|
|||||||
| Register | Forum Rules | Developer Blogs | Project Reality | Members List | Search | Today's Posts | Mark Forums Read |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#11 |
![]() Join Date: Jul 2007
Posts: 144
|
How is this not cheating? o_O
|
|
|
|
|
|
#12 | |
![]() Join Date: Apr 2008
Posts: 27
Location: Graz, Austria
|
Quote:
missionred.com | reflex.te .. and for for teleportation i'd recommend the built-in cheat called "request transport". | |
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
||
|
|
|
|
|
#13 | |
![]() Join Date: May 2009
Posts: 507
Location: michigan
|
Quote:
i dont want to request stuff.... thats too much work. cant i just instantly teleport? | |
|
|
|
|
|
#14 |
![]() Join Date: May 2007
Posts: 904
|
|
|
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
|
|
|
|
|
|
|
#15 |
![]() Join Date: Nov 2010
Posts: 1
Location: Troms?
|
SkyJumpy: i tried out your macro/program, but your plugin does noe work on mac/unix because you have forcely used backslash (folder-seperator windows) instead of slash (folder-seperator in unix) when including the height map.
in the file macros/StartupMacros.txt change the line# 210 Code:
from: open("..\\minimaps\\heightmaps\\" + gettitle + "_height.png");
to: open("../minimaps/heightmaps/" + gettitle + "_height.png");
BTW: thanks, this made mortaring much, much easier! |
|
|
|
|
|
|
|
|
|
|
|
#16 |
![]() Join Date: Apr 2008
Posts: 27
Location: Graz, Austria
|
thanks for the tip, i'll change that then. Overall its a terrible way to load the map as it does now anyway, especially cause ImageJ supports image-stacking so nicely. well i should fix that and more later (when i learned java..^^)
|
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
|
#17 |
![]() |
Really nice work there.
|
|
|
|
|
|
#18 |
|
Registered User
![]() Join Date: Apr 2007
Posts: 5,187
|
Its nice that you can build stuff like this but is this allowed? The point about overpowered mortars was coordination and a forward observer to not make them overpowered. This defeats that whole argument and makes mortars the wtf bbq pwn tool we all feared it to be. Or at least some of us.
|
|
|
|
|
|
#19 |
|
PR:BF2 Lead Developer
![]() |
Why not? I'd say this is totally hardcore
I really like it if I read about people printing maps, or using third party tools to calculate the ideal coordinations for a mortar strike. Awesome stuff! |
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
|
#20 |
|
Registered User
![]() Join Date: Apr 2007
Posts: 5,187
|
But if I understand correctly this totally eliminates the need for a forward observer. All you need is a fire mission, you open the map, click where the contact report came in in the mortar calculator and input pin point accurate coordinates. Dont forget you can see the 252 meters instead of the 250 meters. You might as well enable the 3d marker than if people are allowed to use this program.
As well as the height! No more going by experience/memory or adjustments called in by a man with eyes on target. Thats all not needed. Ofcourse you can have people checking out how your rounds land but the round will be that much more accurate by default because of this. Any external game program that makes a game mechanic easier is a form of cheating right? Any player that has not got this has a disadvantage. Just like a wallhack or aimbot. Or am I totally misunderstanding the function and need for this program? |
|
|
Last edited by cyberzomby; 11-08-2010 at 04:11 PM..
|
|
|
|
|
|
|
![]() |
| Tags |
| calculator, mortar, mortarcalc, skyjumpys |
| Thread Tools | |
| Display Modes | |
|
|