Search found 54 matches

by archer
Sun Aug 26, 2012 5:09 pm
Forum: 1942 Modding Discussion
Topic: rotation angle snaps..
Replies: 5
Views: 8136

Re: rotation angle snaps..

It's possible to do that by abusing SupplyDepots. You build a main "lock" pco object with 1000 hp and with a SupplyDepot that heals it by 5000 hp per second. Then, each combination dial is a separate PCO that can be damaged by gunfire and rotates the dial depending on the hp (using armor e...
by archer
Sun Aug 26, 2012 11:52 am
Forum: 1942 Modding Discussion
Topic: how much do you really know about this game?
Replies: 5
Views: 8580

Re: how much do you really know about this game?

Just what kind of magic do you expect from an old DirectX 8.1 based engine? Of course, there exist mods for other games that managed to upgrade the graphics engine, like for example "A Path Beyond" mod for C&C: Renegade, but I believe they were actively supported by game developers. I'...
by archer
Sun Aug 26, 2012 11:35 am
Forum: 1942 Modding Discussion
Topic: rotation angle snaps..
Replies: 5
Views: 8136

Re: rotation angle snaps..

RotationalBundle works in a continuous manner, so it can't be reliably used for discrete steps. Maybe a trick with animations? When player input advances the animation by one frame, and each successive frame contains the the object rotated by 10 degrees? I'm not sure if that's possible since my expe...
by archer
Mon Jul 16, 2012 7:05 pm
Forum: 1942 Modding Discussion
Topic: Jump Pads
Replies: 7
Views: 10564

Re: Jump Pads

Stacking them on top of each other with 1 meter increments, eg: Object.absolutePosition 2100/23.9/2100 Object.absolutePosition 2100/24.9/2100 Object.absolutePosition 2100/25.9/2100 ... does make a sherman move to the top quite fast. But it still has a lot of rotational speed when it reaches the topm...
by archer
Mon Jul 16, 2012 2:24 pm
Forum: 1942 Modding Discussion
Topic: Jump Pads
Replies: 7
Views: 10564

Re: Jump Pads

Just tried it in the debug executable, it kind of works. The console did not recognize ObjectTemplate.sizeModifier, and MDT says it's only used in particles, so I used GeometryTempalte.scale instead: GeometryTemplate.active eupaint3_m1 GeometryTemplate.scale 1/1/10 Object.create eupaint3_m1 Object.r...
by archer
Fri Feb 17, 2012 4:01 pm
Forum: 1942 Modding Discussion
Topic: Attach Static Object to PCO?
Replies: 4
Views: 7241

Re: Attach Static Object to PCO?

Both ways work. You can make the armour a simpleobject with mobile, collision and response physics, then attach it to the vehicle's Complex bundle by AddTemplate. The armour needs to have a material ID that does not take any damage when hit. You can also also add the armour to your vehicle's mesh. A...
by archer
Thu Jan 12, 2012 5:51 pm
Forum: 1942 Modding Discussion
Topic: V-1 Targeting
Replies: 12
Views: 16781

Re: V-1 Targeting

Look it up: http://en.wikipedia.org/wiki/Perspective_%28visual%29 Cameras in BF1942 use perspective projection, and the expanded minimap uses orthographic projection. Because of that difference, there is no way to match these two. Not that we didn't try anyway If you look closely at the bottom scree...
by archer
Thu Jan 12, 2012 1:48 am
Forum: 1942 Modding Discussion
Topic: V-1 Targeting
Replies: 12
Views: 16781

Re:

Just as a notice, you can crank up the ViewDistance for the serverfiles only, it will affect the range of how long you can spot the minimap icons of a empty vehicle/pco. edit: underlined "serverfiles" to distinguish the difference in modding techniques. the ViewDistance should be kept at ...
by archer
Tue Jan 10, 2012 5:11 pm
Forum: 1942 Modding Discussion
Topic: V-1 Targeting
Replies: 12
Views: 16781

Re: V-1 Targetting

I appreciate your enthusiasm, but I've already said that the "marker-on-the-table" method is not acceptable, because it depends on player minimap settings being just right. It's also quite difficult to aim and counter-intuitive, so we need something better. Placing the map texture on the t...
by archer
Tue Jan 10, 2012 10:14 am
Forum: 1942 Modding Discussion
Topic: V-1 Targeting
Replies: 12
Views: 16781

Re: V-1 Targetting

Hi, thanks for your reply. I really appreciate your elaborate answer, your ideas are quite interesting. I'm afraid, however, that we misunderstood each other. The actual missile is already working perfectly, that is, it hits the chosen target just fine. I purposely didn't dwell into how exactly we m...