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BF 1942: Modding: first train made!

Posted: Thu Nov 14, 2013 3:16 pm
by buschhans
First fully functional train in Battlefield 1942:

http://www.youtube.com/watch?v=ZnU6ARK8sk8#t=0

Features:

Forward + backward
Cornering
Tracks are passable as before on foot or with vehicles
stable in multiplayer
6 Cars as in the video seem to be no problem have not yet tested where the maximum is
on and disconnect individual wagons theoretically possible

It was simply known by the loyal FHSW-europe group, a spare-time project by endless nameless.

When he's done with the train, he does this each who would like to provide?
Has anybody interested?

Here your can contact the creator of turn "Endless Nameless":
http://fhsw-europ.ucoz.de/forum/

He could offer also a "map-mod" for vanilla, Could he offer also a "map-mod" for vanilla? If one provides a suitable map of you.

(Created from a quote by: endless nameless)

Re: BF 1942: Modding: first train made!

Posted: Thu Nov 14, 2013 6:03 pm
by Swaffy
I'm just curious about what the collision meshes look like.

Re: BF 1942: Modding: first train made!

Posted: Fri Nov 15, 2013 2:57 pm
by fo0k
looks great

Re: BF 1942: Modding: first train made!

Posted: Sat Nov 16, 2013 3:57 am
by Bad Bug
Wow, that's the bomb. I like it. 8-)

Re: BF 1942: Modding: first train made!

Posted: Sat Nov 16, 2013 4:15 am
by Vilespring
I feel like I'm in the mood for my ideas, I was going to ask Bothunter about adding an armored train, but now, I think we can do it. I have some rather narley ideas for a very sick war-train mode!
>:D

Re: BF 1942: Modding: first train made!

Posted: Sun Nov 17, 2013 11:06 pm
by buschhans
Vilespring wrote:I feel like I'm in the mood for my ideas, I was going to ask Bothunter about adding an armored train, but now, I think we can do it. I have some rather narley ideas for a very sick war-train mode!
>:D
This train Code were be cool for example an update for the Old "Western War Mod" in COOP.:-)

Re: BF 1942: Modding: first train made!

Posted: Sun Nov 17, 2013 11:49 pm
by Vilespring
I was going to make a game mode where the train has a flag, and the objective is to control it. The train would be made so that it's hard to disable, but nearly impossible to destroy. How, the train would have around 15000 hit points, but the critical state is 10000 hp, with no critical loss. This is so the train cannot die, but can be disabled.

Re: BF 1942: Modding: first train made!

Posted: Mon Nov 18, 2013 5:40 am
by Apache Thunder
You can have mobile physics on Control Points. Just make sure NOT to attach the control point to a PCO. If you do the game will CTD the moment the round ends or if the vehicle it's attached to dies and gets removed from the map. Even if the host PCO is coded to never die there isn't a known way to prevent the game from removing it from the map at round end as it will do with all PCOs.

I have yet to see any way around this bug.

Re: BF 1942: Modding: first train made!

Posted: Mon Nov 18, 2013 7:35 pm
by Swaffy
This is going to sound stupid, but can you addTemplate a PCO to a ControlPoint (with mobile physics) and control it like that?

Re: BF 1942: Modding: first train made!

Posted: Mon Nov 18, 2013 8:45 pm
by Vilespring
Swaffy wrote:This is going to sound stupid, but can you addTemplate a PCO to a ControlPoint (with mobile physics) and control it like that?
*MIND BLOWN*
that, might work! :lol:
because the spawing of the control point will initiate the spawning of the train! :D