Search found 173 matches

by Skull Kid
Thu May 20, 2021 6:05 pm
Forum: 1942 Modding Discussion
Topic: player.vehicleHp only works in multiplayer?
Replies: 28
Views: 49461

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: 49461

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: 49461

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: 49461

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: 49461

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...
by Skull Kid
Wed May 05, 2021 10:50 pm
Forum: 1942 Modding Discussion
Topic: .lst & .cfg generator based on .rfa of custom objects?
Replies: 10
Views: 19785

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...
by Skull Kid
Tue May 04, 2021 5:27 pm
Forum: 1942 Modding Discussion
Topic: .lst & .cfg generator based on .rfa of custom objects?
Replies: 10
Views: 19785

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...
by Skull Kid
Fri Feb 19, 2021 11:21 pm
Forum: 1942 Modding Discussion
Topic: Binding a certain console command to a key?
Replies: 1
Views: 4199

Re: Binding a certain console command to a key?

I solved it. I cannot remember where that thread is now, but it was on this forum.

Edit: Here's the thread I looked at: https://bfmods.com/viewtopic.php?f=6&t=1702
by Skull Kid
Sun Feb 14, 2021 11:10 pm
Forum: 1942 Modding Discussion
Topic: Binding a certain console command to a key?
Replies: 1
Views: 4199

Binding a certain console command to a key?

Dear all, I recently saw that the developers of Forgotten Hope Secret Weapon released version 0.62 and 0.621 not to long ago. In this version, there's a scope zoom feature with the X key for every vehicle in the mod. I would want to make this possible for BattleGroup42 and vanilla. So if anybody her...