Search found 16 matches
- Fri Dec 20, 2013 10:00 am
- Forum: 1942 Modding Discussion
- Topic: Settings CON files?
- Replies: 7
- Views: 25193
Re: Settings CON files?
Are the RFA files predetermined by BF1942 executable? or is there a place that the engine is being told to load x,y and z RFAs?
- Thu Dec 19, 2013 7:47 am
- Forum: 1942 Modding Discussion
- Topic: Settings CON files?
- Replies: 7
- Views: 25193
Re: Settings CON files?
As for serverSettings.con, this file isn't called from any perticular location. It's hard coded entry in the exe that calls up that file. Is this the case for all of the RFAs? and how does one go about adding an archive, say for example I made an Objects.rfa in my own Archives folder, how can I ens...
- Thu Dec 19, 2013 7:42 am
- Forum: 1942 Modding Discussion
- Topic: Editor42 mouse invisible problem
- Replies: 15
- Views: 35016
Re: Editor42 mouse invisible problem
At 4:15 in your video, when you are attempting to use the move tool in Battlecraft42. Once you have selected the desired object, you must unlock it. It's in the bottom row of icons in the top middle of the screen. Try it:) Take a little practice but once you get the ball rolling you will be moving ...
- Tue Dec 17, 2013 7:44 am
- Forum: 1942 Modding Discussion
- Topic: Settings CON files?
- Replies: 7
- Views: 25193
Settings CON files?
I'm trying to add custom game start delays. I found in the ServerSettings.con file where the delays are set. game.serverSpawnTime 1 game.serverSpawnDelay 1 game.serverGameStartDelay 1 game.serverGameRoundStartDelay 1 (I've set them all to 1) My question, can we use these settings within our own con ...
- Tue Dec 17, 2013 6:33 am
- Forum: 1942 Modding Discussion
- Topic: How do we do basic collisions?
- Replies: 12
- Views: 22322
Re: How do we do basic collisions?
My apologies lol! I guess its because of all the back and forth problem solving that I've been doing to figure out what was causing all the problems! I'll try and slow down next time xD
- Mon Dec 16, 2013 10:52 am
- Forum: Make a Request!
- Topic: Map Request: very simple
- Replies: 25
- Views: 65303
Re: Map Request: very simple
This is the same issue I was having that we solved in another thread.
Link directly to the solution with youtube video
http://bfmods.com/viewtopic.php?f=6&t=1 ... =10#p13277
Link directly to the solution with youtube video

http://bfmods.com/viewtopic.php?f=6&t=1 ... =10#p13277
- Mon Dec 16, 2013 10:16 am
- Forum: 1942 Modding Discussion
- Topic: How do we do basic collisions?
- Replies: 12
- Views: 22322
Re: How do we do basic collisions?
Thanks guys! I'm pretty sure it ended up being some other files in standardMesh.rfa named crate, overriding any custom ones I added to my map.
I made up some youtube videos while I was trying to figure it out
I made up some youtube videos while I was trying to figure it out
- Wed Dec 11, 2013 6:59 am
- Forum: 1942 Modding Discussion
- Topic: How do we do basic collisions?
- Replies: 12
- Views: 22322
- Wed Dec 11, 2013 6:31 am
- Forum: 1942 Modding Discussion
- Topic: How do we do basic collisions?
- Replies: 12
- Views: 22322
Re: How do we do basic collisions?
I tried that though, in the the youtube video you'll see that I have applied the mesh to the high and low collision mesh fields. Maybe I might try duplicating the mesh and using a seperate mesh for the collision detection.
- Tue Dec 10, 2013 7:32 pm
- Forum: 1942 Modding Discussion
- Topic: How do we do basic collisions?
- Replies: 12
- Views: 22322
Re: How do we do basic collisions?
I've studied the ammo box but cannot see the link between the collision meshs and the game engine. Are the name conventions critical? Is there some hidden voodoo looking for those names?