Search found 95 matches

by MillerMod
Tue May 06, 2014 10:39 am
Forum: 1942 Modding Discussion
Topic: Non static object transform to static
Replies: 32
Views: 61425

Re: Non static object transform to static

Swaffy wrote:
MillerMod wrote:But where to put this code? :S
You can stick it at the bottom of the Objects.con for the Well object in the Objects.rfa file.
Well i just want to add this in a map, so i do not want to modify the objects.rfa file.

Will it work only in a custom map?
by MillerMod
Mon May 05, 2014 10:26 pm
Forum: 1942 Modding Discussion
Topic: Non static object transform to static
Replies: 32
Views: 61425

Re: Non static object transform to static

sure, just bundle the heal code to the object... rem rem *** medicwell *** rem ObjectTemplate.create Bundle medicwell ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.geometry well_eu_M1 ObjectTemplate.aiTemplate mediclocker_m1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.hasResponsePhysic...
by MillerMod
Mon Mar 03, 2014 1:12 pm
Forum: 1942 Modding Discussion
Topic: Non static object transform to static
Replies: 32
Views: 61425

Re: Non static object transform to static

Before i try this i have a nother question: is it possible to make a static object (eu_well) to heal the nearby soldiers? So can the eu_well will act like a mediclocker?
by MillerMod
Sun Mar 02, 2014 1:48 pm
Forum: 1942 Modding Discussion
Topic: Non static object transform to static
Replies: 32
Views: 61425

Re: Non static object transform to static

Vilespring wrote:did it work?
Sorry i haven't tried it yet, i have a lot of work in real life. :(
by MillerMod
Tue Feb 25, 2014 10:19 am
Forum: 1942 Modding Discussion
Topic: Non static object transform to static
Replies: 32
Views: 61425

Re: Non static object transform to static

Vilespring wrote:You can remove all entry points, that way it is still destructible/rammable but cannot be used. You might have to remove the depot if you want it to not give ammo.
Can you pls show me the code ?
by MillerMod
Tue Feb 25, 2014 10:18 am
Forum: 1942 Modding Discussion
Topic: Non static object transform to static
Replies: 32
Views: 61425

Re: Non static object transform to static

Do you want something that just looks like for example an apc or do you mean like an actual apc that cant drive? Im not the best with this stuff but i think you can just make a simple object using the apc mesh There is a fun example in the game with an engine that looks like a boat :) rem *** Enter...
by MillerMod
Mon Feb 24, 2014 4:31 pm
Forum: 1942 Modding Discussion
Topic: Non static object transform to static
Replies: 32
Views: 61425

Non static object transform to static

Hi Mates!

Can you tell me how to make an object (for example an apc) to a static object? So the players can not use it.
by MillerMod
Thu Feb 13, 2014 6:31 pm
Forum: 1942 Modding Discussion
Topic: Problem with Battlecraft
Replies: 27
Views: 38319

Re: Problem with Battlecraft

cajunwolf wrote:The game has to be extracted for ED42 to work. To setup a BF42 dev folder you simply extract the objects, standardmesh, and texture rfa's into it.

Oki!
I will try it soon! :D
by MillerMod
Thu Feb 13, 2014 1:44 pm
Forum: 1942 Modding Discussion
Topic: Problem with Battlecraft
Replies: 27
Views: 38319

Re: Problem with Battlecraft

This is quite simple to do actually. If you have your bf42 dev folder setup and working in ED42 then make two copies of it renaming them xpack1 and xpack2 respectively. Now extract each xpack into it's respective directory. Now when you open ED42 goto File->Directories and select which dev you want...
by MillerMod
Wed Feb 12, 2014 10:32 am
Forum: 1942 Modding Discussion
Topic: Problem with Battlecraft
Replies: 27
Views: 38319

Re: Problem with Battlecraft

Hi Mates!

I noticed the same problem with xpack2 under bc42.

So i have to use ed42, but how?

I saw the tutorial how to setup for bf1942, but how with xpack2?