Additional War Effects MOD (V1.1) WOW -1 reply

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25th February 2004

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#11 15 years ago
luckeeso just cut and paste in into this file?????????????

yes but use "seta" instead of "set" if you put it into config_mp.cfg.




HulaHal

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29th February 2004

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#12 15 years ago

We added 1.3 to the server this am....very very nice. Editted as problems corrected. Question: Could the pain and death sfx be just a tad louder? Barely hear them now.




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#13 15 years ago

I believe that would require tempering with the soundalias file and that would, as you allready know, require a clientside mod.

But as I wrote in the prv msg to you, we'll see in future versions. I will consider an optional clientside addon.




HulaHal

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#14 15 years ago

Thanks for the post and msg. Great mod! Our clan loves it (even though we opted to have the mortars "kill"...lol). It adds a lot to the ambiance of the game.




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#15 15 years ago

Having the mortars unsafe will keep players moving, at least on the open maps like brecourt, bocage and hurtgen but in gametypes like hq, sd and demolition it can be hard to plant a bomb or capture a radio if you make allow a lot of unsafe mortars.

I use them with safety on since I like the war atmosphere they give but I do not want them to interfere to much with the game.

But it's just a matter of preference...




HulaHal

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29th February 2004

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#16 15 years ago

I agree about some game types. We are playing TDM, so we like to keep them moving. Using cvars, we were able to specify which maps get the "action" and which ones don't. We also varied, from map to map, the frequency via cvars. Same hold true with shellshock...we have it on some maps and not on others.

I noticed in the .gsc you had Stukas programmed. Are they upcoming in 1.4?

Again, great piece of work!




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#17 15 years ago
HulaHalI agree about some game types. We are playing TDM, so we like to keep them moving. Using cvars, we were able to specify which maps get the "action" and which ones don't. We also varied, from map to map, the frequency via cvars. Same hold true with shellshock...we have it on some maps and not on others.

Well, it's thanks to Ravirs's cvardef function you can do that.

I noticed in the .gsc you had Stukas programmed. Are they upcoming in 1.4?

Nope, sorry. They are there to mark the coordinates I get from the findmapdimensions function. I used them as markers while debugging. The problem with adding stukas (apart from finding a good flight path) is that to make them sound you need to make it a clientside mod. Stukas can successfully be used i maps (see Mittenwald) where you know the dimensions and since maps is basicly clientside mods you can add sounds aswell. Still, even if you made a clientside mod for the soundalias file (which is possible) it would still be hard to make it generic. I want the mod to work for all maps (including custom maps).

Again, great piece of work!

Thanks...




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#18 15 years ago

AWE 1.4 is out with CoD 1.4 support:

http://www.codfiles.com/file.info?ID=25280




Beaner666

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15th January 2004

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#19 15 years ago

in 1.4.2 how do you get the mg42 mobile and whats the commands...... explain to me how to work this mod the read me left me going wtf is going on how do i get it to work..... mainly will be used in merciless v5 mod so if anyone out there could give me the commands so on or what i have to do after putting files in to get this stuff to work i would love it... :bows:




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