Search found 77 matches
- Tue Aug 13, 2013 4:25 am
- Forum: General discussion & notices
- Topic: Battlefield 1942 is now free to play at Origin...
- Replies: 34
- Views: 144818
Re: Battlefield 1942 is now free to play at Origin...
They moved the BF1942 download from demo games to free games Tab
- Mon Aug 12, 2013 5:39 am
- Forum: 1942 Modding Discussion
- Topic: Getting Bots to use Parachutes
- Replies: 13
- Views: 18819
Re: Getting Bots to use Parachutes
ObjectTemplate.setAIEnterOnSpawn 1 yes it was this line :) but I forgot to say I had tried changing it already without success, but after your post went back and tried again, and in process found that in single player midway they have ship soldier spawn templates also listed in SSTcon unlike multip...
- Fri Aug 09, 2013 8:57 am
- Forum: 1942 Modding Discussion
- Topic: Getting Bots to use Parachutes
- Replies: 13
- Views: 18819
Getting Bots to use Parachutes
I have ripped some drivers spawns off carriers and attached the soldiers spawns to rafts offset to another location as parachute spawns, these have always worked perfectly for humans and still do, now I am trying to get bots to use them also but they refuse. I added this to SST changing spawnPointMa...
- Mon Jul 22, 2013 1:20 am
- Forum: 1942 Modding Discussion
- Topic: anti ship-off-map system
- Replies: 16
- Views: 22963
Re: anti ship-off-map system
Yes Thanks
- Mon Jul 08, 2013 8:45 am
- Forum: 1942 Modding Discussion
- Topic: SpawnDelayAtStart boolean
- Replies: 14
- Views: 19127
Re: SpawnDelayAtStart boolean
I had to use spawners that are available in the map. I got the emitter working on BOB, for some reason it didn't like the armour effect being added to a raft, which I thought would be perfect because water damage already killed it. Once I changed it to a kattenrad with a water damage delay that was ...
- Sun Jul 07, 2013 7:33 am
- Forum: 1942 Modding Discussion
- Topic: SpawnDelayAtStart boolean
- Replies: 14
- Views: 19127
Re: SpawnDelayAtStart boolean
I couldn't get this working SSM in Britain so I tested this in SSM battle axe with this code and server doesn't crash, but you can not join game without game crashing on loading so looks like it isn't going to work SSM ObjectTemplate.create ObjectSpawner willyspawner ObjectTemplate.setObjectTemplate...
- Sat Jul 06, 2013 8:44 am
- Forum: 1942 Modding Discussion
- Topic: anti ship-off-map system
- Replies: 16
- Views: 22963
Re: anti ship-off-map system
His fence is below water so it shouldn't be a problem for planes, even if a player pushes carrier up to boundary, they should be able to take off and turn in out of bounds area quickly before it kills them at a guess, if this is placed in static con in ssm it would be invisible anyway even through i...
- Sat Jul 06, 2013 1:14 am
- Forum: 1942 Modding Discussion
- Topic: anti ship-off-map system
- Replies: 16
- Views: 22963
Re: anti ship-off-map system
Looks like a great idea we had to resort to removing carrier engine in iwo jima due to this
- Fri Jul 05, 2013 11:45 am
- Forum: 1942 Modding Discussion
- Topic: Changing TD folders to conquest to use in BFRM
- Replies: 3
- Views: 6080
Re: Changing TD folders to conquest to use in BFRM
I tried converting a co op market to conquest again today, when I tried to change the co op,con to divert the run files to conquest folder it crashed server, so I tried other method of replacing all single player cons with conquest and set bots to 0 in ai.con. server crashed, so I added in conquest ...
- Fri Jul 05, 2013 1:33 am
- Forum: 1942 Modding Discussion
- Topic: Changing TD folders to conquest to use in BFRM
- Replies: 3
- Views: 6080
Re: Changing TD folders to conquest to use in BFRM
We only run conquest and 4 ctf maps very rarely. So changing co op isn't a problem, I did try changing a co op market first as it didn't have a tdm and its a very popular map, but it wouldn't load with what I did, I will have another go with it, as it may have been something I broke. Because just re...