Search found 1715 matches

by Swaffy
Mon Dec 25, 2017 1:00 am
Forum: 1942 Modding Discussion
Topic: Engine Acceleration Question
Replies: 4
Views: 11254

Re: Engine Acceleration Question

I am talking about engine performance, not player input.
by Swaffy
Tue Dec 19, 2017 4:28 pm
Forum: 1942 Modding Discussion
Topic: Engine Acceleration Question
Replies: 4
Views: 11254

Engine Acceleration Question

ObjectTemplate.setMinRotation -1/0/-1 ObjectTemplate.setMaxRotation 1/0/1 ObjectTemplate.setMaxSpeed 4/0/10 ObjectTemplate.setAcceleration 4/0/10 I have a question regarding tank's engine acceleration code. Is there a way to set it to accelerate very slowly but decelerate very fast? Currently, it is...
by Swaffy
Wed Dec 06, 2017 1:26 am
Forum: 1942 Modding Discussion
Topic: Both Bases Capped to Spawn a Vehicle?
Replies: 7
Views: 23961

Re: Both Bases Capped to Spawn a Vehicle?

This is client only ... sorry, what you typed confuses me.
by Swaffy
Wed Dec 06, 2017 1:24 am
Forum: 1942 Modding Discussion
Topic: Free For All Mod
Replies: 4
Views: 11940

Re: Free For All Mod

The bots can shoot each other if you add the healing script to each gun's AI

I did this with grenades a while back and ... it was mayhem
by Swaffy
Fri Dec 01, 2017 11:55 pm
Forum: 1942 Modding Discussion
Topic: Make kits pickable by only one team
Replies: 7
Views: 13115

Re: Make kits pickable by only one team

Maybe you can use the Hold command on the spawner? I never tried that. Then have the kit fall through the world. My BGA program isn't starting (until I restart my PC then it will run) but I can provide the line that causes kits to fall through map
by Swaffy
Wed Nov 29, 2017 2:46 am
Forum: 1942 Modding Discussion
Topic: Make kits pickable by only one team
Replies: 7
Views: 13115

Re: Make kits pickable by only one team

Make a chair (visible mesh) into a PCO and use teamOnVehicle on its spawner to set the team, human player enters PCO and "fires". The projectile contains an object spawner that spawns the weapon kit. Profit? You can add other FireArms with different keys for setInputFire so you can spawn o...
by Swaffy
Fri Nov 17, 2017 2:21 am
Forum: Battlefield Heroes'42
Topic: Battlefield Heroes mod for BF1942...
Replies: 220
Views: 568897

Re: Battlefield Heroes mod for BF1942...

[bots] with a jetengine on there back and used as moving target practice :) I actually had this idea, to make a map and every kit has a jet pack. I would mod the jet pack to go off on the Walk keybind and have every spawn kit with one. Every time a bot walks the jet pack would send them off! (inclu...
by Swaffy
Tue Oct 17, 2017 8:42 pm
Forum: 1942 Modding Discussion
Topic: BFMDT 2.76 www.bfmods.com Development Thread
Replies: 60
Views: 448643

Re: BFMDT 2.76 www.bfmods.com Development Thread

TomPL wrote:(Why there is no detach materials function in the MDT script?)
Use this in the command bar thing in the bottom left of 3ds max
$.mat = null
by Swaffy
Sat Sep 30, 2017 1:20 am
Forum: 1942 Modding Discussion
Topic: Free For All Mod
Replies: 4
Views: 11940

Re: Free For All Mod

One thing I wished I could do was have a kill message for each PCO in a vehicle. So for example "Sherman 75mm" or "Sherman .50 MG" etc...
by Swaffy
Fri Jun 30, 2017 1:57 am
Forum: 1942 Modding Discussion
Topic: Problem editing existing building mesh with 3dsMax
Replies: 8
Views: 21659

Re: Problem editing existing building mesh with 3dsMax

Classical Modder wrote:it's not displaying the textures on the mesh. :|
Can you post the RS text please?