Search found 168 matches

by Skull Kid
Tue Feb 21, 2023 1:25 am
Forum: General discussion & notices
Topic: Is there a way to export Bf1942 models to blender 3d modeling software??
Replies: 1
Views: 391

Re: Is there a way to export Bf1942 models to blender 3d modeling software??

Hello.

Download this: https://github.com/Ahrkylien/BF1942-Blender-add-on

Then, open up Blender and go into the preferences. Select Add-ons and install the zip (you don't need to extract it).

Happy modding!
by Skull Kid
Sat Feb 11, 2023 9:56 pm
Forum: 1942 Modding Discussion
Topic: .ske Tuts?
Replies: 13
Views: 15430

Re: .ske Tuts?

I solved it. It was the springs in the Physics.con that was adjusted wrong.
by Skull Kid
Sat Feb 04, 2023 12:42 am
Forum: 1942 Modding Discussion
Topic: .ske Tuts?
Replies: 13
Views: 15430

Re: .ske Tuts?

Very sorry for bringing up a nine year old thread... but I'm facing a similar problem right now with my own tank. I'm trying to get it into Battlefield 1918, but I suspect that the ske and skn files aren't exported correctly...

The game simply crashes without any error message whatsoever.
by Skull Kid
Sun Nov 20, 2022 9:46 pm
Forum: 1942 Modding Discussion
Topic: Renaming bots? (In the debugger)
Replies: 9
Views: 13577

Re: Renaming bots? (In the debugger)

I'm actually now facing the problem that the bots will spawn alright, but they won't move. EDIT: Solved now. Enter in the following order in the game console (don't know if this works in the vanilla executable, but if it doesn't use the debugger): 1. game.createAIPlayer ">>Bot name here<<"...
by Skull Kid
Tue Jun 08, 2021 2:21 am
Forum: 1942 Modding Discussion
Topic: Making one vehicle indestructible for one particular map only? (SOLVED)
Replies: 0
Views: 2695

Making one vehicle indestructible for one particular map only? (SOLVED)

So, I have trouble with the "ObjectTemplate.HasArmor" command. It doesn't seem to be taken into account from the ObjectSpawnTemplates.con file, only in the Objects.rfa. Does anybody know if this is possible map-wise for one vehicle? Thanks in advance! EDIT: Nevermind, I solved it. If anybo...
by Skull Kid
Thu May 20, 2021 6:05 pm
Forum: 1942 Modding Discussion
Topic: player.vehicleHp only works in multiplayer?
Replies: 28
Views: 40657

Re: player.vehicleHp only works in multiplayer?

I am quite overwhelmed with how difficult this simple thing was... but now I'm kind of obsessed with solving it.

EDIT: Anyone with more knowledge is welcome to reply here.
by Skull Kid
Thu May 20, 2021 5:37 pm
Forum: 1942 Modding Discussion
Topic: player.vehicleHp only works in multiplayer?
Replies: 28
Views: 40657

Re: player.vehicleHp only works in multiplayer?

Ah, I get it. I will take a look into it. It might require a bit more scripting. I will see what's possible with my knowledge.
by Skull Kid
Thu May 20, 2021 4:56 pm
Forum: 1942 Modding Discussion
Topic: player.vehicleHp only works in multiplayer?
Replies: 28
Views: 40657

Re: player.vehicleHp only works in multiplayer?

Hang on. What you want is to make a player active with the push of a key? I think that's possible... Although I'm not sure if that's what you meant. But I have made a couple of command binds to a few keys.

EDIT: I saw your other post here somewhere about this. This may be well possible.
by Skull Kid
Thu May 20, 2021 4:46 pm
Forum: 1942 Modding Discussion
Topic: player.vehicleHp only works in multiplayer?
Replies: 28
Views: 40657

Re: player.vehicleHp only works in multiplayer?

I can imagine that's not an easy thing to do. As for myself, that's probably way over my head of know-how, sadly... All I can say is Good Luck with that. I hope you solve it in the end :D

EDIT: If somebody else is able to help out, please do not hesitate to reply here!
by Skull Kid
Tue May 18, 2021 6:07 pm
Forum: 1942 Modding Discussion
Topic: player.vehicleHp only works in multiplayer?
Replies: 28
Views: 40657

Re: player.vehicleHp only works in multiplayer?

I am myself kind of stumped that the server executable (BF1942_w32ded.exe) doesn't ever accept even remote admin commands to spawn vehicles with the likes of "game.spawnobject" and "object.create. But I'll look into that another time! I know you can use the "player.active" c...