Search found 28 matches

by Gregb1955
Fri Feb 27, 2015 6:36 am
Forum: 1942 Modding Discussion
Topic: Strategic areas
Replies: 2
Views: 6426

Re: Strategic areas

Thanks, I will wait a few more days. The community here have been very helpful so far.
by Gregb1955
Thu Feb 26, 2015 3:22 am
Forum: 1942 Modding Discussion
Topic: Strategic areas
Replies: 2
Views: 6426

Strategic areas

Hi,
I have shifted the location and also added a flag in my test map I am learning on,
So, can some one point me into the info that shows me how to set/ change strategic areas in the AI.
I am using ED42 on a FH map.
Or what program to use.
Thanks.
There is so much to learn. :!:
by Gregb1955
Thu Feb 05, 2015 12:22 am
Forum: 1942 Modding Discussion
Topic: Active Gate House?
Replies: 5
Views: 9659

Re: Active Gate House?

Yes, you are right. That's all it does. I thought it may activate some trigger in the game when it open's access to the road.
Thanks ...
by Gregb1955
Tue Feb 03, 2015 9:16 am
Forum: 1942 Modding Discussion
Topic: Active Gate House?
Replies: 5
Views: 9659

Re: Active Gate House?

Sorry about that :oops:
The map is Gold beach-1944 in FH. It is in the game as a player operated object.
by Gregb1955
Mon Feb 02, 2015 9:37 am
Forum: Make a Request!
Topic: Panther Bunker
Replies: 3
Views: 18059

Re: Panther Bunker

Thanks, so simple
Easy Fix.
by Gregb1955
Mon Feb 02, 2015 9:35 am
Forum: 1942 Modding Discussion
Topic: Active Gate House?
Replies: 5
Views: 9659

Active Gate House?

In my quest for all things to do with modding this great game, can anyone tell me what the little guardhouse with the road block does in terms of affecting the game?
The player operated object is "activegatehouse1_large".
Thanks.
by Gregb1955
Tue Jan 20, 2015 11:30 pm
Forum: 1942 Modding Discussion
Topic: Pathmapping
Replies: 10
Views: 17653

Re: Pathmapping

Yes, the more I experiment, the more I learn!
Is there any info on the smallone file?
by Gregb1955
Sun Jan 18, 2015 11:41 pm
Forum: 1942 Modding Discussion
Topic: Pathmapping
Replies: 10
Views: 17653

Re: Pathmapping

Thanks for that info. I redid the tank pathmaps and this time I was very careful with what I altered. I mainly just joined up the black paths. A lot of the black paths were missing one or two pixels to make a continuous path. I have noticed this a lot in many maps. The tanks work perfectly now, movi...
by Gregb1955
Thu Jan 15, 2015 3:45 am
Forum: 1942 Modding Discussion
Topic: Pathmapping
Replies: 10
Views: 17653

Re: Pathmapping

I had great success with some FH infantry pathmaps. The one problem I have now is tank pathmaps. I repathed both the Infantry and the Tank paths in one FH map, finding that the infantry works ok, but the bot crewed tanks ( Shermans )will not move. The artillery tanks ( priests ) move around on the n...
by Gregb1955
Sat Jan 03, 2015 8:44 am
Forum: 1942 Modding Discussion
Topic: Pathmapping
Replies: 10
Views: 17653

Re: Pathmapping

Success with pathmapping ! What an excellent tutorial!
I experimented with BF42 Stalingrad and made the buildings more bot friendly.
I had a look at a few coop maps in BF42 and some of them have terrible tank paths or bot paths.
Now I know why Bots like walls so much! :lol: