Search found 28 matches
- Fri Feb 27, 2015 6:36 am
- Forum: 1942 Modding Discussion
- Topic: Strategic areas
- Replies: 2
- Views: 7342
Re: Strategic areas
Thanks, I will wait a few more days. The community here have been very helpful so far.
- Thu Feb 26, 2015 3:22 am
- Forum: 1942 Modding Discussion
- Topic: Strategic areas
- Replies: 2
- Views: 7342
Strategic areas
Hi,
I have shifted the location and also added a flag in my test map I am learning on,
So, can some one point me into the info that shows me how to set/ change strategic areas in the AI.
I am using ED42 on a FH map.
Or what program to use.
Thanks.
There is so much to learn.
I have shifted the location and also added a flag in my test map I am learning on,
So, can some one point me into the info that shows me how to set/ change strategic areas in the AI.
I am using ED42 on a FH map.
Or what program to use.
Thanks.
There is so much to learn.

- Thu Feb 05, 2015 12:22 am
- Forum: 1942 Modding Discussion
- Topic: Active Gate House?
- Replies: 5
- Views: 11419
Re: Active Gate House?
Yes, you are right. That's all it does. I thought it may activate some trigger in the game when it open's access to the road.
Thanks ...
Thanks ...
- Tue Feb 03, 2015 9:16 am
- Forum: 1942 Modding Discussion
- Topic: Active Gate House?
- Replies: 5
- Views: 11419
Re: Active Gate House?
Sorry about that
The map is Gold beach-1944 in FH. It is in the game as a player operated object.

The map is Gold beach-1944 in FH. It is in the game as a player operated object.
- Mon Feb 02, 2015 9:37 am
- Forum: Make a Request!
- Topic: Panther Bunker
- Replies: 3
- Views: 21569
Re: Panther Bunker
Thanks, so simple
Easy Fix.
Easy Fix.
- Mon Feb 02, 2015 9:35 am
- Forum: 1942 Modding Discussion
- Topic: Active Gate House?
- Replies: 5
- Views: 11419
Active Gate House?
In my quest for all things to do with modding this great game, can anyone tell me what the little guardhouse with the road block does in terms of affecting the game?
The player operated object is "activegatehouse1_large".
Thanks.
The player operated object is "activegatehouse1_large".
Thanks.
- Tue Jan 20, 2015 11:30 pm
- Forum: 1942 Modding Discussion
- Topic: Pathmapping
- Replies: 10
- Views: 20197
Re: Pathmapping
Yes, the more I experiment, the more I learn!
Is there any info on the smallone file?
Is there any info on the smallone file?
- Sun Jan 18, 2015 11:41 pm
- Forum: 1942 Modding Discussion
- Topic: Pathmapping
- Replies: 10
- Views: 20197
Re: Pathmapping
Thanks for that info. I redid the tank pathmaps and this time I was very careful with what I altered. I mainly just joined up the black paths. A lot of the black paths were missing one or two pixels to make a continuous path. I have noticed this a lot in many maps. The tanks work perfectly now, movi...
- Thu Jan 15, 2015 3:45 am
- Forum: 1942 Modding Discussion
- Topic: Pathmapping
- Replies: 10
- Views: 20197
Re: Pathmapping
I had great success with some FH infantry pathmaps. The one problem I have now is tank pathmaps. I repathed both the Infantry and the Tank paths in one FH map, finding that the infantry works ok, but the bot crewed tanks ( Shermans )will not move. The artillery tanks ( priests ) move around on the n...
- Sat Jan 03, 2015 8:44 am
- Forum: 1942 Modding Discussion
- Topic: Pathmapping
- Replies: 10
- Views: 20197
Re: Pathmapping
Success with pathmapping ! What an excellent tutorial!
I experimented with BF42 Stalingrad and made the buildings more bot friendly.
I had a look at a few coop maps in BF42 and some of them have terrible tank paths or bot paths.
Now I know why Bots like walls so much!
I experimented with BF42 Stalingrad and made the buildings more bot friendly.
I had a look at a few coop maps in BF42 and some of them have terrible tank paths or bot paths.
Now I know why Bots like walls so much!
