Search found 1715 matches
- Mon Dec 25, 2017 1:00 am
- Forum: 1942 Modding Discussion
- Topic: Engine Acceleration Question
- Replies: 4
- Views: 11489
Re: Engine Acceleration Question
I am talking about engine performance, not player input.
- Tue Dec 19, 2017 4:28 pm
- Forum: 1942 Modding Discussion
- Topic: Engine Acceleration Question
- Replies: 4
- Views: 11489
Engine Acceleration Question
ObjectTemplate.setMinRotation -1/0/-1 ObjectTemplate.setMaxRotation 1/0/1 ObjectTemplate.setMaxSpeed 4/0/10 ObjectTemplate.setAcceleration 4/0/10 I have a question regarding tank's engine acceleration code. Is there a way to set it to accelerate very slowly but decelerate very fast? Currently, it is...
- Wed Dec 06, 2017 1:26 am
- Forum: 1942 Modding Discussion
- Topic: Both Bases Capped to Spawn a Vehicle?
- Replies: 7
- Views: 25032
Re: Both Bases Capped to Spawn a Vehicle?
This is client only ... sorry, what you typed confuses me.
- Wed Dec 06, 2017 1:24 am
- Forum: 1942 Modding Discussion
- Topic: Free For All Mod
- Replies: 4
- Views: 12260
Re: Free For All Mod
The bots can shoot each other if you add the healing script to each gun's AI
I did this with grenades a while back and ... it was mayhem
I did this with grenades a while back and ... it was mayhem
- Fri Dec 01, 2017 11:55 pm
- Forum: 1942 Modding Discussion
- Topic: Make kits pickable by only one team
- Replies: 7
- Views: 13518
Re: Make kits pickable by only one team
Maybe you can use the Hold command on the spawner? I never tried that. Then have the kit fall through the world. My BGA program isn't starting (until I restart my PC then it will run) but I can provide the line that causes kits to fall through map
- Wed Nov 29, 2017 2:46 am
- Forum: 1942 Modding Discussion
- Topic: Make kits pickable by only one team
- Replies: 7
- Views: 13518
Re: Make kits pickable by only one team
Make a chair (visible mesh) into a PCO and use teamOnVehicle on its spawner to set the team, human player enters PCO and "fires". The projectile contains an object spawner that spawns the weapon kit. Profit? You can add other FireArms with different keys for setInputFire so you can spawn o...
- Fri Nov 17, 2017 2:21 am
- Forum: Battlefield Heroes'42
- Topic: Battlefield Heroes mod for BF1942...
- Replies: 220
- Views: 587456
Re: Battlefield Heroes mod for BF1942...
[bots] with a jetengine on there back and used as moving target practice :) I actually had this idea, to make a map and every kit has a jet pack. I would mod the jet pack to go off on the Walk keybind and have every spawn kit with one. Every time a bot walks the jet pack would send them off! (inclu...
- Tue Oct 17, 2017 8:42 pm
- Forum: 1942 Modding Discussion
- Topic: BFMDT 2.76 www.bfmods.com Development Thread
- Replies: 60
- Views: 477050
Re: BFMDT 2.76 www.bfmods.com Development Thread
Use this in the command bar thing in the bottom left of 3ds maxTomPL wrote:(Why there is no detach materials function in the MDT script?)
$.mat = null
- Sat Sep 30, 2017 1:20 am
- Forum: 1942 Modding Discussion
- Topic: Free For All Mod
- Replies: 4
- Views: 12260
Re: Free For All Mod
One thing I wished I could do was have a kill message for each PCO in a vehicle. So for example "Sherman 75mm" or "Sherman .50 MG" etc...
- Fri Jun 30, 2017 1:57 am
- Forum: 1942 Modding Discussion
- Topic: Problem editing existing building mesh with 3dsMax
- Replies: 8
- Views: 22985
Re: Problem editing existing building mesh with 3dsMax
Can you post the RS text please?Classical Modder wrote:it's not displaying the textures on the mesh.