Hi,
have a look at this neat tool here:
http://code.google.com/p/bga/downloads/list
The following explanations refer to serverside modding (SSM) and working on code only.
Patching RFA files:
Assuming you have a "map.rfa" from your server. This is how to make a patch file for this rfa:
1. Open the rfa file with BGA.
2. Delete all files in there that you DONT want to change. Only keep those that will be altered (.con files, probably).
3. Open the con files by double clicking them, they'll open in the default editor (should be notepad, otherwise, set this up). Do changes, save the file, close the editor.
4. BGA now will show you that is has been modified by highlighting it. Now go to File->Save As and save this as "map_001.rfa" (002, 003, ... whatever is the next free patch number).
Removing vehicles:
Vehicle spawns are usually defined within ObjectSpawns.con and ObjectSpawnTemplates.con.
Depending on what gameplaymode (SinglePlayer/Coop, Conquest, CTF, ...) your adaptations are for, you will have to go to the respective folder in the rfa file. For Coop, this is usually called "SinglePlayer". Find your con files in there.
While in ObjectSpawnTemplates.con ("OST.con") all the "classes" for spawners are defined, like "tankSpawner", these will only be visible on the map when created an instance of in ObjectSpawns.con ("OS.con"). So the next step would be to go into OST.con and find the spawner template that will spawn your vehicle (tank). After you found it, go to OS.con and search for all lines that create an instance of this with the "ObjectTemplate.Create tankSpawner" command. These, together with the respective following lines for position and rotation, can freely be removed or added in SSM. So if you remove all blocks for the tankSpawner template, there shouldnt be any more tanks on the map. Same with all other spawnable objects (planes, cars, MGs, ...).
Removing HandFireArms:
While vehicles can be removed, a soldier's weapons belong to a soldier kit, which can only be changed completely or not at all in serverside modding. That means, you'll have to go to the "init.con" of your rfa and find lines like this one:
game.setKit 1 0 kitName
The first param is the team ID, the second the consecutive number of the kit. The third is the name of the kit, which you can change by replacing it with another kit found in your mod's objects.rfa. Go there, it should be in bf1942\mods\yourmodname\archives\. Open this with BGA as well to find the soldier kits, usually in objects\Items. Somewhere in the subfolder you should find an "objects.con", containing the line "ObjectTemplate.create Kit kitName". This is the name that you can use in your init.con. Read the code of the kit's objects.con (all HandFireArms used with this kit are listed further down in the code). Use one that doesnt have grenades ("GrenadeAllies") and suits you best. Put in init.con, save.
When done with these steps, save the rfa as a patch file as described above and upload back to your server.
This is about as short as I could write it without making it completely incomprehensible. Play around with BGA and the rfas a little more too find out how they work. Reading some beginners tutorials should definitely help big time, too
