Search found 54 matches
- Sun Aug 26, 2012 5:09 pm
- Forum: 1942 Modding Discussion
- Topic: rotation angle snaps..
- Replies: 5
- Views: 9544
Re: rotation angle snaps..
It's possible to do that by abusing SupplyDepots. You build a main "lock" pco object with 1000 hp and with a SupplyDepot that heals it by 5000 hp per second. Then, each combination dial is a separate PCO that can be damaged by gunfire and rotates the dial depending on the hp (using armor e...
- Sun Aug 26, 2012 11:52 am
- Forum: 1942 Modding Discussion
- Topic: how much do you really know about this game?
- Replies: 5
- Views: 9924
Re: how much do you really know about this game?
Just what kind of magic do you expect from an old DirectX 8.1 based engine? Of course, there exist mods for other games that managed to upgrade the graphics engine, like for example "A Path Beyond" mod for C&C: Renegade, but I believe they were actively supported by game developers. I'...
- Sun Aug 26, 2012 11:35 am
- Forum: 1942 Modding Discussion
- Topic: rotation angle snaps..
- Replies: 5
- Views: 9544
Re: rotation angle snaps..
RotationalBundle works in a continuous manner, so it can't be reliably used for discrete steps. Maybe a trick with animations? When player input advances the animation by one frame, and each successive frame contains the the object rotated by 10 degrees? I'm not sure if that's possible since my expe...
- Mon Jul 16, 2012 7:05 pm
- Forum: 1942 Modding Discussion
- Topic: Jump Pads
- Replies: 7
- Views: 12597
Re: Jump Pads
Stacking them on top of each other with 1 meter increments, eg: Object.absolutePosition 2100/23.9/2100 Object.absolutePosition 2100/24.9/2100 Object.absolutePosition 2100/25.9/2100 ... does make a sherman move to the top quite fast. But it still has a lot of rotational speed when it reaches the topm...
- Mon Jul 16, 2012 2:24 pm
- Forum: 1942 Modding Discussion
- Topic: Jump Pads
- Replies: 7
- Views: 12597
Re: Jump Pads
Just tried it in the debug executable, it kind of works. The console did not recognize ObjectTemplate.sizeModifier, and MDT says it's only used in particles, so I used GeometryTempalte.scale instead: GeometryTemplate.active eupaint3_m1 GeometryTemplate.scale 1/1/10 Object.create eupaint3_m1 Object.r...
- Fri Feb 17, 2012 4:01 pm
- Forum: 1942 Modding Discussion
- Topic: Attach Static Object to PCO?
- Replies: 4
- Views: 8313
Re: Attach Static Object to PCO?
Both ways work. You can make the armour a simpleobject with mobile, collision and response physics, then attach it to the vehicle's Complex bundle by AddTemplate. The armour needs to have a material ID that does not take any damage when hit. You can also also add the armour to your vehicle's mesh. A...
- Thu Jan 12, 2012 5:51 pm
- Forum: 1942 Modding Discussion
- Topic: V-1 Targeting
- Replies: 12
- Views: 20591
Re: V-1 Targeting
Look it up: http://en.wikipedia.org/wiki/Perspective_%28visual%29 Cameras in BF1942 use perspective projection, and the expanded minimap uses orthographic projection. Because of that difference, there is no way to match these two. Not that we didn't try anyway If you look closely at the bottom scree...
- Thu Jan 12, 2012 1:48 am
- Forum: 1942 Modding Discussion
- Topic: V-1 Targeting
- Replies: 12
- Views: 20591
Re:
Just as a notice, you can crank up the ViewDistance for the serverfiles only, it will affect the range of how long you can spot the minimap icons of a empty vehicle/pco. edit: underlined "serverfiles" to distinguish the difference in modding techniques. the ViewDistance should be kept at ...
- Tue Jan 10, 2012 5:11 pm
- Forum: 1942 Modding Discussion
- Topic: V-1 Targeting
- Replies: 12
- Views: 20591
Re: V-1 Targetting
I appreciate your enthusiasm, but I've already said that the "marker-on-the-table" method is not acceptable, because it depends on player minimap settings being just right. It's also quite difficult to aim and counter-intuitive, so we need something better. Placing the map texture on the t...
- Tue Jan 10, 2012 10:14 am
- Forum: 1942 Modding Discussion
- Topic: V-1 Targeting
- Replies: 12
- Views: 20591
Re: V-1 Targetting
Hi, thanks for your reply. I really appreciate your elaborate answer, your ideas are quite interesting. I'm afraid, however, that we misunderstood each other. The actual missile is already working perfectly, that is, it hits the chosen target just fine. I purposely didn't dwell into how exactly we m...