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Mods Men of War mods and other improvements |
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#1
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I started modding two days ago. Before that i did not have any experience. So be patient. For now, i dont have idea how to edit them. However, when firing full auto by infantry, the mg42 cant hit anything. I made it so, so you need to control fire.
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#2
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![]() Im sure you will get lots more help and suggestions once all the Faces of War modders/community shift their attention to Men of War ![]() |
#3
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Okay, there is a small halt now. A problem has risen.
When firing a cannon for over 50 meters, the armor penetration starts to decrease. A tiger would penetrate 130 points at 49.9 meters, but only 129 at 50 meters. From this point on, the number gets smaller. At some 100 meters the number is about 80 and so on. At some like 200 meters, the Tigers cannon has completely lost its armor piercing capability, now it has some about 6 to 15 points of it. I do not know a workaround this, so help would be appreciated. If someone could tell me how to modify this effect. |
#4
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The last problem has been fixed, but now, after some updates, the game comes to a strange crash:
Something about "number expected!" >>>>>>>main >>>>>>mp.threa_single.exec >>>>>thread.exe >>>>clockthread ![]() >>>File"/set/stuff/gun100mm_d10c" >>file "define 'accuracy_panther' " >file "define accuracy 2: {spreading 3: {radiusTable {0 0} {50 (* 0.3 %r1)} {110 (* 0.45 %r2)} {130 (* 0.75 %r2)} {170 (* 1.05 %r2)}} 4: } 5: {parameters "fg" 6: {spreading The game points out that there is something wrong in this: (define "accuracy" {spreading {radiusTable {0 0} {50 (* 0.3 %r1)} {110 (* 0.45 %r2)} {130 (* 0.75 %r2)} {170 (* 1.05 %r2)}} } {parameters "fg" {spreading {radiusTable {0 0} {50 (* 0.5 %r1)} {110 (* 0.45 %r2)} {130 (* 0.8 %r2)} {170 (* 1.2 %r2)}} } } This sshould not crash. There is nothing wrong with it! I cannot continue. I have no idea where it fails. I haven't even touched the "100_d10c" file where the error points out. It is over my head. Someone please help. |
#5
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Blaa blaa, now I have fixed these matters, so expect a new update in the weekend.
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#6
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Please don't take this criticism the wrong way, but here it is: Test Test Test. I've found out the hard way the best way to get people to use your mods and respect you is to only release as bug-free as possible mods. You can have a test team that is willing to try stuff out, but for general releases to the public make sure your mod is golden. There is nothing worse than working 16 hours straight on something, tired, then thinking everything works, releasing it then 10 seconds after doing so you realise something is broke. I usually have about 10 trusted people test my mod to see if anything is broke or to make suggestions. Never have I released a mod this way and not had a problem or two pop-up that I didn't think about. I hope you understand what I am trying to say and I wish you luck. Who knows, if I get the game I might give you a hand if you want it. |
#7
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Oh, and the problem you had posted above is the internal code/math the game uses to find accuracy vs. range. From what you have posted it looks like your changes may have broke the above formula. Say a divide by zero error or something like that. Those formula's look pretty long so have you tried them out to see how they are doing it? Meaning, do you know what r1 and r2 stand for? I would assume just by what you have here that r1 and r2 are 2 different ranges. If you know what r1 and r2 were you could solve the equation and see exactly what the forumla solves for.
R1 is point blank to 50 meters. R2 is 51 to 170. Anything over 170 seems to hold the same accuracy. So point blank accuracy is 100% to 50 meters.. after 50 meters the accuracy starts to spread. At 51 meters the accuracy is 50 (* 0.3 %r1) or 50 times 0.3 of R1's percent. Lets say r1 is 1. 0.3 x 1% is 0.3. 50 * 0.3 = 15. So at 50 meters R1 spreads 15 whatevers r1 is. Inches, centimeters, feet? That's why you need to know. Not trying to sound like a pr*ck, just trying to help. |
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