=VG= Fastjack

VG Clan Member
  • Content count

  • Joined

  • Last visited

Everything posted by =VG= Fastjack

  1. BF2 engine combined with stupidest gameplay meta mechanic ---- getting out of the vehicle to cut the engine
  2. Hey my dear Project Reality and Veterans-Gaming friends, today i will post some things about PRBF2 Modding, only to show you how i make things and how you could make things with some advices and help. Last day i'm spending much time in the BF2 Editor and try to create and modify PR content for coop. Sometimes i FAIL (ambush_pco's) and sometimes i'm successfully. Veterans-Gaming proudly presents the MK19 gunner for the abrams tank Dont ask how much times the Editor crashed because my inabilty of attention when renaming codelines or simple forgetting some. Works like a charm and dont looks shitty. I was forced to clone the us_tnk_m1a2_alt tank and the us_tnk_m1a2_alt_M2Cupola machinegun PCO to get this to work. You have to know some things about tanks. Tanks have a turret and the turret has also a Cupola (the M2 gunner seat). Part 1 : Create a folder with the new vehicle name. Go to your C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_edit\objects\vehicles\land\us_tnk_m1a2 and copy/paste the original us_tnk_m1a2_alt templates, into your new folder. We using this templates as base for our modifications. Copy also the us_tnk_m1a2_m2cupola folder into the new folder. This is the 50cal weapon of the machinegunner You can see in the confile that the us_tnk_m1a2_m2cupola codeline is called. We need later for our tank also a new cupola with the MK19 weaponsystem. Original us_tnk_m1a2_alt.con Original us_tnk_m1a2_alt.tweak Before we open the us_tnk_m1a2_alt.con and us_tnk_m1a2_alt.tweak file we rename it to our new name (us_tnk_m1a2_vg.con / us_tnk_m1a2_vg.tweak). Look at my pRo PaInT marks on the pic. Now we open the new us_tnk_m1a2_vg.con file with notepad and using the Search&Replace option (CTRL+H). We search all codelines with the original name us_tnk_m1a2_alt and replace it with the new name us_tnk_m1a2_vg Two codelines should never changed because they calling engine-wise the geometry and collisionmeshes of the vehicle. Our clone still use the same geometries and collision model from the original so dont touch it. ObjectTemplate.collisionMesh us_tnk_m1a2 ObjectTemplate.geometry us_tnk_m1a2 The us_tnk_m1a2_vg.con The us_tnk_m1a2_vg.tweak Everything that had the name us_tnk_m1a2_alt before is changed to us_tnk_m1a2_vg. As you can see, i already choose a name for the us_tnk_m1a2_m2cupola (us_tnk_m1a2_mk19Cupola) the replacement for the M2 machinegunner. The Base at the end of the cupola codeline is a engine mechanic. Part 2 : Now lets make a clone of the us_tnk_m1a2_m2cupola. Here we doing the same Search&Replace method to rename the old codelines that belonged to the name us_tnk_m1a2_m2cupola to us_tnk_m1a2_mk19Cupola Original us_tnk_m1a2_m2cupola.tweak Now we have to look for the part that defines the weapon from the cupola in this tweak. This coloured codelines defines the weaponsystem and the position on the cupola - The M2 This redlined codelines get removed, because the mk19 weaponsystem has already an ammobox attached to it The bluelined codelines get replaced with the right ammobelt and positions. The new weapon define for the cupola lool like this : ObjectTemplate.addTemplate us_agl_mk19 ObjectTemplate.setPosition 0.0769789/0.0750696/0.207385 ObjectTemplate.addTemplate agl_mk19_ammo ObjectTemplate.setPosition -0.270611/0.0785801/0.322726 ObjectTemplate.setRotation 90.9/0/-0.799999 Original us_tnk_m1a2_m2cupola.con Final tweak and con file of the us_tnk_m1a2_mk19cupola
  3. Welcome to Veterans-Gaming, Pilot.
  4. I remember him, he is a young guy, i played with him on Muttrah but that's ages ago. I remember him as a nice guy, young but nice.
  5. Ok, which map you want for the event?
  6. The whole ai for bots and vehicles need an overhaul or better said better categorized with their strategicStrength values and temperatures but prioritizing camping targets isn't possible. The tank.ai should also be deadly as the one shot infantry bots.
  7. When you go for a new desk in a shape of a cockpit nose? What is that box on the 2nd screen? I mean, what kind of controller is it? Self made or you can buy that thing? Fucking AWESOME.
  8. Song in this vid is awesome and after seeing this i should install my ARmA3 again.
  9. Motherboard and CPU is from 2010. But you pretty right Semler. New Motherboard and new PCU would be better. I did not invest more money last years for one reason. The variety of games i like. I'm strictly against the newer BF series (3+). No ModSuppoort - no money from me. All games that i play (except SQUAD) runs fine. ArmA2/3 runs finem League of Legends runs fine, PR runs fine ............ I still wait for my game that fits to me.
