BF 1942: Modding: first train made!

Ask questions, discuss ideas, get answers
User avatar
buschhans
Posts: 338
Joined: Wed Jul 18, 2012 12:50 pm

BF 1942: Modding: first train made!

Post 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)
If do you like the BF 1942 Mods or search a Download please visit: http://hg-clan.blogspot.de/
User avatar
Swaffy
Posts: 1715
Joined: Sun Aug 29, 2010 9:25 pm
Location: Cibolo, Texas

Re: BF 1942: Modding: first train made!

Post by Swaffy »

I'm just curious about what the collision meshes look like.
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
User avatar
fo0k
Posts: 1433
Joined: Fri Oct 16, 2009 4:21 pm
Location: UK

Re: BF 1942: Modding: first train made!

Post by fo0k »

looks great
User avatar
Bad Bug
Posts: 80
Joined: Wed Oct 31, 2012 12:05 am
Contact:

Re: BF 1942: Modding: first train made!

Post by Bad Bug »

Wow, that's the bomb. I like it. 8-)
Yes my master

Image
User avatar
Vilespring
Posts: 740
Joined: Sat Nov 24, 2012 5:47 am
Location: Somewere in the United States

Re: BF 1942: Modding: first train made!

Post 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
A picture is worth a thousand words, but takes up three thousand times the memory.

Area 51: http://battlefieldarea51mod.weebly.com/

Image
"I didn't steal your pizza"
User avatar
buschhans
Posts: 338
Joined: Wed Jul 18, 2012 12:50 pm

Re: BF 1942: Modding: first train made!

Post 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.:-)
If do you like the BF 1942 Mods or search a Download please visit: http://hg-clan.blogspot.de/
User avatar
Vilespring
Posts: 740
Joined: Sat Nov 24, 2012 5:47 am
Location: Somewere in the United States

Re: BF 1942: Modding: first train made!

Post 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.
A picture is worth a thousand words, but takes up three thousand times the memory.

Area 51: http://battlefieldarea51mod.weebly.com/

Image
"I didn't steal your pizza"
User avatar
Apache Thunder
Posts: 1210
Joined: Mon Oct 19, 2009 2:48 am
Location: Levelland Texas, USA
Contact:

Re: BF 1942: Modding: first train made!

Post 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.
ImageImageImage
I have cameras in your head!
User avatar
Swaffy
Posts: 1715
Joined: Sun Aug 29, 2010 9:25 pm
Location: Cibolo, Texas

Re: BF 1942: Modding: first train made!

Post 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?
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
User avatar
Vilespring
Posts: 740
Joined: Sat Nov 24, 2012 5:47 am
Location: Somewere in the United States

Re: BF 1942: Modding: first train made!

Post 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
A picture is worth a thousand words, but takes up three thousand times the memory.

Area 51: http://battlefieldarea51mod.weebly.com/

Image
"I didn't steal your pizza"
Post Reply