Search found 167 matches
- Tue Jan 04, 2011 7:18 pm
- Forum: 1942 Modding Discussion
- Topic: "Generate Terrain Shadows" Error
- Replies: 9
- Views: 11854
Re: "Generate Terrain Shadows" Error
Interesting tool, fo0k - do you happen to have the VB6 source code as welll, or maybe know something about the author? Just unpacked it and saw it's only the compiled exe, unfortunately...
Re: hello :)
lo ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Thu Dec 09, 2010 5:17 pm
- Forum: Battlefield Heroes'42
- Topic: Battlefield Heroes mod for BF1942...
- Replies: 220
- Views: 594107
Re: Battlefield Heroes mod for BF1942...
This is good news. Seems like the last little detail to perfect BFH look has been solved. ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Sat Dec 04, 2010 10:09 pm
- Forum: General discussion & notices
- Topic: VU server people
- Replies: 5
- Views: 9226
- Sat Nov 27, 2010 11:13 am
- Forum: 1942 Modding Discussion
- Topic: Does any1 know how to make the player can't exit the vehicle
- Replies: 8
- Views: 11161
Re: Does any1 know how to make the player can't exit the veh
SSM = changes done only to the server files
CSM = changes done to both the client and server files
Say it loud 100 times while jumping on the right leg with your left forefinger on your nose.
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
CSM = changes done to both the client and server files
Say it loud 100 times while jumping on the right leg with your left forefinger on your nose.
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
- Tue Nov 23, 2010 10:05 pm
- Forum: 1942 Modding Discussion
- Topic: bullets Projectile moving vehicles
- Replies: 9
- Views: 11838
Re: bullets Projectile moving vehicles
I think what you're looking for is the ObjectTemplate.ForceOnExplosion 10 property. It's applied on HandFireArms objects and tells how much "push" it'll do to all kind of things when the projectile fired by the weapon hits close to the array where these objects are. Example: ObjectTemplate...
- Tue Nov 23, 2010 9:58 pm
- Forum: 1942 Modding Discussion
- Topic: Setting a team?
- Replies: 5
- Views: 8352
Re: Setting a team?
Glad I could help. ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Tue Nov 23, 2010 6:15 pm
- Forum: 1942 Modding Discussion
- Topic: Setting a team?
- Replies: 5
- Views: 8352
Re: Setting a team?
Ok. ![Smile :)](./images/smilies/icon_e_smile.gif)
Btw, you can put many more vehicles on one spawnerTemplate by using "Object.setObjectTemplate 3, 4, 5, ..." and activating them with the "Object.setTeam n" command. This won't work when SetOSId is set, because then the team ID will be overwritten and can only be 1 or 2.
![Smile :)](./images/smilies/icon_e_smile.gif)
Btw, you can put many more vehicles on one spawnerTemplate by using "Object.setObjectTemplate 3, 4, 5, ..." and activating them with the "Object.setTeam n" command. This won't work when SetOSId is set, because then the team ID will be overwritten and can only be 1 or 2.
- Wed Nov 17, 2010 1:45 pm
- Forum: 1942 Modding Discussion
- Topic: Player balancing system
- Replies: 0
- Views: 4967
Player balancing system
Hi all, the idea: a server that keeps two lists of players (names, keyhashes, whatever is enough to ID them): one list with prefered players, one list with handicapped players. The former is where you put players in of which you know that they are a bit slower and that usually have no chance. The la...
- Mon Nov 15, 2010 11:49 am
- Forum: Battlefield 2, 2142 and Vietnam Discussion
- Topic: bf2 WW2
- Replies: 2
- Views: 10414