BF1942/Stalker/custom map

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MillerMod
Posts: 95
Joined: Sat Apr 10, 2010 4:28 pm

Re: BF1942/Stalker/custom map

Post by MillerMod »

If i upload the map, can somebody check it with that debugger?
Let's do some modding ...
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... and i love the Siege mod for BF1942 also!
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Swaffy
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Location: Cibolo, Texas

Re: BF1942/Stalker/custom map

Post by Swaffy »

1: Go to "EA GAMES/Battlefield 1942/Mods/bf1942";
2: Paste the file "Mod_r.dll" in that folder;
2: While in the same folder, go to "Settings" and click on "VideoDefault.con";
3: Change "setFullScreen" from 1 to 0;
4: Go to "EA GAMES/Battlefield 1942" and paste "bf1942_r.exe" in that folder;
5: Test your game.

To remove the debugger, basically do the opposite of this.
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MillerMod
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Joined: Sat Apr 10, 2010 4:28 pm

Re: BF1942/Stalker/custom map

Post by MillerMod »

Ok, so the first problem was the camp fire, because it was imported from fh0.7 and the vanilla bf1942 doesn't like it. :S

And the second porblem is the wreck, wrecks.

I want to put vehicle wrecks to the map. I saw this code in a map and it works.

...objects\Wreck_PanzerIV_m1\
geometries.con

Code: Select all

GeometriyTemplate.create Standardmesh Wreck_PanzerIV_m1
GeometriyTemplate.file Wreck_PanzerIV_m1
GeometriyTemplate.setLodDistance 0 0
GeometriyTemplate.setLodDistance 1 10
GeometriyTemplate.setLodDistance 2 15
GeometriyTemplate.setLodDistance 3 30
GeometriyTemplate.setLodDistance 4 50
GeometriyTemplate.setLodDistance 5 100
objects.con

Code: Select all

objectTemplate.create simpleObject Wreck_PanzerIV_m1
objectTemplate.geometry Wreck_PanzerIV_m1
objectTemplate.setHasCollisionPhysics 1
objectTemplate.cullRadiusScale 3.0
objectTemplate.aiTemplate Wreck_PanzerIV_m1
Wreck_PanzerIV_m1.con

Code: Select all

run objects
run geometries
And the p4 wreck spawns in the map.

But there aren't any standardmesh files for p4 inside this map.

Are these lines possible for every wrecks in bf1942 vanilla? (rewrite the name of the wreck) Because i tried this, but the map doesn't load when i add these to objects.con like "wreck_yak9_m1/wreck_yak9_m1".
Let's do some modding ...
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... and i love the Siege mod for BF1942 also!
freddy
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Joined: Sun Oct 18, 2009 4:58 pm

Re: BF1942/Stalker/custom map

Post by freddy »

you can spawn all the vanilla wrecks, i dont think you need a spawner but just add them directly in ObjectSpawns.con

Code: Select all

Object.create Yak9Wreck
Object.absolutePosition 2033.4/20/1036.5
Object.rotation 0/0/0
if the wreck isnt in vanilla you need all those other files in the map and link them in the Geometries.con

Code: Select all

renderer.beginGlobalCluster Mi24D
GeometryTemplate.create StandardMesh Mi24D_Fus_M1
GeometryTemplate.file ../bf1942/levels/Chopper_Coral/CustomMeshes/AH64/Mi24D_Fus_m1
GeometryTemplate.hasDynamicShadow 1
GeometryTemplate.setLodDistance 0 0
GeometryTemplate.setLodDistance 1 30
GeometryTemplate.setLodDistance 2 50
GeometryTemplate.setLodDistance 3 100
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MillerMod
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Joined: Sat Apr 10, 2010 4:28 pm

Re: BF1942/Stalker/custom map

Post by MillerMod »

I need the wrecks like statics.
I added these lines to bf1942.lst in bc42 "wreck_yak9_m1=StandardMesh(wreck_yak9_m1)" because in basic there were only 2 wrecks.
I spawned them into the map in bc42, but when i loaded there is nothing. :S
Let's do some modding ...
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... and i love the Siege mod for BF1942 also!
freddy
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Joined: Sun Oct 18, 2009 4:58 pm

Re: BF1942/Stalker/custom map

Post by freddy »

im no good with bc42 :) i guess you use it to position stuff with?
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MillerMod
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Re: BF1942/Stalker/custom map

Post by MillerMod »

freddy wrote:im no good with bc42 :) i guess you use it to position stuff with?
Well i tried ed42 also,but bc42 is friendlier for me.

The main problem is i can not spawn down the wrecks of the vehicles in vanilla bf1942. Just vanilla vehicles.
But, there is a map, that loads them, but do not knwo how. :S
Let's do some modding ...
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... and i love the Siege mod for BF1942 also!
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: BF1942/Stalker/custom map

Post by freddy »

i did a quick test changing the allied fighters in bocage to wrecks and that worked fine, if its the positions you need i think you can use the console.showstats 1 command to get the coordinates

Code: Select all

Object.create Yak9Wreck
Object.absolutePosition 1266/21.9142/570.5
Object.rotation -0.100861/-13.7702/1.52588e-005

Object.create MustangWreck
Object.absolutePosition 1277.5/22.0037/573
Object.rotation 0.986951/-12.9406/0.0279846
Attachments
wreck.png
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MillerMod
Posts: 95
Joined: Sat Apr 10, 2010 4:28 pm

Re: BF1942/Stalker/custom map

Post by MillerMod »

freddy wrote:i did a quick test changing the allied fighters in bocage to wrecks and that worked fine, if its the positions you need i think you can use the console.showstats 1 command to get the coordinates

Code: Select all

Object.create Yak9Wreck
Object.absolutePosition 1266/21.9142/570.5
Object.rotation -0.100861/-13.7702/1.52588e-005

Object.create MustangWreck
Object.absolutePosition 1277.5/22.0037/573
Object.rotation 0.986951/-12.9406/0.0279846
Hmmmm
The main thing is you wrote: "Yak9Wreck" & "MustangWreck" instead of wreck_yak9_m1 or something, maybe this can be the problem?
Let's do some modding ...
Image
... and i love the Siege mod for BF1942 also!
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: BF1942/Stalker/custom map

Post by freddy »

yeah it might be that, im not sure how it works with bc42, the wreck is created as a simple object like Yak9Wreck so that is the name for it, Wreck_Yak9_m1 is for the geometry files but again im not sure how it works in bc42. hopefully someone knows it better :)
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