Search found 174 matches

by Skull Kid
Sat Sep 01, 2018 5:19 pm
Forum: 1942 Modding Discussion
Topic: Strange phenomenom when importing a vehicle from a mod
Replies: 4
Views: 10414

Re: Strange phenomenom when importing a vehicle from a mod

one wrote:The reason is random geometries. If you look into objects.con and geometries.con, you'll see a set of 9 turrets which are selected randomly. That's why it doesn't show up in 3ds Max
Ah, so it that's why. Thanks for telling me.
by Skull Kid
Fri Aug 31, 2018 7:18 pm
Forum: 1942 Modding Discussion
Topic: Strange phenomenom when importing a vehicle from a mod
Replies: 4
Views: 10414

Re: Strange phenomenom when importing a vehicle from a mod

That tool was always a bit unreliable I thought even with original assets... so perhaps just something a bit off in the objects / geometries file confusing the importer The game likes it.. but the max tool doesn't at a guess. Thanks for your input fo0k. Yes, I thought it was strange indeed that it ...
by Skull Kid
Fri Aug 31, 2018 1:52 pm
Forum: 1942 Modding Discussion
Topic: Strange phenomenom when importing a vehicle from a mod
Replies: 4
Views: 10414

Strange phenomenom when importing a vehicle from a mod

So, I randomly decided to take a look at a vehicle from the Forgotten Hope (0.7) mod. This is the only mod that has this problem, along with Forgotten Hope Secret Weapon. Parts are sometimes missing and other times, the vanilla vehicle loads. At it's best, everything loads, but things like the hull ...
by Skull Kid
Fri Jun 15, 2018 2:17 am
Forum: 1942 Modding Discussion
Topic: player.vehicleHp only works in multiplayer?
Replies: 28
Views: 53137

Re: player.vehicleHp only works in multiplayer?

I see. Well, not much I can do about it then.
by Skull Kid
Thu Jun 14, 2018 10:52 pm
Forum: 1942 Modding Discussion
Topic: player.vehicleHp only works in multiplayer?
Replies: 28
Views: 53137

player.vehicleHp only works in multiplayer?

This was kind of a handy command. It changes the current hitpoints of the player, but it only seems to work in multiplayer. When I try it in single player, even by using the player.active command, followed by my player id, it doesn't work at all in single player.
by Skull Kid
Sat Jun 09, 2018 6:33 pm
Forum: 1942 Modding Discussion
Topic: Renaming bots? (In the debugger)
Replies: 9
Views: 26139

Re: Renaming bots? (In the debugger)

Okay... I don't have a clue what I did… but now it just worked. I must have changed from Conquest to Cooperative… that was the issue then. My bad.
by Skull Kid
Sat Jun 09, 2018 5:26 pm
Forum: 1942 Modding Discussion
Topic: Renaming bots? (In the debugger)
Replies: 9
Views: 26139

Re: Renaming bots? (In the debugger)

This is the error I get when I type the following game.createAiPlayer "Boris Borisenkov" 2 Assault
by Skull Kid
Sat Jun 09, 2018 8:54 am
Forum: 1942 Modding Discussion
Topic: Renaming bots? (In the debugger)
Replies: 9
Views: 26139

Re: Renaming bots? (In the debugger)

Well... my goal was to spawn an enemy bot on a local server that would battle against me, with me deciding the kit, and the name.
by Skull Kid
Sat Jun 09, 2018 12:36 am
Forum: 1942 Modding Discussion
Topic: Renaming bots? (In the debugger)
Replies: 9
Views: 26139

Re: Renaming bots? (In the debugger)

russ wrote:BTW, what is "the debugger"?
It is an exe called "BF1942_r" as far as I know.

EDIT: Now I am facing a new problem, how I remove bots.
by Skull Kid
Thu Jun 07, 2018 6:13 pm
Forum: 1942 Modding Discussion
Topic: Renaming bots? (In the debugger)
Replies: 9
Views: 26139

Renaming bots? (In the debugger)

Alright, I searched the forums for this, but couldn't find anything related to renaming bots. I've successfully been able to spawn vehicles in the debugger, reassigning bots from Axis to Allies, and vice-versa. But I have yet to find out how to rename bots. I tried in the console with the "play...