Search found 1163 matches

by Apache Thunder
Sat Feb 04, 2017 7:16 am
Forum: Battlefield Heroes'42
Topic: Battlefield Heroes mod for BF1942...
Replies: 220
Views: 563465

Re: Battlefield Heroes mod for BF1942...

Yeah I might have forgotten to update the init.con of the mod so the old version string is shown in the custom games menu. :P As for Avatar Star, the maps I ported from that game have been there since 5.1 I believe? Don't recall exactly when I added them. Avatar Star was a Chinease game that was pre...
by Apache Thunder
Mon Jan 30, 2017 5:02 pm
Forum: Battlefield Heroes'42
Topic: Battlefield Heroes mod for BF1942...
Replies: 220
Views: 563465

Re: Battlefield Heroes mod for BF1942...

Been a long time coming, but one small update to Battlefield Heroes'42. I made some changes to the mod middle of last year. I waited for some suggestions on changes to the weapon balancing, but that never came. So I finally just released what I did. Version 5.2 now available! Changelog: Add ability ...
by Apache Thunder
Sat Sep 24, 2016 1:57 am
Forum: 1942 Modding Discussion
Topic: Automatic Targeting and fire with Vulcan
Replies: 9
Views: 23253

Re: Automatic Targeting and fire with Vulcan

Thanks. You're free to port the map to any mod you want. I encourage that. Though the map is mostly selfcontained and doesn't use statics from the mod for the most part (well yes it does, but "copies" of those statics). (I wanted to lightmap everything and most if not all the statics in th...
by Apache Thunder
Sat Jul 02, 2016 3:44 pm
Forum: 1942 Modding Discussion
Topic: Automatic Targeting and fire with Vulcan
Replies: 9
Views: 23253

Re: Automatic Targeting and fire with Vulcan

I had something similar to this in my Dystopia City map for Interstate mod. I added bots to Conquest mode and forced them to spawn in "defense turrets" that would fire on enemies trying to enter the city. It worked pretty well for what I intended. The weapons the turrets used are weak enou...
by Apache Thunder
Tue May 24, 2016 5:54 pm
Forum: 1942 Modding Discussion
Topic: Adding 6th class to spawn menu?
Replies: 1
Views: 7474

Re: Adding 6th class to spawn menu?

I believe the ingame meme file handles it. I think it's simply a few extra nodes in the kit selection menu. But it's been quite awhile since I touched the meme code and it's quite different from the normal scripting in bf1942, so I forgot most of it. I can't help you because of this. Sorry. :(
by Apache Thunder
Tue May 24, 2016 5:49 pm
Forum: 1942 Modding Discussion
Topic: Attach an Emitter to a PCO?
Replies: 3
Views: 8373

Re: Attach an Emitter to a PCO?

The closest I got to attaching light sprites to a mobile PCO was via the treeMesh system and even then it was kind of janky on how I did it. Not very optimized because I had to work around a bug with the treeMesh max scripts. Even the MDT stuff seems to break treeMesh sprites. Even when editing exis...
by Apache Thunder
Sat Feb 20, 2016 6:51 am
Forum: 1942 Modding Discussion
Topic: bots on conquest
Replies: 9
Views: 22467

Re: bots on conquest

I believe all the maps in my BF242'Redux mod use it: Battlefield 2'42: Redux :D As for the HP values. The meme file edits were somewhat simple to do. But It's been so long since I've worked on that that I wouldn't really be able to help you with that now. It's one of the lesser modded things I did w...
by Apache Thunder
Thu Jan 14, 2016 7:50 pm
Forum: 1942 Modding Discussion
Topic: bots on conquest
Replies: 9
Views: 22467

Re: bots on conquest

I recall getting bots working on conquest mode on my Dystopia City map for the interstate 82 mod. However I forced them to man "auto turrets" and not allow them to spawn anywhere else or exit the auto turrets. It's easy forcing bots to never leave stationary PCOs. However I couldn't force ...
by Apache Thunder
Thu Jan 14, 2016 7:46 pm
Forum: 1942 Modding Discussion
Topic: Soldier: secondary weapon on altfire?
Replies: 4
Views: 12530

Re: Soldier: secondary weapon on altfire?

Careful with what handweapons you may try this on. Adding a secondary fire weapon to a handweapon can interfere with the player's ability to fire the primary weapon in some situations. Generally if the secondary weapon runs out of ammo or has to reload a mag, the primary weapon becomes unusable (won...
by Apache Thunder
Thu Jan 14, 2016 7:41 pm
Forum: 1942 Modding Discussion
Topic: [FIXED] Making soldier kits have minimap icons
Replies: 9
Views: 20453

Re: [FIXED] Making soldier kits have minimap icons

Make sure you aren't addTemplating a PCO directly to a soldier object. It may appear to work, but WILL cause a crash at some point. The moment someone tries to switch seat positions when not in a vehicle will cause it to try and switch the soldier into the PCO. But the PCO is a child object of the s...