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.
Search found 166 matches
- Sat Feb 04, 2023 12:42 am
- Forum: 1942 Modding Discussion
- Topic: .ske Tuts?
- Replies: 12
- Views: 14999
- Sun Nov 20, 2022 9:46 pm
- Forum: 1942 Modding Discussion
- Topic: Renaming bots? (In the debugger)
- Replies: 9
- Views: 13280
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<<"...
- 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: 2631
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...
- Thu May 20, 2021 6:05 pm
- Forum: 1942 Modding Discussion
- Topic: player.vehicleHp only works in multiplayer?
- Replies: 28
- Views: 40228
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.
EDIT: Anyone with more knowledge is welcome to reply here.
- Thu May 20, 2021 5:37 pm
- Forum: 1942 Modding Discussion
- Topic: player.vehicleHp only works in multiplayer?
- Replies: 28
- Views: 40228
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.
- Thu May 20, 2021 4:56 pm
- Forum: 1942 Modding Discussion
- Topic: player.vehicleHp only works in multiplayer?
- Replies: 28
- Views: 40228
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.
EDIT: I saw your other post here somewhere about this. This may be well possible.
- Thu May 20, 2021 4:46 pm
- Forum: 1942 Modding Discussion
- Topic: player.vehicleHp only works in multiplayer?
- Replies: 28
- Views: 40228
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 
EDIT: If somebody else is able to help out, please do not hesitate to reply here!

EDIT: If somebody else is able to help out, please do not hesitate to reply here!
- Tue May 18, 2021 6:07 pm
- Forum: 1942 Modding Discussion
- Topic: player.vehicleHp only works in multiplayer?
- Replies: 28
- Views: 40228
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...
- Wed May 05, 2021 10:50 pm
- Forum: 1942 Modding Discussion
- Topic: .lst & .cfg generator based on .rfa of custom objects?
- Replies: 10
- Views: 14869
Re: .lst & .cfg generator based on .rfa of custom objects?
It's interesting to know that a program was made to generate the LST and CFG files. I've always created mine manually :lol: Yeah, I thought so too. But as Forgotten Hope Secret Weapon has hundreds of vehicles... I will stick with both Battlecraft 1942 and Editor42 for map making. Both are free, and...
- Tue May 04, 2021 5:27 pm
- Forum: 1942 Modding Discussion
- Topic: .lst & .cfg generator based on .rfa of custom objects?
- Replies: 10
- Views: 14869
Re: .lst & .cfg generator based on .rfa of custom objects?
I'm sorry for resurrecting a long-dead thread, but I did get the lstgen executable to work properly. Now, it was meant for the Desert Combat mod, as I believe the object names and mesh names are the same. Now I would want to get the lstgen to work for Forgotten Hope Secret Weapon. The problem is tha...