" as clantag.
OK my bad, posting just pieces won't work with python being so tab sensitive. Below is what I meant to say:
Code:
# team autobalance system import bf2 import host from bf2 import g_debug USTAG="SGT" MECTAG="MEC" def init(): if g_debug: print 'initializing autobalance script' host.registerHandler('PlayerConnect', onPlayerConnect, 1) host.registerHandler('PlayerDeath', onPlayerDeath) host.registerHandler('PlayerChangeTeams', onPlayerChangeTeams) def onPlayerConnect(p): # dont teamswitch alive players, or they will have the wrong teams kit if p.isAlive(): return # place player on the team with least players team1 = 0 team2 = 0 for tp in bf2.playerManager.getPlayers(): if tp != p: if tp.getTeam() == 1: team1 += 1 else: team2 += 1 team2 = team2 * bf2.serverSettings.getTeamRatioPercent() / 100.0 if team2 > team1: p.setTeam(1) else: p.setTeam(2) name = p.getName() if name.find(USTAG)!=-1: p.setTeam(2) elif name.find(MECTAG)!=-1: p.setTeam(1) def onPlayerDeath(p, vehicle): if not bf2.serverSettings.getAutoBalanceTeam(): return if p.isSquadLeader(): return if p.isCommander(): return if (host.ss_getParam('gameMode') == "gpm_coop") and p.isAIPlayer(): return # dont use autobalance when its suicide/changes team if p.getSuicide(): p.setSuicide(0) return aiPlayerBalance = 0 team1 = 0 team2 = 0 for tp in bf2.playerManager.getPlayers(): if tp.getTeam() == 1: team1 += 1 else: team2 += 1 if tp.isAIPlayer(): aiPlayerBalance += 1 else: aiPlayerBalance -= 1 if host.sgl_getIsAIGame(): if not (host.ss_getParam('gameMode') == "gpm_coop"): if not (aiPlayerBalance < 0): if not p.isAIPlayer(): return team2 = team2 * bf2.serverSettings.getTeamRatioPercent() / 100.0 if (p.getTeam() == 1): if (team2+1) < team1: p.setTeam(2) elif (p.getTeam() == 2): if (team1+1) < team2: p.setTeam(1) def onPlayerChangeTeams(p, humanHasSpawned): if not bf2.serverSettings.getAutoBalanceTeam(): return # dont teamswitch alive players, or they will have the wrong teams kit if p.isAlive(): return if host.sgl_getIsAIGame() and not (host.ss_getParam('gameMode') == "gpm_coop"): if humanHasSpawned: return if p.isAIPlayer(): return # handling aiplayer team change autobalance when round not started team = p.getTeam() aiplayer = 0 for tp in bf2.playerManager.getPlayers(): if aiplayer == 0 and tp.getTeam() == team and tp.isAIPlayer(): aiplayer = tp break if aiplayer: if p.getTeam() == 1: aiplayer.setTeam(2) else: aiplayer.setTeam(1) else: # checking to see if player is allowed to change teams team = p.getTeam() if team == 1: p.setTeam(2) elif team == 2: p.setTeam(1)
The PlayerChangeTeams event occurs whenever a player manually moves to the other team, i.e. that case is covered by step 3 and the player is instantly moved back to the other team.
OK, I think I got the alpha script ready.
1. Make sure to add the constants (change the string to whatever you need):
2. Move player to team depending on his name (clantag is part of the .getName; simply seperated by a space)
3. Switch the player back whenever he tries to get into the other team.
The script still lacks some fine-tuning as it checks both playername and clantag for the specific army related tag. Players also can disconnect, change their clantag and rejoin a running round.
1. Make sure to add the constants (change the string to whatever you need):
Code:
import bf2 import host from bf2 import g_debug USTAG="US" MECTAG="MEC"
Code:
if team2 > team1: p.setTeam(1) else: p.setTeam(2) name = p.getName() if name.find(USTAG)!=-1: p.setTeam(2) elif name.find(MECTAG)!=-1: p.setTeam(1) #else: kick player for having no tag?
Code:
# checking to see if player is allowed to change teams team = p.getTeam() if team == 1: p.setTeam(2) elif team == 2: p.setTeam(1) else: print "error" ## team1 = 0 ## team2 = 0 ## for tp in bf2.playerManager.getPlayers(): ## if tp.getTeam() == 1: team1 += 1 ## else: team2 += 1 ## if abs(team1 - team2) > 1: ## if p.getTeam() == 1: p.setTeam(2) ## else: p.setTeam(1)
Why not just combine my code with the code you quoted? Put the player into a certain team on connect and then switch him back whenever he tries to switch. I'll go test some, will report back in a few mins.
