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Many questions about bf1942 modding

Posted: Wed Sep 19, 2012 4:45 pm
by ERYL
I have a lot of unanswered questions since I started thinking about battlefield 1942 modding. I will like if someone help me.

It's possible to:
-improve the clip reload system of the shotguns, and make it like in battlefield 2 or vietnam?
-add a grappling hook to the game? like battlefield 2 special forces, or just something that pulls the player to the hook location(look at the beginning of this(0:05-0:35): http://www.youtube.com/watch?v=zrqoles-NaM)?
-make players able to shoot kit weapons inside vehicles, like bf2 and vietnam?(I think that there is something in action battlefield, but it don't work well)
-make tnt stick to vehicles? like bf2 or vietnam.
-make tnt stick to players?
-make players climb walls?
-change the teleportation that happens if a player exits a vehicle underwater? in bf 1942, the player just teleports to the surface. in bf2, the player floats slowly to the surface.
-make plane/helicopter propellers do damage.
-replace the kits system by a battlefield 3 single-player or counter-strike-like weapon system, so the players can replace a specific weapon by another without swaping the whole kit? My idea is to make players able to carry multiple kits (each kit representing a slot in the weapon menu), and make every kit have a single weapon inside. so players can swap the weapon they are holding by another weapon in the ground. in Codename eagle(the first game with refractor engine), the players spawn with a few weapon, and can get more weapons by collecting them in the map. codename eagle also have a very good flamethower system that make players burn slowly if hit by the fire.
-improve the interaction that players have with vehicles and maps? in normal battlefield 1942, the vehicle/map collision hitbox of the players is the same always, it doesn't changes if the player crouch or lie on the ground, so players cant lie and survive a tank roadkill.

sorry for any bad english.

Re: Many questions about bf1942 modding

Posted: Wed Sep 19, 2012 5:45 pm
by Senshi
Yes
No
No
Yes
Yes
Yes
No
Yes
Yes
Yes

Re: Many questions about bf1942 modding

Posted: Wed Sep 19, 2012 6:06 pm
by fo0k
Welcome to the site ERYL.. One at a time, but in the same thread should be a good way to get help on these. Some are already covered in this forum and also the 'serversidemodding' backup - link on front page.

Re: Many questions about bf1942 modding

Posted: Fri Sep 21, 2012 2:06 am
by Apache Thunder
I disagree with your fifth answer Senshi. :P

TNT can't and won't stick to soldiers. BF42 had long hardcoded the behavior of projectiles to never "collide" with the soldier object. They can only pass through or hit and die on contact causing what ever damage specified in the damage system for that projectile. If they are not set to die on contact like a landmine or grenade, they will simply pass through the soldier and not interact with them directly. This even applies to BFV I believe but since I never did in depth mods for BFV, I could be wrong. :P

Believe me. I tried. An old version of BF42 still allowed for projectiles to collides with soldiers. (as in tnt, landmines and grenades). But for some reason they had long since altered the hard coded collision groups to stop that. Perhaps they had lag issues when soldiers walked over landmines or grenades, so they did that to save on network resources.

Re: Many questions about bf1942 modding

Posted: Thu Oct 25, 2012 12:04 pm
by ERYL
Can the tnt be exploded by gunfire?

Re: Many questions about bf1942 modding

Posted: Thu Oct 25, 2012 5:05 pm
by Senshi
Yes.

Honestly, if you want to implement things, just start working on them and try them out. I really don't see the point of asking a wild mix of questions without anything else attached to them.

If you need specific help for a problem, everyone will gladly try and help, but just asking "is it possible" questions doesn't get you anywhere, really, I think. I might be mistaken.

Re: Many questions about bf1942 modding

Posted: Thu Oct 25, 2012 6:42 pm
by ERYL
Ok.
Anyway, in the last weeks I started looking the game files, and this helped me to answer the questions about the engine's limitations.

Re: Many questions about bf1942 modding

Posted: Fri Oct 26, 2012 1:08 am
by Swaffy
Try testing out your own solution to your theories, then if it fails or you truly get stuck, come ask.

Sometimes I'll make a video about my issue, showing what problem I am having, and they are glad to help me out. But I don't usually get help if I didn't try to make the mod first.

Thanks for joining this forum, by the way. I'm always happy to see new modders come and join us.

Re: Many questions about bf1942 modding

Posted: Sat Oct 27, 2012 8:17 pm
by cajunwolf
Good post and some good answers. I think the best advice has been given ERYL, and that is to create your mod, try your ideas, and ask questions along the way with details on what you have done so far. Also in your questions on what can and cannot not be done, give us some kind of reason behind the behaviors you want. Understanding this someone might know of a different way or work around to your request that achieves the same goal, you never know till you try. Start with and learn well the basics, then build a little at a time, make it work, understand it well, then move on to the next project. Build something we can test, there by giving you needed feed back and bug lists. You might find things or ideas you have don't go well for others, but remember why your creating a mod in the first place, so others can play and enjoy something you and perhaps a team created. Why do it if others don't like it right? Remember too all bf mods have always been, to a certain degree, an open source project one way or the other; so sharing information and what you learn with the community promotes better mods and mappers, a win win for all in the long run. I will say this too, and that is Battlefield 1942, unlike all of the later game versions it inspired, is totally manual for lack of a better term at the moment, and we are still discovering what all is really possible to this day. A lot of the things you have total control of in bf42 are hard coded in later versions. After all bf42 is unique in that it was conceived, designed, and created to be modded from the very start.

It's awesome to see people still modding this really great and landmark game and, to quote Chief Dan George from a line in the movie Little Big Man, to Dustin Hoffman as Jack Crabb each time he saw his grandson, "... it makes my heart soar like an eagle". :D

Thanks for your effort ERYL, and welcome to the world of Battlefield 1942.

L8trz,

Cajunwolf