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Sergey A. Zhukov, answer to: Guest
As far as I am aware, AI is wired into the core of the game and can not be edited in scripts. All that is available - it is an indication of an enemy who is who, and who is a friend. As well as the schedule moves, actions, etc. But the behavior during combat, etc. do not turn out. I could be wrong.
BrainRipper, answer to: Guest
What's the point? This is not a tactical strategy, bo¸vok in this game once, twice and obchelsya.
03.08.2015 09:36 Dmitriy
Tell me, after creating the map in the editor how to create, or where to get
lightmap.png
minimap.png
Sergey A. Zhukov, answer to: Dmitriy
Maps heights can be done in any editor. An example is a map of the locations of the game. To do this, start the game and from the menu go to the map editor. Select a location and make export elevation map.
Dmitriy, answer to: Sergey A. Zhukov
Thank you, Sergei. It is still not found where to get set up for the card, mini card and lighting.
30.07.2015 09:37 Dmitriy
Question about the map editor:
Which program is better to create maps of heights?
19.07.2015 04:10 Guest
Sergey A. Zhukov, can zal¸te my fix for patch / Fashion Derfflinger 7.4 http://fall.pro-d.ru/gbook/1600/ to "modifications"?
Sergey A. Zhukov, answer to: Guest
Register online to fixes were not anonymous.
BrainRipper, answer to: Sergey A. Zhukov
Register. Now you can fill?
13.07.2015 01:25 Dmitriy
and GMG OCSW also break grenades without animatsii..V weapon_events there is a line for this:

"" "
if objects.get_attribute (weapon_id, "typeid") == "SET_M_79":
fx_object_id = random.choice ([fx_explosion])
system.start_effect (
startx = location [0], starty = location [1], startz = location [2]
dirx = location_normal [0], diry = location_normal [1], dirz = location_normal [2]
parameter = fx_object_id)
sounds.play_3d_sound ("grenade_explo_frag", location [0], location [1], location [2])
else:
if objects.get_attribute (weapon_id, "typeid") == "SET_M_16_M203_UNDERGUN":
fx_object_id = random.choice ([fx_explosion])
system.start_effect (
startx = location [0], starty = location [1], startz = location [2]
dirx = location_normal [0], diry = location_normal [1], dirz = location_normal [2]
parameter = fx_object_id)
sounds.play_3d_sound ("grenade_explo_frag", location [0], location [1], location [2])
else:
if objects.get_attribute (weapon_id, "typeid") == "SET_AK_74_BG_15_UNDERGUN":
fx_object_id = random.choice ([fx_explosion])
system.start_effect (
startx = location [0], starty = location [1], startz = location [2]
dirx = location_normal [0], diry = location_normal [1], dirz = location_normal [2]
parameter = fx_object_id)
sounds.play_3d_sound ("grenade_explo_frag", location [0], location [1], location [2])
else:
if objects.get_attribute (weapon_id, "weapon_type") in ["leicht", "schwer", "sniper"]:
if hit:
sounds.play_3d_sound (random.choice (flesh_wound_sounds), location [0], location [1], location [2])
else:
sounds.play_3d_sound (random.choice (hit_sounds), location [0], location [1], location [2])
system.start_effect (
startx = location [0], starty = location [1], startz = location [2]
dirx = location_normal [0], diry = location_normal [1], dirz = location_normal [2]
parameter = [FX_BULLET_HIT, 0,0,0.25])

def do_explosives_dam (pShooter, pWeapon):
"" "Calculates and distributes the area damage for bombs.

Parameters:
        pShooter - Id of the char using the weapon.
        pWeapon - Id of the weapon.
"" "
only need to add the correct OICW, GMG OCSW to existing
Development by Sergey A.Zhukov 2007-2012