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Modding Tutorials Information and tutorials related to modding BF2.

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Old 2009-03-11, 15:43   #1
RAW HOMICIDAL
Lightbulb How to Mod PR Co-op Game Mode (Unsupported)


EDITING/ALTERING YOUR PRSP FILES WILL MAKE IT IMPOSSIBLE TO PLAY ON PRSP CO-OP SERVERS

NOTE: This is only for PR_SP... DO NOT alter you PR_MP files, this will result in a PunkBuster Ban.






Tools and Programs
: Before we begin there are some program requirements.

1. Text Editor (I recommend Notepad ++, but if you don't want to be bothered, using 'regular' Notepad/Wordpad is fine)
Download Notepad ++
2. File Archiver (WinRar, Winzip)
Download WinRAR v 3.80
Download WinZip 12



Rules: To start off there are some rules that must be followed.

1. Spelling
: Everything must be spelled exactly how it appears in the object server.zip

[FYI]: This also includes spacing, underscoring, and other types of punctuation.
  • Exp. The H&K mp5 is called the usrif_mp5_a3
  • Exp. The British Landrover is called the gb_jeep_landrover
  • Exp. The US Cobra is called the ahe_ah1z
2. Item Indexing: All handheld weapons have an Item Index Number. This number states where in the kit the weapon must be located.
  • Exp. Item Index 1 = Knives, Bayonets
  • Exp. Item Index 2 = Pistols, Grappling Hooks
  • Exp. Item Index 3 = Rifles, Shotguns, LMGs, Smgs, and Some Pistols
  • Exp. Item Index 4 = Deployed LMGs, HATs, LATs, UGL:HE, Slug-guns, Crossbow/Zipline, Grenades
  • Exp. Item Index 5 = IEDs, Medic Bag, UGL:Smoke, Smoke, C4, ammo bag
  • Exp. Item Index 6 = Epipen, Grenade Traps, Trip Flares, smoke, Incendiary Grenades
  • Exp. Item Index 7 = Binocs, Simrad, NVGs
  • Exp. Item Index 8 = Field Dressing
  • Exp. Item Index 9 = Parachute
[FYI]: This is only a generalization of weapons in the relation to item indexing.

Exp.
Code:
-------------------------------------------------
ObjectTemplate.addTemplate kni_kabar
ObjectTemplate.addTemplate USPIS_92FS ( you can not place the usrif_mp5_a3 here since it is a item index 3.)
ObjectTemplate.addTemplate USRIF_M14 (and vica versa, the uspis_92fs can not be placed here since it is an item index 2.)
ObjectTemplate.addTemplate ushgr_m67
ObjectTemplate.addTemplate hgr_smoke
ObjectTemplate.addTemplate binocular
ObjectTemplate.addTemplate medikit_dressing
rem ObjectTemplate.addTemplate hgr_incendiary
-------------------------------------------------
[FYI]: There are ways of altering a weapon to have a different Item Index # which i will go over in a later time.

3. Back Up Files: This is really important when you first start editing, everybody makes stupid mistakes and it can be hard to find you mistakes sometimes. So instead of finding or fixing the mistake it may be easier just to start with a clean slate.

4. Be Patient: Altering files is not something that needs to be rushed. Go slow and mod in small pieces. It can be a bit tedious at times so have your cigarettes and lighter at easily accessible range.










In this tutorial I will explain how to make your very own, custom kits.

The route you will take to get to the desired files will be.

[Directory]:C:\Program Files\EA GAMES\Battlefield 2\mods\pr_sp_85 or pr_sp8\objects\object_server.zip\kits.

[FYI]:
The Object_server.zip is the main location of all basic modding. Here you will find the weapons folder where you can look and check out the basic setups of weapons and there item index number.

Now you are in the right directory, select the faction that you would like to work with. In this case we are going to be working with the US/USMC. So open up the subfolder "us".

Then select the Soldier that you are wanting to alter. In this tutorial we are going to be altering the pilot kit. So open up the "us_pilot.con" file.

==================================================

It should look like this.

==================================================
Code:
rem -------------------------------------
ObjectTemplate.addTemplate emptyhands [(this is an item idex 3) Lets give the pilot some firepower]
ObjectTemplate.addTemplate hgr_smoke_signal
ObjectTemplate.addTemplate medikit_dressing
ObjectTemplate.addTemplate ParachuteLauncher
rem -------------------------------------
Now you can select any weapon you want as long as it meets the requirements as far as item indexing.
but in this case we are going to give the pilot the mp5.

