Search found 73 matches
- 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
- 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...
- 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?
- 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 ...
- 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".
- 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.
- 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...
- 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.
You might need to use AI.killBotId or AI.killBotName. AI.killAllBots might come in handy too.
- 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...
- 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...