Search found 60 matches
- Sat Feb 15, 2014 12:25 pm
- Forum: 1942 Modding Discussion
- Topic: Custom console scripts
- Replies: 5
- Views: 10774
Re: Custom console scripts
Yes. There are probably other methods but here's how I got it working: 1. Unpack game.rfa 2. Add these lines ControlMap.create defaultGameControlMap ControlMap.addKeyToTriggerMapping c_GIScript1 IDFKeyboard IDKey_Numpad1 c_CMNonRepetive console.bindKeyToConsoleScript 1 Bf1942/game/displayHud to the ...
- Wed Dec 18, 2013 6:14 pm
- Forum: General Modding Tutorials
- Topic: SSC - Sound Scripting | An elaborate explanation
- Replies: 3
- Views: 21762
Re: SSC - Sound Scripting | An elaborate explanation
This is such a great and helpful tutorial, strange how Kerfuffle made only one post in this forum.
Anyway my question is: Does anyone know which priority the game uses if it's not set for a sound?
Anyway my question is: Does anyone know which priority the game uses if it's not set for a sound?
- Fri Dec 13, 2013 5:03 pm
- Forum: 1942 Modding Discussion
- Topic: BF 1942: Modding: first train made!
- Replies: 34
- Views: 71919
Re: BF 1942: Modding: first train made!
Is there an update to the train yet? I would like to see it become better. It is hard to think of something like that getting better! :lol: (well, few things, like it is odd to drive vehicles across the tracks.) I'm finished with it, it's now up to the individual mod devs to change what they don't ...
- Sat Dec 07, 2013 11:22 am
- Forum: 1942 Modding Discussion
- Topic: BF 1942: Modding: first train made!
- Replies: 34
- Views: 71919
Re: BF 1942: Modding: first train made!
That's a great idea Apache Thunder I like it. :) @Vilespring: OMG my poor train, what did you do? :lol: Yes you can derail it if you really want it but under normal circumstances this shouldn't happen. It's an easy task to make all wagons detachable, just use the relevant code from the locomotive on...
- Wed Dec 04, 2013 4:47 pm
- Forum: 1942 Modding Discussion
- Topic: BF 1942: Modding: first train made!
- Replies: 34
- Views: 71919
Re: BF 1942: Modding: first train made!
Another alternate idea is to add a second invisible object to each track has a ramp collision mesh covering it so that the vehicles can travel over it. Then add the train and all it's parts to the c_CGStaticObjects collision group (along with the new collision mesh ramp type objects) so that the tr...
- Tue Dec 03, 2013 5:25 pm
- Forum: 1942 Modding Discussion
- Topic: BF 1942: Modding: first train made!
- Replies: 34
- Views: 71919
Re: BF 1942: Modding: first train made!
I figured most of the remaining BF1942 mod devs check this forum so I'll post the train files here. I made a quick mini-mod of it so you can easily load it into 3dsmax. The locomotive model was made by smig a long time ago, you can dl his free models here: http://www.smig.name/ To keep the train on ...
- Tue Oct 22, 2013 9:53 pm
- Forum: 1942 Modding Discussion
- Topic: Debugger Error
- Replies: 15
- Views: 20610
Re: Debugger Error
I'm not 100% sure but I think this means that one of the .rfa files is badly packed which happens quite often when using winRFA (assuming you use it). So I usually use the debugger exe which also compresses it better. You can find a tutorial here.
- Tue Aug 20, 2013 12:11 pm
- Forum: 1942 Modding Discussion
- Topic: Controlling two PCOs?
- Replies: 9
- Views: 12768
Re: Controlling two PCOs?
I got it!! http://www.youtube.com/watch?v=xnWWPJx6zFs Original post: http://bfmods.com/viewtopic.php?f=6&t=4 Thanks, looks interesting but I don't think he actually controls two or more seperate PCOs in this video. My guess is he replaced all the airplane controls with RotationalBundles (activa...
- Tue Aug 20, 2013 11:59 am
- Forum: General discussion & notices
- Topic: Variables and work with them (Переменные и работа с ними)
- Replies: 3
- Views: 23784
Re: Variables and work with them (Переменные и работа с ними
a. A good start is this site: http://www.velotech.net/battlefield/tutorials.php (Select "Using Conditional Statements" in the drop-down list) Sadly the programming possibilities are very very limited in BF1942. The only way to start your code while playing is by pressing a certain key, se...
- Sat Aug 03, 2013 1:43 pm
- Forum: 1942 Modding Discussion
- Topic: Controlling two PCOs?
- Replies: 9
- Views: 12768
Re: Controlling two PCOs?
Yes you can make a bomber formation but you usually at least disable the ability to roll because they all move/steer and roll around the axes of the main aircraft which looks very stupid and unrealistic. As with the idea of multiple vehicles being driven, I don't know. You can be "in" 2, b...