Search found 49 matches
- Mon Feb 04, 2013 7:09 pm
- Forum: Battlefield server and client
- Topic: Exe mods.. Can and can't have? .
- Replies: 25
- Views: 62156
Re: Exe mods.. Can and can't have? .
This is a chalenging question for our scene binary heroes. Do you think it would be possible to do a magic like this? It looks like Dice has left one empty column on the right, thinking about country flags. :) I spotted such custom server modification once, playing the Red Orchestra Ostfront. Am I j...
- Fri Feb 01, 2013 11:18 am
- Forum: 1942 Modding Discussion
- Topic: Complete removing of Control Point
- Replies: 4
- Views: 7022
Re: Complete removing of Control Point
Yeah, sometimes the simplest solution come the best and it seems to work that way. Thanks allPigauchiu wrote:this way should be the fastest and safest: remove all related actual soldier spawn positions inside SoldierSpawns.con as well. then no more odd white dot will show up.
- Tue Jan 29, 2013 11:20 pm
- Forum: 1942 Modding Discussion
- Topic: Complete removing of Control Point
- Replies: 4
- Views: 7022
Complete removing of Control Point
Hi
In plain words, I removed the CP entry from ControlPoints.con so the flag is not visible anymore, therefore can't be captured. The troble is that still I can select this point on map and spawn here. How to fix that? Of course I'm talking about SSM. Thanks
In plain words, I removed the CP entry from ControlPoints.con so the flag is not visible anymore, therefore can't be captured. The troble is that still I can select this point on map and spawn here. How to fix that? Of course I'm talking about SSM. Thanks
- Sat Dec 15, 2012 5:12 pm
- Forum: 1942 Modding Discussion
- Topic: Cannot load the Ratte from Forgotten Hope: Secret Weapon?
- Replies: 12
- Views: 17031
Re: Cannot load the Ratte from Forgotten Hope: Secret Weapon
Developers of FHSW have included a regular version of objects.rfa in the latest release. Open the rar archive and you'll see a folder called "ForDevelopers" That's what you need to replace with. I hope it's gonna help you
- Sat Oct 27, 2012 11:14 am
- Forum: 1942 Modding Discussion
- Topic: Vehicles FOV (zoom)
- Replies: 8
- Views: 11299
Re: Vehicles FOV (zoom)
hm ok, thank you
- Tue Oct 23, 2012 5:55 pm
- Forum: 1942 Modding Discussion
- Topic: Vehicles FOV (zoom)
- Replies: 8
- Views: 11299
Re: Vehicles FOV (zoom)
uh ok then
Do you have experience with using Active command so you could tell me what else interesting can be done this way? Server side of course. I tried to find such kind of aggregated information, but without success. Thx
Do you have experience with using Active command so you could tell me what else interesting can be done this way? Server side of course. I tried to find such kind of aggregated information, but without success. Thx
- Tue Oct 23, 2012 5:40 pm
- Forum: 1942 Modding Discussion
- Topic: Vehicles FOV (zoom)
- Replies: 8
- Views: 11299
Re: Vehicles FOV (zoom)
So I tried with IS2_Reticule_Camera, IS2_turret etc... None of these worked.
Another question then. How can I replace tank turrets with something else using ObjectTemplate.Active command?
Another question then. How can I replace tank turrets with something else using ObjectTemplate.Active command?
- Tue Oct 23, 2012 9:04 am
- Forum: 1942 Modding Discussion
- Topic: Vehicles FOV (zoom)
- Replies: 8
- Views: 11299
Re: Vehicles FOV (zoom)
Yeah it works fine as client side but my target is to do that by SSM. Adding the following lines to ObjectSpawnTemplates.con doesn't work if SSMed.
ObjectTemplate.Active is2
ObjectTemplate.vehicleFov 0.7
ObjectTemplate.Active is2
ObjectTemplate.vehicleFov 0.7
- Mon Oct 22, 2012 9:55 pm
- Forum: 1942 Modding Discussion
- Topic: Vehicles FOV (zoom)
- Replies: 8
- Views: 11299
Vehicles FOV (zoom)
Hi
According to Basic Tutorials it's possible to change hand weapon's FOV. How about tanks then?
According to Basic Tutorials it's possible to change hand weapon's FOV. How about tanks then?
- Thu Aug 09, 2012 12:06 am
- Forum: 1942 Modding Discussion
- Topic: Vehicle Material Number
- Replies: 8
- Views: 11029
Re: Vehicle Material Number
Ah, okay. Why mdt knowledge base says about 1, 2 arguments then? http://bfmods.com/mdt/scripting/ObjectT ... hicle.html
Is there any other method or command of disabling vehicles then?
Is there any other method or command of disabling vehicles then?