Search found 31 matches
- Thu Jan 31, 2013 2:14 pm
- Forum: 1942 Modding Discussion
- Topic: Complete removing of Control Point
- Replies: 4
- Views: 7005
Re: Complete removing of Control Point
this way should be the fastest and safest: remove all related actual soldier spawn positions inside SoldierSpawns.con as well. then no more odd white dot will show up.
- Thu Jan 31, 2013 2:03 pm
- Forum: General Modding Tutorials
- Topic: Changing the objects spawned by Global Object Spawners
- Replies: 0
- Views: 14027
Changing the objects spawned by Global Object Spawners
not sure if anyone mentioned it. simple coding and will become handy when you run out of map-side object spawners. 8-) here's an example using ShokakuZeroSpawner, sherman and panzeriv: ObjectSpawnTemplates.con: ObjectTemplate.Active ShokakuZeroSpawner ObjectTemplate.setObjectTemplate 4 sherman Objec...
- Thu Jan 31, 2013 1:31 pm
- Forum: 1942 Modding Discussion
- Topic: Selfdestructing vehicles - Freecam - Bomb damage
- Replies: 26
- Views: 40226
Re: Selfdestructing vehicles - Freecam - Bomb damage
#1 - ObjectTemplate.criticalDamage (max hp of any vehicle + 1) makes the vehicle always start self-destroy. ObjectTemplate.hpLostWhileCriticalDamage manipulates the speed of losing hp. Its unit is per second. Do the math yourself for desired time. #3 - for longer BoB, consider spawning factories an...
- Tue Jan 29, 2013 3:05 pm
- Forum: 1942 Modding Discussion
- Topic: disabling "explosion" damages of landing crafts towards inf?
- Replies: 4
- Views: 6478
Re: disabling "explosion" damages of landing crafts towards
latest test showed that the above codes should be effective. I guess I mistook the testing method previously.
- Tue Jan 29, 2013 2:53 pm
- Forum: General Modding Tutorials
- Topic: Making a push map in BF1942
- Replies: 2
- Views: 18095
Making a push map in BF1942
If you are familar with FH , you should know special maps called "pushing maps". They are achieved by re-spawning special PCO called PushCage, which isnt available in BF1942. But is it really impossible to make a push map in bf1942? The answer is hell negative! That's why here's a topic! :...
- Tue Jan 22, 2013 1:09 pm
- Forum: 1942 Modding Discussion
- Topic: possibility of making a flak carrier
- Replies: 10
- Views: 15101
Re: possibility of making a flak carrier
I bet flak guns have mobile physics. Look at these images, which I captured while using the 4th trial in a localhost server. http://i6.minus.com/j5Ao3XFCPiqLi.jpg http://i4.minus.com/jhpUykexrulud.jpg http://i7.minus.com/jbs8xyGaHtOB6H.jpg http://i7.minus.com/jEBWjee6DSzsN.jpg but I still tried Carr...
- Sat Jan 19, 2013 10:54 am
- Forum: 1942 Modding Discussion
- Topic: Plane anti-ramming / blocking system ?
- Replies: 19
- Views: 23637
Re: Deathbubble for own team
the following also stops disruptive kids without using stupid deathbubbles: :lol: ObjectSpawnTemplates.con ObjectTemplate.create ObjectSpawner FighterSpawner ObjectTemplate.setObjectTemplate 2 Spitfire ObjectTemplate.setObjectTemplate 1 bf109 ObjectTemplate.MinSpawnDelay 40 ObjectTemplate.MaxSpawnDe...
- Sat Jan 19, 2013 10:14 am
- Forum: 1942 Modding Discussion
- Topic: possibility of making a flak carrier
- Replies: 10
- Views: 15101
Re: possibility of making a flak carrier
I added extra AA guns to carriers in coral once and it worked but I dont know if they would move with carriers as they are set in possition, to get it to work i replaced the unused landing craft spawner in complex template with AA gun, and off set them to correct position on carrier. Maybe their is...
- Tue Jan 15, 2013 1:37 pm
- Forum: 1942 Modding Discussion
- Topic: possibility of making a flak carrier
- Replies: 10
- Views: 15101
Re: possibility of making a flak carrier
Whatever it is between moving AA guns and people, I did it. I, personally like replacing flak 38s with tigers with flak 38 turrets. Just mock my code and learn from my dumbness. Search a bit and many people come up with wonky ideas with issues. want to see my fully finished RFA for my flak tiger? t...
- Tue Jan 15, 2013 1:33 pm
- Forum: 1942 Modding Discussion
- Topic: disabling "explosion" damages of landing crafts towards inf?
- Replies: 4
- Views: 6478
Re: disabling "explosion" damages of landing crafts towards
If they are in the PCO, they'll die of course. But in this case I believe you're talking about soldiers next to the PCO and not in it. Try setting "explosionForceMod" to 0. yes , i am talking about the later, not actually inside the pco. according to this link , ExplosionForceMod is not r...