So delete the word (emptyhands) and replace it with (usrif_mp5_a3) [exactly how it is spelled,underscored, and spaced.

==================================================

It should look like this after alteration


==================================================
Code:
rem -------------------------------------
ObjectTemplate.addTemplate usrif_mp5_a3
ObjectTemplate.addTemplate hgr_smoke_signal
ObjectTemplate.addTemplate medikit_dressing
ObjectTemplate.addTemplate ParachuteLauncher
rem -------------------------------------
Now save the file, then when you exit out of your text editor WinRar should ask you if you want to update the archive select (yes).

Now you are ready to try it out in game.










In this tutorial I will help explain how to change the different types of soldiers in the main menu of kit selection screen.

This will be fairly easy. We will be working with two main files.

The first file we will be altering is the init.con file that is in the map folder. Every map has init.con file. The Init.con tells the map what type of soldiers will be playing on the map. In this case we are going to be working with Muttrah. So lets open up the init.con file from Muttrah.

Were going to get rid of the USMC Rifleman and replace him with the USMC Specialist.

[Directory]:C:\Program Files\EA GAMES\Battlefield 2\mods\pr_sp_85 or pr_sp8\levels\muttrah_city_2\server.zip\init.con
==================================================

It should look 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\muttrah_city_2\
run Overgrowth/Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con
run TriggerableTemplates.con BF2Editor

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\muttrah_city_2\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con
run ../../objects/common/spawners/spawners_common.con
run ../../objects/common/spawners/spawners_mec_SP.con <<<<<\
run ../../objects/common/spawners/spawners_us_SP.con  <<<<<<<------(These will be needed to change if you are wanting to change factions.)

endIf

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "MEC" <<<<\
gameLogic.setTeamName 2 "US"   <<<<<----- (These will change the name on top of the menu kit selectioin screen.)

gameLogic.setTeamLanguage 1 "MEC"    <<<<<\
gameLogic.setTeamLanguage 2 "English"   <<<<---------- (These are obviously  the types of voices and dialect that will be implaced on the map.)
 
gameLogic.setTeamFlag 0 "flag_neutral"  <<<\                   
gameLogic.setTeamFlag 1 "flag_mec"        <<<<<  ------- (This tells the game what type of flags will be used in the capture flag sequence.)
gameLogic.setTeamFlag 2 "flag_us"    <<<<<</
                                                       
gameLogic.setKit 1 0 "mec_Officer_para" "pr_mec_soldier4 <<<<<<----------(This line of code does two things. The "mec_officer_para" describes what type of soldier will spawn. The "pr_mec_soldier"  is purely cosmetic, changing this will alter the clothes that the soldier will wear.)
gameLogic.setKit 2 0 "us_Officer_para" "pr_usa_soldier4"

gameLogic.setKit 1 1 "mec_support_para" "pr_mec_soldier4"
gameLogic.setKit 2 1 "us_support_para" "pr_usa_soldier4"

gameLogic.setKit 1 2 "mec_assault_para" "pr_mec_soldier3"
gameLogic.setKit 2 2 "us_assault_para" "pr_usa_soldier3"

gameLogic.setKit 1 3 "mec_Rifleman_para" "pr_mec_soldier3"
gameLogic.setKit 2 3 "us_Rifleman_para" "pr_usa_soldier3"  <<<<-------( Change this line of code from "us_Rifleman_para" "pr_usa_soldier3" to "us_specialist_para" "pr_usa_soldier1"

gameLogic.setKit 1 4 "mec_engineer_para" "pr_mec_soldier1"
gameLogic.setKit 2 4 "us_engineer_para" "pr_usa_soldier1"

gameLogic.setKit 1 5 "mec_Medic_para" "pr_mec_soldier2"
gameLogic.setKit 2 5 "us_Medic_para" "pr_usa_soldier2"

gameLogic.setKit 1 6 "mec_Riflemanat_para" "pr_mec_soldier2"
gameLogic.setKit 2 6 "us_Riflemanat_para" "pr_usa_soldier2"

rem -----------------------------------------------------------------------------

gameLogic.setBeforeSpawnCamera -479/31/-413 -144/-13/0

if v_arg1 == BF2Editor
LevelSettings.CustomTextureSuffix "muttrah"
else
texturemanager.customTextureSuffix "muttrah"
endIf
rem -----------------------------------------------------------------------------

