Search found 33 matches

by Marshall_Nord
Sat Mar 13, 2010 6:08 pm
Forum: 1942 Modding Discussion
Topic: Texture Modding help.
Replies: 14
Views: 21904

Re: Texture Modding help.

tekk, For DesertCombat, you need to path custom textures (in a map) like this: textureManager.alternativePath bf1942/levels/dcgf_ammo_bunkers/Texture/DesertCombat/ZPU-4/ textureManager.alternativePath bf1942/levels/dcgf_ammo_bunkers/Texture/DesertCombat/Pickup/ In this map, we are using a custom tex...
by Marshall_Nord
Sat Mar 13, 2010 4:09 pm
Forum: Battlefield 2, 2142 and Vietnam Discussion
Topic: First mod for bad company 2..
Replies: 27
Views: 52963

Re: First mod for bad company 2..

I think this is due to a bit of arrogance and jealousy on the part of DICE. Yes, I’m sure there are technical issues to consider, but when DICE sees mods such as FH1/FH2 being made free (by volunteers) that are 10x better than their paid-for core games & booster packs; I’m sure it doesn’t sit to...
by Marshall_Nord
Sat Mar 13, 2010 3:50 pm
Forum: 1942 Modding Discussion
Topic: 3 Very pondering questions
Replies: 4
Views: 9151

Re: 3 Very pondering questions

#3,In DC REALISM mod they made 2 weapons share 1 magazine,they had it set up were you can hit 3 and u get a semi m16,your hit 4 and u have a 3 round burst m16,do you know how they accomplished this? ObjectTemplate.WeaponLink We use this in Global Front to give Sniper rifles three different zoom lev...
by Marshall_Nord
Tue Mar 09, 2010 4:17 am
Forum: 1942 Modding Discussion
Topic: Map Proportions
Replies: 5
Views: 9965

Re: Map Proportions

Sniperjack, BF map scales are in meters based on the world size listed in the Terrain.con file of the map. A 1024x1024 map is 1,024M x 1,024M. If you want to apply a map guide, like the picture you have shown, you need to convert it into a TGA file sized the same pixels as your map size, i.e. 1024x1...
by Marshall_Nord
Sun Mar 07, 2010 12:22 pm
Forum: New here?
Topic: Hey :)
Replies: 3
Views: 12142

Re: Hey :)

Welcome to the forums; '42 forever! :)
by Marshall_Nord
Sun Mar 07, 2010 12:21 pm
Forum: New here?
Topic: Sup
Replies: 2
Views: 9701

Re: Sup

Welcome back to '42 and welcome to the forums.
by Marshall_Nord
Sun Mar 07, 2010 12:21 pm
Forum: 1942 Modding Discussion
Topic: Texture Modding help.
Replies: 14
Views: 21904

Re: Texture Modding help.

If you give us a specific texture you'd like to change, I'll walk you through the process.
by Marshall_Nord
Wed Feb 24, 2010 12:29 pm
Forum: 1942 Modding Discussion
Topic: I have an AI question
Replies: 5
Views: 9637

Re: I have an AI question

Well i have a problem with ai of my mod is a zombie mod everything is perfect but when bots are soldier (humans) the game crashes idk why and also do u know something to make the game 1 vrs 32? First off, everything can't be "perfect" if the game is doing a CTD. I don't understand what yo...
by Marshall_Nord
Mon Feb 15, 2010 10:31 pm
Forum: General discussion & notices
Topic: Question For Someone Incharge
Replies: 4
Views: 8131

Re: Question For Someone Incharge

Rowdy wrote:my question is: There use to be a list of everything you could use in DC when modding and it had the proper names for coding anyone still have this list or know where I can get from ?
Do you mean Server-Side Modding?
by Marshall_Nord
Mon Feb 15, 2010 4:17 pm
Forum: 1942 Modding Discussion
Topic: SSM- Faster MIA1/T72
Replies: 4
Views: 9547

Re: SSM- Faster MIA1/T72

Your first line of the code resets code lines for the main vehicle entry. The engine is a separate template added to the main PCO.

Try this:

ObjectTemplate.Active M1A1Engine

and

ObjectTemplate.Active T72Engine