Search found 73 matches

by russ
Sun Feb 25, 2018 1:50 am
Forum: 1942 Modding Discussion
Topic: Fixing the CTF flag object so it doesn't fall through meshes
Replies: 33
Views: 92229

What do you mean by "nothing works". It still falls through meshes, or jeeps can't push it around when it's out on the ground? From what I can see, you can fix the flag object so it won't fall through meshes, but it doesn't help because it spawns directly on the elevation mesh, so it doesn...
by russ
Sat Feb 24, 2018 11:30 pm
Forum: 1942 Modding Discussion
Topic: Fixing the CTF flag object so it doesn't fall through meshes
Replies: 33
Views: 92229

Re: Fixing the CTF flag object so it doesn't fall through me

OK, this is what I was afraid of. You can make the flag respond like normal objects. However, when it is dropped by a player it "spawns" on the surface of the elevation mesh. You could try to prove this by adding HasCollisionPhysics and HasResponsePhysics, making sure it has a geometry wit...
by russ
Sat Feb 24, 2018 8:34 am
Forum: 1942 Modding Discussion
Topic: Fixing the CTF flag object so it doesn't fall through meshes
Replies: 33
Views: 92229

Re: Fixing the CTF flag object so it doesn't fall through me

Ok, I'm looking at the code. Can you test something for me? When someone is in a plane and they lose the flag, does the flag fall, or does it just appear on the ground?
by russ
Fri Feb 23, 2018 7:02 am
Forum: 1942 Modding Discussion
Topic: Fixing the CTF flag object so it doesn't fall through meshes
Replies: 33
Views: 92229

Re: Fixing the CTF flag object so it doesn't fall through me

The Flag is an Item, which is a Bundle, which is a SimpleObject, which is an Object. A Kit is also an Item, so really whatever a Kit can do, a Flag should be able to do. Have you tried HasCollisionPhysics? http://bfmods.com/mdt/scripting/ObjectTemplate/Properties/HasCollisionPhysics.html BTW, found ...
by russ
Mon Jan 29, 2018 8:03 am
Forum: 1942 Modding Discussion
Topic: Jump Height / Scuba Fins
Replies: 5
Views: 13680

Re: Jump Height / Scuba Fins

BTW, have you played with the damping property for ActiveKitParts? It looks like it's "armor".
by russ
Mon Jan 29, 2018 7:53 am
Forum: 1942 Modding Discussion
Topic: ViewMatIDs 1.2
Replies: 7
Views: 15959

Re: ViewMatIDs 1.2

BTW, I'll add that material 90 is the one material that is not a "Solid Material", whatever that means.
by russ
Mon Jan 29, 2018 7:49 am
Forum: 1942 Modding Discussion
Topic: ViewMatIDs 1.2
Replies: 7
Views: 15959

Re: ViewMatIDs 1.2

materialManager.dumpMaterialList will dump generic properties of materials. Many materials have properties hardcoded into the executable though (such as 99). MaterialManager.material 8 MaterialManager.materialDefGroup 8 MaterialManager.materialAttGroup 8 MaterialManager.materialDamage 30.000000 Mate...
by russ
Tue Jan 23, 2018 7:48 am
Forum: 1942 Modding Discussion
Topic: How do I use this admin command?
Replies: 2
Views: 8144

Re: How do I use this admin command?

Use game.listPlayers

You might need to use AI.killBotId or AI.killBotName. AI.killAllBots might come in handy too.
by russ
Wed Jan 17, 2018 5:52 pm
Forum: 1942 Modding Discussion
Topic: Jump Height / Scuba Fins
Replies: 5
Views: 13680

Re: Jump Height / Scuba Fins

You can instead use addToPossitiveMask [sic] Swimming to make it only usable while swimming. Oh, and something that might help you. There is a Jumping mask as well. So if you add that to the negative mask, they can't get the extra boost if they are already jumping. Masks are: HideWeapon LockFreeLook...
by russ
Wed Jan 17, 2018 11:37 am
Forum: 1942 Modding Discussion
Topic: Jump Height / Scuba Fins
Replies: 5
Views: 13680

Re: Jump Height

The only straightforward way to do this is hack the server binary. However, you might be able to get an extra bounce by adding an ActiveKitPart (jetpack) to every kit. side note, has anyone used ActiveKitPart to make this like scuba fins? Make it only work while swimming, and possibly use setActivat...