Search found 1163 matches

by Apache Thunder
Tue Nov 17, 2009 3:15 am
Forum: 1942 Modding Discussion
Topic: AI Questions
Replies: 1
Views: 7902

Re: AI Questions

As for teamkilling bots, you can try adding the heal code to the handweapon ai of all the weapons they use. (find the code on the medpack). I would think that if they think a weapon heals someone they would try and use it on a team mate. If the weapon actually kills, they would be team killing I wou...
by Apache Thunder
Mon Nov 16, 2009 10:49 pm
Forum: 1942 Modding Discussion
Topic: Dalian Plant for B1942!
Replies: 4
Views: 12742

Re: Dalian Plant for B1942!

You should see the map now! I'm almost done with it. Just tweaking ambient sounds. Lightmaps are done and everything and the map is even more awesome. I hope to get another video of this map in action!

I also already got bots on the map too! :D
by Apache Thunder
Mon Nov 16, 2009 8:17 pm
Forum: 1942 Modding Discussion
Topic: High Definition Dynamic Shadows..
Replies: 23
Views: 46729

Re: High Definition Dynamic Shadows..

Well you addTemplate whatever you want onto a projectile, but as soon as you addTemplate something with collision physics onto a projectile the game will CTD. :( Perhaps try addTemplating a projectile to the main PCO and use it to make the shadow mesh? Much like how I addTemplate a turret shadow obj...
by Apache Thunder
Mon Nov 16, 2009 5:58 pm
Forum: 1942 Modding Discussion
Topic: High Definition Dynamic Shadows..
Replies: 23
Views: 46729

Re: High Definition Dynamic Shadows..

Could be the projetile class that determines this. I'm pretty sure that granade doesn't use an animated mesh. Plus animated mesh shadows aren't much more detailed then normal shadows. The shadow mesh for the banana projectile in my mario kart mod for example doesn't have a high def shadow like shown...
by Apache Thunder
Sat Nov 14, 2009 10:52 pm
Forum: 1942 Modding Discussion
Topic: Dalian Plant for B1942!
Replies: 4
Views: 12742

Dalian Plant for B1942!

I'm currently working on the next big map project since Gulf of Oman for my other mod. This one is Dalian Plant and thanks to the excellent work by DACV of converting practically all the BF2 statics for this map, I am working on converting it from BFV to BF1942 and will be featured in the BF242 mod:...
by Apache Thunder
Fri Nov 13, 2009 4:45 pm
Forum: 1942 Modding Discussion
Topic: Problem with phone
Replies: 10
Views: 24412

Re: Problem with phone

Perhaps try adding a new bone to the soldier skeleton? Have it set to 0/0/0. Since the new bone won't be a part of any animation file, it will always be stationary. ;)
by Apache Thunder
Thu Nov 12, 2009 8:33 pm
Forum: Mario Kart Mod
Topic: GCN Mario Kart for BF1942!
Replies: 22
Views: 93900

Re: GCN Mario Kart for BF1942!

UPDATE v10 ready! This is the full installer. It is recommended you uninstall the previous version prior to installing this! MarioKart_v10.exe Changelog: 1. Used new system for background music in levels. BIK files are used now and this cuts the size of the mod significantly! 2. Spawn positions for...
by Apache Thunder
Thu Nov 12, 2009 5:17 pm
Forum: 1942 Modding Discussion
Topic: Minor issue when animating a banana....
Replies: 19
Views: 40914

Re: Minor issue when animating a banana....

All the tracks are from MKDD. ;)

Except for Hidden Village. That one was from the Zelda Twilight Princess game.
by Apache Thunder
Tue Nov 10, 2009 10:23 pm
Forum: 1942 Modding Discussion
Topic: Minor issue when animating a banana....
Replies: 19
Views: 40914

Re: Minor issue when animating a banana....

It's already set up to do something like that. Trouble is, that it doesn't work well when a kart passes one at full speed. :( That's why I increased mag size for the karts. :P As it is now all the koopa shells and bananas are the same ammo type. The box PCO you refer too is called an "Item box&...
by Apache Thunder
Tue Nov 10, 2009 10:01 pm
Forum: Mario Kart Mod
Topic: GCN Mario Kart for BF1942!
Replies: 22
Views: 93900

Re: GCN Mario Kart for BF1942!

v9.0 Ready! http://www.filefront.com/14901327/MarioKart_patch_v9.exe Changes in v9.0: 1. Mushroom City now has a proper collision mesh. Fixed minor graphical glitches with the mesh. 2. Pipe Plaza re-imported and also has a collision mesh. It looks much better now. 3. Physics for KoopaShell projectil...