Bf1942 weapons on dc

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Dragonlizard
Posts: 11
Joined: Fri Apr 08, 2011 6:34 pm

Bf1942 weapons on dc

Post by Dragonlizard »

Is possible to put 1942 weapons and vecicals on dc and DCF , I know iv seen a archival on a dc server once , but how does that work ?
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Swaffy
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Location: Cibolo, Texas

Re: Bf1942 weapons on dc

Post by Swaffy »

Well, since Desert Combat is loaded after BF1942 is loaded [example below], all you have to do is put a BF1942 gun in a weapon kit or spawn a BF1942 vehicle on a map.

game.setCustomGameName DC_Final
game.addModPath Mods/DC_Final/
game.addModPath Mods/DesertCombat/
game.addModPath Mods/BF1942/

game.customGameFlushArchives 0
game.setCustomGameVersion 0.8
game.setCustomGameUrl "The final installment...."

I have not done it yet, since I don't play Desert Combat much, but I am sure that it is easy to do.
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Dragonlizard
Posts: 11
Joined: Fri Apr 08, 2011 6:34 pm

Re: Bf1942 weapons on dc

Post by Dragonlizard »

How would u spawn a B-17 ? Is it possible to make the MGs shoot missiles ? And make it a little faster , is it possible ?

If so can u give me the objectspawntemplate code, or just the reg code for the b17
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Swaffy
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Location: Cibolo, Texas

Re: Bf1942 weapons on dc

Post by Swaffy »

All you need to do is open up [for example] El_Alamein.rfa and go to:
Conquest/ObjectSpawnTemplates.con

Just change the name of an airplane to B17, and it should spawn a B17.

The modding part is ... on Objects.rfa. Go here:
Objects.rfa/Objects/Vehicles/Air/B17/Physics.con

Just add some power to the Engine bundle, and it will go faster. But the B17 will constantly be lifting up due to the higher speed, so you'd have to reduce the wing lift.
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