Search found 82 matches
- Thu Mar 31, 2011 8:07 pm
- Forum: 1942 Modding Discussion
- Topic: S&D
- Replies: 5
- Views: 8381
Re: S&D
I'm using a expack, because when it explodes kills, I put in expack siren sound, but the sound disappears if you select the detonator or switch to a weapon.
- Tue Mar 29, 2011 7:29 pm
- Forum: 1942 Modding Discussion
- Topic: S&D
- Replies: 5
- Views: 8381
Re: S&D
It is even simple to do.
The question remains: how to know that mine is on the ground?
It is possible to be fired any sound that disappears if the mine explode or be removed? Or, an icon appears when the mine is on the ground, on the minimap?
The question remains: how to know that mine is on the ground?
It is possible to be fired any sound that disappears if the mine explode or be removed? Or, an icon appears when the mine is on the ground, on the minimap?
- Sat Mar 26, 2011 4:25 pm
- Forum: 1942 Modding Discussion
- Topic: Funny Colt
- Replies: 2
- Views: 5256
Funny Colt
It is possible to make the shots "Colt" of the bf42, appear as laser like a weapons of science fiction?
- Sat Mar 26, 2011 4:11 pm
- Forum: 1942 Modding Discussion
- Topic: game.setActiveCombatArea
- Replies: 9
- Views: 25523
Re: game.setActiveCombatArea
Yeah, I have to share their wisdom with the staff ... hehe.
I realized that their information was more accurate to remedy the doubts posted....
I realized that their information was more accurate to remedy the doubts posted....
- Fri Mar 25, 2011 7:18 pm
- Forum: 1942 Modding Discussion
- Topic: game.setActiveCombatArea
- Replies: 9
- Views: 25523
Re: game.setActiveCombatArea
Init.con,but you will need Ed42 to finalize. because the ingame mini map needs to be redone in Editor42. When Battlecraft creates the ingame mini map it does the hole map... it does not read the game.setActiveCombatArea line, Editor42 reads this line so when saving the map in Editor42 the ingame min...
- Thu Mar 24, 2011 1:56 am
- Forum: 1942 Modding Discussion
- Topic: game.setActiveCombatArea
- Replies: 9
- Views: 25523
Re: game.setActiveCombatArea
In my case the area of the game is from the opposite direction, then it would be: 0 1536 512 512, correct?
- Wed Mar 23, 2011 6:29 pm
- Forum: 1942 Modding Discussion
- Topic: game.setActiveCombatArea
- Replies: 9
- Views: 25523
game.setActiveCombatArea
How to calculate the "game.setActiveCombatArea", to redo the "init.con".
So having a minimap with exact size of the area of the game?
Remembering that I refer to Battlecraft. (ingamemap).
Thanks.
So having a minimap with exact size of the area of the game?
Remembering that I refer to Battlecraft. (ingamemap).
Thanks.
- Mon Jan 31, 2011 7:48 pm
- Forum: 1942 Modding Discussion
- Topic: About pathfindig.
- Replies: 5
- Views: 8308
Re: About pathfindig.
Ok I did step by step, but the bot do not move, getting static. Shoot you if you approach them
- Mon Jan 24, 2011 5:52 pm
- Forum: 1942 Modding Discussion
- Topic: About pathfindig.
- Replies: 5
- Views: 8308
Re: About pathfindig.
Ok, I downloaded the program, but can not understand the correct configuration to do "pathfinding". It just makes the files (Ai.con, AI strategies,...) but not pathfindig folder.
I could not find the tutorial in the forum singleplayer.
Could you help with a tutorial?
I could not find the tutorial in the forum singleplayer.
Could you help with a tutorial?
- Sat Jan 22, 2011 10:09 pm
- Forum: 1942 Modding Discussion
- Topic: About pathfindig.
- Replies: 5
- Views: 8308
Re: About pathfindig.
thank you.