Search found 49 matches
- Wed Aug 08, 2012 7:26 pm
- Forum: 1942 Modding Discussion
- Topic: Vehicle Material Number
- Replies: 8
- Views: 11015
Re: Vehicle Material Number
Thank you freddy, I'll try my best. I got one more question though. The spoken vehicle spawns when allied team captures a certain flag but I I want to prevent allies from entering that machine. In other words Allies must not drive it, only Axis. So I typed ObjectTemplate.TeamOnVehicle 1 in map's Obj...
- Mon Aug 06, 2012 10:44 am
- Forum: 1942 Modding Discussion
- Topic: Vehicle Material Number
- Replies: 8
- Views: 11015
Re: Vehicle Material Number
Perhaps try with something small and easy first like say a landmine or wait and see if theres any modder here that would like to share their wisdom. Actually editing collision meshes is an easy task for me, since I'm familiar with 3DS Max. So I tweaked COL ID in 3ds max and reexported. As far as I ...
- Sun Aug 05, 2012 11:54 am
- Forum: 1942 Modding Discussion
- Topic: Vehicle Material Number
- Replies: 8
- Views: 11015
Re: Vehicle Material Number
Thanks for guiding me. So I need to change coll Mat ID?? That's weird as I thought it's not allowed to edit any meshes via ssm
- Sun Aug 05, 2012 1:52 am
- Forum: 1942 Modding Discussion
- Topic: Vehicle Material Number
- Replies: 8
- Views: 11015
Vehicle Material Number
HI As the topic's title says. Various posts notice that I can adjust projectile strength but I can not do that, as there would be too much to edit. So is it possible to change Collision material number of vehicle by server side? My overall goal is to make the vehicle weaker; presently it is immune t...
- Sat Mar 10, 2012 1:45 am
- Forum: 1942 Modding Discussion
- Topic: RFA Patches do not work?
- Replies: 4
- Views: 6712
Re: RFA Patches do not work?
And what it is with texture.rfa? There is one texture_001 patch installed by game that is accepted but when I make another patch file (texture_002), game ignores it...... How does it work anyways???
- Fri Mar 09, 2012 12:05 pm
- Forum: 1942 Modding Discussion
- Topic: Time To Live After Death
- Replies: 6
- Views: 15409
Re: Time To Live After Death
So server side only, I've understood,
- Thu Mar 08, 2012 8:26 pm
- Forum: 1942 Modding Discussion
- Topic: Time To Live After Death
- Replies: 6
- Views: 15409
Time To Live After Death
I have increased the time within corpses stay visible after death in ObjectTemplate.timeToLiveAfterDeath . It works good when I create my own game (offline) however bodies dissapear after default 10 seconds in online servers. Why? Is there something that I need to do yet? Sadly I havent stumpled upo...
- Thu Mar 08, 2012 8:20 pm
- Forum: 1942 Modding Discussion
- Topic: RFA Patches do not work?
- Replies: 4
- Views: 6712
Re: RFA Patches do not work?
ah, thank you for a clearance
- Thu Mar 08, 2012 12:14 pm
- Forum: 1942 Modding Discussion
- Topic: RFA Patches do not work?
- Replies: 4
- Views: 6712
RFA Patches do not work?
Hi
I have created a small modification to objects.rfa using patching method (_001, _002, etc) but game seems to not see them It works fine when I make changes directly into Objects.rfa. What do i need to force game to accept patch rfa files? Thanks
I have created a small modification to objects.rfa using patching method (_001, _002, etc) but game seems to not see them It works fine when I make changes directly into Objects.rfa. What do i need to force game to accept patch rfa files? Thanks