Search found 60 matches

by exe
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 ...
by exe
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?
by exe
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 ...
by exe
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...
by exe
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...
by exe
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 ...
by exe
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.
by exe
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...
by exe
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...
by exe
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...