  10. On my machine it also runs not smooth. Is my machine so bad that it can run this game smooth? Or is it about my AMD Processors?
  11. @timestamp 14.20 the thingy with the compass and the deviation on top of the triangle ......... never noticed
  12. Hi DirtyDevil69, when SQUAD offers one day coop / bot support, i'm sure we will host one day a server for it. We couldn't fill up a PvP server because we haven't the community for it. There are also enough EMPTY PvP servers at the moment. Greetings, FJ
  13. You looking for teamplay ... its the right place here, Sir. Welcome to Veterans-Gaming.
  14. Old Ramiel with one techie .... and the best part was the complains about getting tk'ed.
  15. Irl, the harrier would crash or not? What would happen with the turbines when water comes in? FYI a harrier is not a jetski or speedboat. About waterlevel and damagedelays. I dont know how it works. It works like the damage casued interval per ??? time. He was with the whole cockpit underwater. I'm sure that are atleast 0.5 meter. The deepwater level damage starts at 1.5 meter. The harrier can fly/vectorthrusting 0.49 meter underwater and get NO DAMAGE and at 0.5 meter - 1.49 meter only the lighter damage variant and after this 1.49m, so 1.5 meter, he get the hard damagevariant. What tell's your common sense bro Forgot to mention: I believe he got damage but maybe the repairicon bugged out. Known issue.
  16. http://www.realitymod.com/forum/f26-pr-bf2-bugs/146166-dolphin-diving-harriers.html Seems to me he didn't catch the point with the plane under water and closed the thread. He said: But i meant something completely different. ObjectTemplate.armor.hpLostWhileInWater 200 ObjectTemplate.armor.hpLostWhileInDeepWater 400 ObjectTemplate.armor.waterDamageDelay 1 ObjectTemplate.armor.deepWaterDamageDelay 30 ObjectTemplate.armor.waterLevel 0.5 ObjectTemplate.armor.deepWaterLevel 1.5
  17. I was so friendly and reported this dolphin diving harrier BUG to the Reality forums.
  18. https://www.dropbox.com/s/fhff4wplupzisvi/gaza_insurgency.rar?dl=0 That's the dropbox link for Gaza Insurgency. Download the file and unpack it in your levelsfolder: C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr\levels
  19. Hello again my loyal troops ... ok jokes beside. Longtime no update but i was still working on gaza. I was also busy with some stuff that get added later (goodies) and also helped out some Reality Devs. Next patch, i know, will improve the botside and also improves later the coop insurgency gamemode. I promised not to leak informations but it's nice. About Gaza: I made a new GPO layout for the 128 and 64 layer, edited some StrategicAreas and made them takeable for both teams. The 16 and 32 layer got removed. I will make new ones with an Opfor insurgency - Blufor base defense scenario. Blufor get a capturable base in the middle of the city. I also added an ammocache_ai to the ammocache and hope that the spawn behaviour get improved. My tests discovered that the objects.ai temperature increase the StrategicAreas temperature so i get hopefully the bots faster in the spawned ammocache SA location. I made a better bipod and tow layout for the layers. Bipods are still good but they are now on lower positions (not all) so they cant engage the humanplayers from far far away. Added also increased spawntimes and delayed spawns at roundstart. Server is updated and run the latest version but before you download anything remove all gaza_insurgency testmaps from the levelsfolder. I found 2 more bugs that could crash a server so the old versions aren't good. https://www.dropbox.com/s/ieltjzbavbpdroh/gaza_insurgency.zip?dl=0 Peace out, FJ
  20. Happy Birthday Bro - have a nice day :smiley-says-happy-birthday:

    1. WCCBadploy


      Thanks Matey. Much Obliged. I have cake and pastry waiting for tonight!!! LOL!!

  21. I'm also not a fan of these BALANCE changes from the past but you can still kill players with it at the edge of the viewdistance (Basrah as excample) without risking to get shot by RPG's or LAT's. About the start up speed. You so right. I cannot understand when i compare other APC's with it (M113 / Namer / Bradley, Puma, Boragh, BMP's; maybe all other APC's with tracks). @Inch Another WoW from me. Thumbs up !
  22. Hi and welcome to Veterans-Gaming.
  23. WTF.....!!!! That's really really n1ce
  24. You should also know, the Devs currently working on better flightphysics for choppers and not all got an nice update. The low horizontal speed makes you always a perfect target for many things. You should also not feel bad when you got shotdown by a Stinger or other AA missile because the settings and damage output and explosionradius are to OP vs. airvehicles. Excluding the StarStreak's = they 're shitty / when you die through them you are an NOOB It makes not anymore fun to play airvehicles. Enemy manpad, rightclick, leftclick, BLACKSCREEN. Doesn't matter how good you will be one day.