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Old 2012-07-16, 19:48   #11
Eskil_swe
PR:BF2 QA Tester
Default Re: [help!] H Clan Al-BasrahVIP edited map

yeh i have checked around littel at the pilot kit. but i have a issue with the kits, iam trying to "mount" them as in vietnamn and i cant get it to work. can any one explane or tell me what i might missing?
thx
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Old 2012-07-19, 19:12   #12
=HCM= Shwedor
Default Re: [help!] H Clan Al-BasrahVIP edited map

bump....
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Old 2012-07-21, 11:11   #13
[R-CON]​Fastjack
PR:BF2 Contributor

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Default Re: [help!] H Clan Al-BasrahVIP edited map

Mounting custom stuff into a map:

Creating a KIT : it's only a con template, that must be created.
The name (my is : Fastjack_officer_sp) must be the same as in your first codeline:
Excample

Code:
ObjectTemplate.create Kit Fastjack_officer_sp  
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.kitType Specops
ObjectTemplate.aiTemplate Specops
ObjectTemplate.geometry chinsurgent_kits 
ObjectTemplate.geometry.kit 4 
ObjectTemplate.geometry.dropGeom 12
ObjectTemplate.networkableInfo KitInfo
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.setCollisionMesh kitcol
ObjectTemplate.cullRadiusScale 100000
ObjectTemplate.timeToLiveAfterDeath 300

rem -------------------------------------
ObjectTemplate.addTemplate idfkni_m4marsmelee 
ObjectTemplate.addTemplate insrg_scorpion_idx2
ObjectTemplate.addTemplate idfrif_m4mars 
ObjectTemplate.addTemplate f1grenade 
ObjectTemplate.addTemplate radio 
ObjectTemplate.addTemplate hgr_smoke_signalpurple
ObjectTemplate.addTemplate simrad 
ObjectTemplate.addTemplate medikit_dressing_3_sp 
rem -------------------------------------

ObjectTemplate.createComponent AbilityHud
ObjectTemplate.abilityHud.ammoSound S_Resupply
ObjectTemplate.abilityHud.healingSound S_Heal
ObjectTemplate.abilityHud.repairingSound S_Repair

ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName 			"HUD_TEXT_MENU_SPAWN_KIT_OFFICER_US_LIMITED"
ObjectTemplate.vehicleHud.miniMapIcon		"Ingame\Kits\Icons\kit_Officer_outline.tga"
ObjectTemplate.vehicleHud.vehicleIcon		"Ingame\Kits\Icons\kit_Officer.tga"
ObjectTemplate.vehicleHud.spottedIcon 		"Ingame\GeneralIcons\empty.tga"
ObjectTemplate.vehicleHud.pantingSound		S_SprintBreath
ObjectTemplate.vehicleHud.injurySound		S_Injury
ObjectTemplate.vehicleHud.vehicleType 		7

First look for this lines:
Code:
ObjectTemplate.geometry chinsurgent_kits 
ObjectTemplate.geometry.kit 4 
ObjectTemplate.geometry.dropGeom 12
Choose the correct geometry types for your kit.
I used the chinsurgents_kits and the kitgeomtry 4 for the soldier and he will drop the kit-geometry 12, if he get wounded. Best is, ur looking into the GB factions kits and using the GB geometries.


Next step is to modify the equipment and watch out for the itemindexes!
If u using 2 slots with equipment and both have the same itemindexes (ID's), u will CTD without error message. Itemindexes (ID) must be obeyed.
That is this part of code:
Code:
ObjectTemplate.addTemplate idfkni_m4marsmelee       ----ID=1
ObjectTemplate.addTemplate insrg_scorpion_idx2      ----ID=2
ObjectTemplate.addTemplate idfrif_m4mars            ----ID=3
ObjectTemplate.addTemplate f1grenade                ----ID=5
ObjectTemplate.addTemplate radio                    ----ID=6
ObjectTemplate.addTemplate hgr_smoke_signalpurple   ----ID=4
ObjectTemplate.addTemplate simrad                   ----ID=7
ObjectTemplate.addTemplate medikit_dressing_3_sp    ----ID=8
U can find in each weapon.tweak the itemindexes.
Look for codeline : ObjectTemplate.itemIndex

After finishing the kit.con :
Create a folder named pickup and put your kit.con inside.
Create a folder named kits and put the folder with pickup inside.
Zip the kit folder and name the zip : objects_server.zip.
Objects_server.zip ---> kits ----> pickup ---> yourkittemplate
Place the objects_server.zip into your albasrah map.

