Sweet! Thanks for the confirm, Freddy. I'd only done that CSM and assumed it would work SSM. Doh. Nice to see there's a solution.if you want it done map based better set up a new material to the projectiles and then you can define the new material damage in the map patch
Search found 89 matches
- Sun Dec 13, 2009 1:30 am
- Forum: 1942 Modding Discussion
- Topic: Battle of Britain Factory / Radars DC_F
- Replies: 20
- Views: 36475
Re: Battle of Britain Factory / Radars DC_F
- Sat Dec 12, 2009 6:19 am
- Forum: 1942 Modding Discussion
- Topic: Battle of Britain Factory / Radars DC_F
- Replies: 20
- Views: 36475
Re: Battle of Britain Factory / Radars DC_F
Yeah, you're right. I just threw an AH64 into DCF BOB Objectivemode. I Added those materials plus a few more i found in both col 1 & 2 meshes (92, 118, 100, 102, 85) against the hydra and hellfire (712, 713, 717, 718). No change. I also messed with objective armor (76) and got no results. As you...
- Sat Dec 12, 2009 2:46 am
- Forum: 1942 Modding Discussion
- Topic: Battle of Britain Factory / Radars DC_F
- Replies: 20
- Views: 36475
Re: Battle of Britain Factory / Radars DC_F
Okay, you're all set. The factory appears to be material 56, and the radar bunkers are 52. So, all you need to do is: MaterialManager.attGroup 717 MaterialManager.defGroup 52 MaterialManager.damageMod 10 MaterialManager.setEffectTemplate e_ExplArmor MaterialManager.attGroup 718 MaterialManager.defGr...
- Sat Dec 12, 2009 1:23 am
- Forum: 1942 Modding Discussion
- Topic: Battle of Britain Factory / Radars DC_F
- Replies: 20
- Views: 36475
Re: Battle of Britain Factory / Radars DC_F
Gotcha. I'll see if i can get the material numbers for you tonight as i've got 3DSmax installed on an old machine that i'll need to get back on the network. Keep you posted.
- Sat Dec 12, 2009 1:14 am
- Forum: 1942 Modding Discussion
- Topic: Battle of Britain Factory / Radars DC_F
- Replies: 20
- Views: 36475
Re: Battle of Britain Factory / Radars DC_F
Don't sweat it. I'll look them up for you this weekend. Factory and radar towers, correct?
- Sat Dec 12, 2009 12:19 am
- Forum: 1942 Modding Discussion
- Topic: Battle of Britain Factory / Radars DC_F
- Replies: 20
- Views: 36475
Re: Battle of Britain Factory / Radars DC_F
No, you don't change the Objecttemplate.Material. That's for splash damage. You need to open those objects in 3DSmax and get their material #. Let say the factory is Material 75, for example. All you need to do for each projectile is this: MaterialManager.attGroup 718 MaterialManager.defGroup 75 Mat...
- Fri Dec 11, 2009 9:47 pm
- Forum: 1942 Modding Discussion
- Topic: Battle of Britain Factory / Radars DC_F
- Replies: 20
- Views: 36475
Re: Battle of Britain Factory / Radars DC_F
You're on the right track, but i'm willing to bet those factory objects aren't material 45. You'll need to open them in 3DSmax (or the equivelent) and verify their material.
- Fri Dec 11, 2009 9:38 pm
- Forum: 1942 Modding Discussion
- Topic: Adding Bots to non Coop maps
- Replies: 16
- Views: 37735
Re: Adding Bots to non Coop maps
Is it possible to write the strategies to have the bots try and cap the flag Yes, it isn't perfect though because there's no way to know which bot has the flag. I just set different object type flags (North, South) for each CTF strategic area. You would want to set the SA to a radius of 2 (the flag...
- Mon Dec 07, 2009 9:21 pm
- Forum: 1942 Modding Discussion
- Topic: Adding Bots to non Coop maps
- Replies: 16
- Views: 37735
Re: Adding Bots to non Coop maps
OK i gave up on CTF for now. I got Conquest to work. Now the next question... This probably is not SSM is it? Freddy's right. It's definitely SSM. I know. I've done hundreds at this point. CTF, CQ, ObjectiveMode, etc. If you're adding bots to BOTH CQ and CTF modes, then it gets a bit trickier becau...