I think the PlayerChangeTeams(playerObject, humanHasSpawned) event should work. Just get the player's team and move him to the other team again. Will require some testing as I don't know if a forced switch fires up the event again. If it doesn't, the stuff below should be sufficient.
if playerObject.getTeam() == 1: playerObject.setTeam(2)
if playerObject.getTeam() == 2: playerObject.setTeam(1)
Or were the teams 0 and 1? Nah I think the version above is correct.
if playerObject.getTeam() == 1: playerObject.setTeam(2)
if playerObject.getTeam() == 2: playerObject.setTeam(1)
Or were the teams 0 and 1? Nah I think the version above is correct.
Yes, but it might be helpful to know what you're trying to achieve.
Quoting a post of mine from some other forums:
Hi,
.con editing will do. Go to My documents\Battlefield 2\Profiles and open up the folder of your account (you can find it by taking a look at the profile.con inside). Open the file named "controls.con" with notepad and add "ControlMap.mouseSensitivity 0.3" (value can be changed of course) at the end of the "ControlMap.create defaultGameControlMap" section. When using standard controls this should be right below the line "ControlMap.addKeyToTriggerMapping c_GIVoipPushToTalk IDFKeyboard IDKey_B 0 0".
The smoke grenade deals 0.02 damage to helicopters (blackhawk got 1350 hp). Maybe it landed somewhere inside the helicopter and bounced against helicopter parts 67500 times in a row.
Deviation is really simple to calculate:H3RB4L ABU53 wrote:
I've seen this before but it's good to have it all together in 1 chart, just for something to read I know lots of people have asked this, but what are the deviation numbers? Because the deviation standing, the G3 is lower than the G36C and the MG36 is higher than them both, but the G36C is the most accurate when standing out of all 3 of them? And the MK3A1 time to kill = 0?
(minDev + FireDev + SpeedDev + MiscDev) * devModZoom * devModStance
Blah I can't stand these tables anymore, the game has three subDevs, in the sparta table I can find just one, and the BF2s comparision doesn't show those kind of values at all.
G36C has the lowest recoil, making it pretty easy to hit several times without having to correct on most ranges. Plus it doesn't have the crappy misaligned red dot, but accurate iron sights. QBZ has nice iron sights and is more accurate, too bad there are no urban Chinese maps (yet?).
Middle mousebutton to enter vehicles, thumb buttons for the cameras.
As 2142 is just a BF2 mod it just might be necessary to add "+multi 1" to the target line in the properties of your shortcuts.
Wrong, the hacker doesn't show up as a commander to anyone else.Fateless wrote:
When you suspect someone, look at the map for a second cmdr icon, then check it against the actual cmdr.
Only way to get rid of them is banning the person looking directly at the vehicle drop zone OR the person idling for a few seconds (i.e. using the commander screen for some seconds. And yea, that's quite impossible.
Nope, wreck material (which can be damaged by the .50) on the cannon is unique for the LAV.
As for tanks, the barrel actually has front armor. But the key to tank vs. tank battles are ricochets. If the projectile hits the armor at a low angle it will glance off, dealing 88.1% (±0.1%; empirical numbers) of it's original damage on the second hit and (88.1%)² on the third hit. So if you manage to get a double ricochet on the rear armor it will be an instant kill.
As for tanks, the barrel actually has front armor. But the key to tank vs. tank battles are ricochets. If the projectile hits the armor at a low angle it will glance off, dealing 88.1% (±0.1%; empirical numbers) of it's original damage on the second hit and (88.1%)² on the third hit. So if you manage to get a double ricochet on the rear armor it will be an instant kill.
Hit the white area to deal damage with the .50:
It's not the material of a projectile that decides whether it penetrates but the damage. Bulletproof glass has Material.minDamageLoss 100, i.e. you substract 100 from the damage of your projectile. Most firearms offer less than that so the projectile doesn't do any damage. The M95 deals 190 damage and remains with 190-100 = 90 damage, use the Bullet_50caliber modifier for headshots (which is 1.5) and you deal 135% damage, body hits do 45% damage.
But for most other penetrable materials the minDamageLoss is 5 or 10, so even the SMGs can shoot through fences.
It's not the material of a projectile that decides whether it penetrates but the damage. Bulletproof glass has Material.minDamageLoss 100, i.e. you substract 100 from the damage of your projectile. Most firearms offer less than that so the projectile doesn't do any damage. The M95 deals 190 damage and remains with 190-100 = 90 damage, use the Bullet_50caliber modifier for headshots (which is 1.5) and you deal 135% damage, body hits do 45% damage.
But for most other penetrable materials the minDamageLoss is 5 or 10, so even the SMGs can shoot through fences.