Next step: Mounting
For that u need a ServerArchives.con in your map server.zip. Create a con file with the name ServerArchives.con with the codeline:
Code:
fileManager.mountArchive levels/your-alBasrah-name/objects_server.zip Objects
Important is, use / and not \
Put this con file into the server.zip of the map (where the init.con lives).

Edit: sorry i forgot: modify the init.con and put these lines into it:

Code:
run ServerArchives.con
It must looking like this :

Code:
rem *** Generated by BF2Editor ***
if v_arg1 == BF2Editor

run Heightdata.con
LevelSettings.InitWorld
run Terrain.con BF2Editor
run StaticObjects.con BF2Editor
run Sounds.con
run Sky.con BF2Editor
run Editor/GamePlayObjects.con host
UndergrowthEditable.create
Undergrowth.load Levels\your-al-basrah-mapname\
run Overgrowth/Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con
run TriggerableTemplates.con BF2Editor
run ServerArchives.con

else

run Heightdata.con
run Terrain.con v_arg2
run Sky.con v_arg2
run CompiledRoads.con
run Sounds.con
run tmp.con v_arg1
Undergrowth.load Levels\your-al-basrah-mapname\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con
run ServerArchives.con
rem ***levelssettings like factions and etc. following***
Last is: fill the kitname into a objectspawner of the map.

Generally, if u creating new stuff (only based on tweaks and cons and not on textures),
u put only the stuff in a selfcreated objects_server.zip and mount/load it with your ServerArchives.con.
The Init.con saying the bf engine, what con files get loaded.
The ServerArchives.con saying the bf engine, to load your customized Objects_server.zip file

U got it? If bnot ask for more intel.

Greetz FJ
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Last edited by [R-CON]Fastjack; 2012-07-21 at 11:28..
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Old 2012-07-21, 19:33   #14
Eskil_swe
PR:BF2 QA Tester
Default Re: [help!] H Clan Al-BasrahVIP edited map

Thanks ALOT i will try it to night, cant say any thing else then thaanks
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Old 2012-07-24, 00:03   #15
Eskil_swe
PR:BF2 QA Tester
Default Re: [help!] H Clan Al-BasrahVIP edited map

The pick up kits works perfect but one more question do you know how you set up the kit you requsit from the crate? i want to do some changes on the GB kits and mount them as well.
thx
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Old 2012-07-24, 12:34   #16
[R-CON]​Fastjack
PR:BF2 Contributor

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Default Re: [help!] H Clan Al-BasrahVIP edited map

The Kitrequest system is based on python, sofar i know/believe.
Sorry, but in things like python i cannot help you. I'm deeply sorry.

I don't know, if it is enough to create only a new faction_init.con and the spawners for it.
maybe it is possible to copy the original kits, modifying it but let same name as the originals and mount the modified kit clones into your map.
I'm not sure if the original kits gonna loaded or get overwritten in the maploading process by the modified ones or CTD. Never tried.

Download the 0.953 singleplayer mappack. There is a map called Street_2.
In this maps are factions upgrades and custom kits made by spyker2041 sofar i remember.
Experiment a little bit with the integrated street map factions/kits/faction_init.con, spawners.con and look if it work.

Maybe that help u a bit.

FJ
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Old 2012-07-24, 16:17   #17
Eskil_swe
PR:BF2 QA Tester
Default Re: [help!] H Clan Al-BasrahVIP edited map

might be possible, cause i have tried to copy and rename it for my kit and i allways get CTD, so might be python based. i will take a look at that Street_2 thx for the help
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