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- Does it matter which order in which the line:
"game.addmodPath Mods/[Mod Name]/"
must go in my mod's init file? Which mods should be read from first thru last?
Like you wrote it, bf1942 from the bottom, then Fh, then your mod at the top. IIRC (It is 1.5 years since I made a bf42 mod) init.con always reads from the bottom - up. This is important for example when AlternativeTexturePathing maps.
- When that line above is placed into the init.con file, how will I know what .rfa files, and what objects, and such will be read from each different mod?
Well, it is quite easy to know - the .rfa files that is in each mod, will be read... If you have an Object in Htroop with the same name as an Object in any of the others, your version will overwrite those ones...
Just check Sherman. Compare Sherman in bf1942 and Sherman in FH.
It will read all .rfa files...
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- What happens (in detail) when my mod reads off of your's, if some of the scripting lines/commands are the same, and some are different in my versions of your vehicles, objects, etc. (i.e. keeping the original models, etc., but not all of the original scripting)?
Well, in bf1942 if you have an Objects.con file in your mod (take Sherman again, say you want to give it another Material, or mor or less HitPoints) it will replace any previous Objects.con file for that object (e.g. both bf1942 and FH).. By this I mean; the whole file.. the engine doesnt compare lines inside the .con files, it reads whole, or nothing.
- Another example of what I'm talking about is the fact that FH modders changed the scripting almost completely themselves, making regular bf1942 vehicles not able to damage, collide with, etc. the FH vehicles.
Yes. FH has a totally different DamageSystem than bf1942. It is virtually a different game... If you for example make a map and put a FH Tiger against a bf42 Sherman, the sherman will win. (or if it is the other way around, doesn't matter). You also need to check the Material on the StandardMesh.sm files on all vehicles, it is not enough to just edit the Material in the Objects.con. (e.g. open model in 3dStudioMax, check the surfaces which material they have, correspond look in the MaterialManager.con file and the DamageSystem file)
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- Some maps are still crashing to the desktop, when I am the host, running a local area network game or internet game. With some maps, this happens when switching from map to map, even though when those same maps are placed at the top of the list of maps you start to play, it loads in just fine. Any ideas of why this is happening? It seems as though when I "Alt + Tab" out to the desktop while the maps are switching, then "Alt + Tab" back, it helps to load it, but then randomly, within the middle of the map being played (half the tickets down), it just suddenly CTDs.
Omg, well I have troubleshooted so many similar crashes and they are all different.... I usually clear the map of all spawning things, then add a bunch, test, add, test etc until I localize the crash-cause... I guess you know how to scan the debugger output file and check for errors related to that map... it it boring, but most of the time, the cause is there.... and it is usually something Spawning that does it.
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(Off topic question)
- Is there a way to place the crosshairs in 3rd person view and the line of sight correct for the crosshairs, compensating for the differend angle of the camera?
This I have no idea at all about... 3rd person view?.. IMO that is a bf42 bug, which allowed 3P view in all Mods that I know of... the "line of sight" will be always from the camera -> to the crosshair in any case, and it would be weird/bad to have a game that had anything different...
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good luck, as I said, I might have forgot some bf42 stuff, as its been a while.