BF1942/Stalker/custom map

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MillerMod
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Re: BF1942/Stalker/custom map

Post by MillerMod »

freddy wrote: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 :)
And is this an objectspawn or staticspawn?
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Swaffy
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Re: BF1942/Stalker/custom map

Post by Swaffy »

Make sure you create a wreck as a static object or it will bounce around and fade away after a few seconds. In order to prevent bugs from happening with the normal wrecks, you should make a separately named static object.

ObjectTemplate.create SimpleObject cabledrm_m1
ObjectTemplate.geometry cabledrm_m1
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.aiTemplate cabledrm_m1
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freddy
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Re: BF1942/Stalker/custom map

Post by freddy »

i used objectspawn but you can put it in static if you want, its a static object after all so thats fitting :)

one thing i noticed when i tested was that i could run throw the wrecks, dunno why was like the had no mass from the original planes
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MillerMod
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Re: BF1942/Stalker/custom map

Post by MillerMod »

Swaffy wrote:Make sure you create a wreck as a static object or it will bounce around and fade away after a few seconds. In order to prevent bugs from happening with the normal wrecks, you should make a separately named static object.

ObjectTemplate.create SimpleObject cabledrm_m1
ObjectTemplate.geometry cabledrm_m1
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.aiTemplate cabledrm_m1
I also have this in my map in the objects folder: "...bf1942\levels\ddw_stalker_soc\objects\wreck_yak9_m1\objects.con"

Code: Select all

objectTemplate.create simpleObject wreck_yak9_m1
objectTemplate.geometry wreck_yak9_m1
objectTemplate.setHasCollisionPhysics 1
objectTemplate.cullRadiusScale 3.0
objectTemplate.aiTemplate wreck_yak9_m1
Let's do some modding ...
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freddy
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Re: BF1942/Stalker/custom map

Post by freddy »

i dont know about the objectTemplate.aiTemplate wreck_yak9_m1 is there ai for wrecks?
freddy
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Re: BF1942/Stalker/custom map

Post by freddy »

Swaffy wrote:Make sure you create a wreck as a static object or it will bounce around and fade away after a few seconds.
i just tried and i saw no bouncing or fading :)

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MillerMod
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Re: BF1942/Stalker/custom map

Post by MillerMod »

Hm at least that worked i changed the name of the wreck and i can see the yak9 wreck, but i can go across it :D
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freddy
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Re: BF1942/Stalker/custom map

Post by freddy »

yeh i guess you need the objectTemplate.setHasCollisionPhysics 1 , try put your code directly in ObjectSpawnTemplates.con that way you can be sure it gets read

Code: Select all

objectTemplate.create simpleObject wreckius_yakius
objectTemplate.geometry wreck_yak9_m1
objectTemplate.setHasCollisionPhysics 1
then spawn in ObjectSpawns.con

Code: Select all

Object.create wreckius_yakius
Object.absolutePosition 813/104/1385.6
Object.rotation 180/0.0/0.0
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Swaffy
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Re: BF1942/Stalker/custom map

Post by Swaffy »

The wrecks might not have a collision mesh, I'm not sure what the vanilla models are like. So you might want to check that.
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MillerMod
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Re: BF1942/Stalker/custom map

Post by MillerMod »

Swaffy wrote:The wrecks might not have a collision mesh, I'm not sure what the vanilla models are like. So you might want to check that.
It does in a map calls "Al_jarah.rfa". I will upload this map soon.

News: the map loads, so i think the wrecks will work now correctly.

Other question: do somebody have a campfire object with fire effect ?
Let's do some modding ...
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... and i love the Siege mod for BF1942 also!
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