Server Side Modding

The Official Modding Resource for Battlefield 1942 and Battlefield Vietnam
It is currently Mon Oct 19, 2009 5:30 pm

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Getting Started
Getting Started
Prepping Your Files
  Testing Methods
Auto-Start Map
True Testing Enviroment
General How-To's
Stop Base Camping
Removing Out Of Bounds
Stop Base Camping 2
Disabling Parachutes
Add Repair Points
Add Spawn Points
Main Base Swapping
Modifying the Point System
Conquest Ticket System
Making CTF Versions of Maps
Vehicle How-To's
Replace/Add Vehicles
Lock Vehicles
Partially Disabling Vehicles
Totally Disabling Vehicles
Making a Carbomb
Adding Nitrous
Making Amphibious
Performance Tweaking
Adding Healing Supply
Adding/Changing/Removing Carrier Vehicles
Weapon How-To's
Spawn Weapon Kits
Change the Weapon Kits of Soldiers
Modifying Weapon Attributes
Disabling Weapons
Modifying the Damage System
Disabling Overheating
Fix Wall Hacks
How to Fix Wall/Floor Hacks
Basrah's Edge
Lost Village
Al Khafji Docks
El Alamein
Other Fixes
Leaning F16 Fix
Glass Humvee
Oil Fields Exploding A-10
Operation Bragg Fixes
Object List
Weapon Kits List
Global Object Spawners
Global Soldier Spawns
Projectile Material Numbers

How to Partially Disable Vehicles

Open objects.rfa and find the physics.con file for the vehicle. Note the names of all engines, including dummy engines.

In the map's objectspawnertemplates.con, add an entry like the following for each engine:

ObjectTemplate.Active MH53HoverEngine1
ObjectTemplate.SetAcceleration 0/0/0

For land and sea vehicles this will be all you need. For vehicles that are floating in the air, you will need to change the spawner and add this line

ObjectTemplate.HoldObject 1

You can also make the engine sound like it's running without anyone in the driver position. It will stop if someone enters and exits the driver's position, but it's better than nothing.

To do this, for each engine entry, also add this line:

ObjectTemplate.SetEngineType c_ETRocket

No materials may be duplicated under any circumstances.