GameLogic.MaximumLevelViewDistance 700

rem -----------------------------------------------------------------------------

gameLogic.setDefaultNumberOfTicketsEx 16 1 300
gameLogic.setDefaultNumberOfTicketsEx 16 2 300
gameLogic.setDefaultNumberOfTicketsEx 32 1 300
gameLogic.setDefaultNumberOfTicketsEx 32 2 300
gameLogic.setDefaultNumberOfTicketsEx 64 1 400
gameLogic.setDefaultNumberOfTicketsEx 64 2 400
gameLogic.setDefaultNumberOfTicketsEx 128 1 400
gameLogic.setDefaultNumberOfTicketsEx 128 2 400
gameLogic.setDefaultTimeToNextAIWave 8
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 5
gameLogic.setTicketLossPerMin 2 5

rem -----------------------------------------------------------------------------

rem -----------------------------------------------------------------------------

renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1


[FYI]: If you want to see what other kinds of kts you can place follow this directory.

[Directory]:C:\Program Files\EA GAMES\Battlefield 2\mods\pr_sp_85 or pr_sp8\objects\object_server.zip\kit

=================================================

It Should look like this after alteration.

=================================================
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\muttrah_city_2\
run Overgrowth/Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con
run TriggerableTemplates.con BF2Editor

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\muttrah_city_2\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con
run ../../objects/common/spawners/spawners_common.con
run ../../objects/common/spawners/spawners_mec_SP.con
run ../../objects/common/spawners/spawners_us_SP.con

endIf

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "MEC"
gameLogic.setTeamName 2 "US"

gameLogic.setTeamLanguage 1 "MEC"
gameLogic.setTeamLanguage 2 "English"

gameLogic.setTeamFlag 0 "flag_neutral"                    
gameLogic.setTeamFlag 1 "flag_mec"     
gameLogic.setTeamFlag 2 "flag_us"   
                                                       
gameLogic.setKit 1 0 "mec_Officer_para" "pr_mec_soldier4 
gameLogic.setKit 2 0 "us_Officer_para" "pr_usa_soldier4"

gameLogic.setKit 1 1 "mec_support_para" "pr_mec_soldier4"
gameLogic.setKit 2 1 "us_support_para" "pr_usa_soldier4"

gameLogic.setKit 1 2 "mec_assault_para" "pr_mec_soldier3"
gameLogic.setKit 2 2 "us_assault_para" "pr_usa_soldier3"

gameLogic.setKit 1 3 "mec_Rifleman_para" "pr_mec_soldier3"
gameLogic.setKit 2 3 "us_specialist_para" "pr_usa_soldier1"


gameLogic.setKit 1 4 "mec_engineer_para" "pr_mec_soldier1"
gameLogic.setKit 2 4 "us_engineer_para" "pr_usa_soldier1"

gameLogic.setKit 1 5 "mec_Medic_para" "pr_mec_soldier2"
gameLogic.setKit 2 5 "us_Medic_para" "pr_usa_soldier2"

gameLogic.setKit 1 6 "mec_Riflemanat_para" "pr_mec_soldier2"
gameLogic.setKit 2 6 "us_Riflemanat_para" "pr_usa_soldier2"

rem -----------------------------------------------------------------------------

gameLogic.setBeforeSpawnCamera -479/31/-413 -144/-13/0

if v_arg1 == BF2Editor
LevelSettings.CustomTextureSuffix "muttrah"
else
texturemanager.customTextureSuffix "muttrah"
endIf
rem -----------------------------------------------------------------------------

GameLogic.MaximumLevelViewDistance 700

rem -----------------------------------------------------------------------------

gameLogic.setDefaultNumberOfTicketsEx 16 1 300
gameLogic.setDefaultNumberOfTicketsEx 16 2 300
gameLogic.setDefaultNumberOfTicketsEx 32 1 300
gameLogic.setDefaultNumberOfTicketsEx 32 2 300
gameLogic.setDefaultNumberOfTicketsEx 64 1 400
gameLogic.setDefaultNumberOfTicketsEx 64 2 400
gameLogic.setDefaultNumberOfTicketsEx 128 1 400
gameLogic.setDefaultNumberOfTicketsEx 128 2 400
gameLogic.setDefaultTimeToNextAIWave 8
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 5
gameLogic.setTicketLossPerMin 2 5

rem -----------------------------------------------------------------------------

rem -----------------------------------------------------------------------------

renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1
Now when you start the map instead of a Rifleman Kit being offered, you will have the Specialist Kit instead.










