Search found 134 matches

by takiwa
Mon Dec 30, 2013 10:46 pm
Forum: 1942 Modding Discussion
Topic: Make Bots Use Vehicle More Often?
Replies: 28
Views: 36907

Re: Make Bots Use Vehicle More Often?

your problem is this: aiTemplatePlugIn.setStrategicStrength 0 1 aiTemplatePlugIn.setStrategicStrength 1 0 the first line sets the Strategic Strength of the vehicle for offense (boolean=0), the second line sets it for defense (boolean=1). Reading your code, you have an offensive strategic strength of...
by takiwa
Mon Dec 30, 2013 10:16 pm
Forum: 1942 Modding Discussion
Topic: Moving Center of Mass for a Vehicle
Replies: 15
Views: 27663

Re: Moving Center of Mass for a Vehicle

rather than moving the mesh in Max, just move the pivot point. It serves the same purpose (re-positioning the CoG) without having to re-code the vehicle. I did this with the vanilla Tiger to reduce the god-awful rocking motion that tank has when driving and shooting. Import the main hull mesh into M...
by takiwa
Mon Dec 30, 2013 8:12 pm
Forum: 1942 Modding Discussion
Topic: SP Map Crash
Replies: 4
Views: 7680

Re: SP Map Crash

Thanks AT, I was looking at that error as well but I have very little knowledge on that subject, either. I will take a look at my vehicle spawns when I get home. I let BF1942 generate the pathmaps, and I haven't edited them yet, so there may be some issues there, also. Is that the only thing that st...
by takiwa
Mon Dec 30, 2013 4:35 pm
Forum: 1942 Modding Discussion
Topic: SP Map Crash
Replies: 4
Views: 7680

SP Map Crash

Engine\IoNetwork\NetworkManager.cpp(320): Debug: IoNetwork: Minimum bit size is 0 WorldObjTemplBF\PlayerControlObject.cpp(205): Debug: WorldObjTemplBF: Enter PCO just before lodObj BFMultiPlayer\ServerGameLogic.cpp(1812): Debug: BFMultiPlayer: entervehicle D3ARearGunControl Engine\RendTexture\Textu...