This will explain how to create a copy of a weapon with a different Item Index Number.

The main reason why you might need to do this is, that you see the need for another weapon in your kit, but you cant place the weapon in the weapon slot that you would like.

Exp. us_sniper.con
Code:
rem -------------------------------------
ObjectTemplate.addTemplate kni_kabar
ObjectTemplate.addTemplate USPIS_92FS
ObjectTemplate.addTemplate M40A3
ObjectTemplate.addTemplate nsrif_crossbow
ObjectTemplate.addTemplate hgr_smoke_signalgreen_us
ObjectTemplate.addTemplate hgr_smoke_signalpurple <---- (I think that this spot can be used better with a grappling hook, but the grapplinghook is an item index 2)
ObjectTemplate.addTemplate SIMRAD
ObjectTemplate.addTemplate medikit_dressing_3
rem -------------------------------------
So in this example we are going to create a new weapon, the (nsrif_grapplinghook_idx6) this will allow me to access this weapon from the sixth slot which is currently not available.

1. Find and Copy: However in order to do this we are going to need to make a copy of the original weapon files.

[Directory]:C:\Program Files\EA GAMES\Battlefield 2\mods\pr_sp_85 or pr_sp8\objects\object_server.zip\weapons\handheld\ nsrif_grapplinghook\nsrif_grapplinghook.con & nsrif_grapplinghook.tweak <----(copy these files and place them on your desktop.)

2. Rename and Replace: Now after you copy these files (both the .con and .tweak File) rename them to
nsrif_grapplinghook_idx6.con
then change the tweak to
nsrif_grapplinghook_idx6.tweak

Then add them back to the archiver program.

3. Alter .con: Now you will have to go into the two files that you just renamed and atler them. We will start with the (nsrif_grapplinghook_idx6.con)
==================================================

It should look like this.

==================================================
Code:
-------------------------------------------------------------------------------
GeometryTemplate.create BundledMesh nsrif_grapplinghook [add (_idx6) to the end]
rem CollisionManager.createTemplate nsrif_grapplinghook [add (_idx6) to the end]

ObjectTemplate.create GenericFireArm nsrif_grapplinghook [add (_idx6) to the end]
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.creator JEREMY:jeremypr
ObjectTemplate.collisionMesh nsrif_grapplinghook
ObjectTemplate.mapMaterial 0 cgfxShader1 0
ObjectTemplate.hasCollisionPhysics 0
ObjectTemplate.physicsType 0
ObjectTemplate.geometry nsrif_grapplinghook

include nsrif_grapplinghook.tweak [add (_idx6) to the end of the "k" in grappling hook.]
------------------------------------------------------------------------------
==================================================

It should look like this after alteration.


==================================================
Code:
------------------------------------------------------------------------------
GeometryTemplate.create BundledMesh nsrif_grapplinghook_idx6
rem CollisionManager.createTemplate nsrif_grapplinghook_idx6

ObjectTemplate.create GenericFireArm nsrif_grapplinghook_idx6
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.creator JEREMY:jeremypr
ObjectTemplate.collisionMesh nsrif_grapplinghook
ObjectTemplate.mapMaterial 0 cgfxShader1 0
ObjectTemplate.hasCollisionPhysics 0
ObjectTemplate.physicsType 0
ObjectTemplate.geometry nsrif_grapplinghook

include nsrif_grapplinghook_idx6.tweak
-----------------------------------------------------------------------------

4.
Save: Now
save the file and update the archiver.

5. Alter .tweak: Now we will move to the .tweak file. Open up the file and scroll around and look at how these files are setup. I have color coded the changes that need to be made.



Code:
rem *** Generated with Bf2Editor.exe [created: 2005/7/30 12:37]
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe GenericFireArm nsrif_grapplinghook <---[add (_idx6) to the end.)
ObjectTemplate.creator TLO-1:tlo
ObjectTemplate.modifiedByUser "daveke"
ObjectTemplate.setNetworkableInfo HandFireArmsInfo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.castsDynamicShadow 1
ObjectTemplate.cullRadiusScale 10
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\nsrif_grapplinghook.tga
ObjectTemplate.weaponHud.altWeaponIcon Ingame\Weapons\Icons\Hud\nsrif_grapplinghook_mini.tga
ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\nsrif_grapplinghook.tga
ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\SpecialKitIcons\grapplinghook.tga
ObjectTemplate.weaponHud.hudName "KILLMESSAGE_WEAPON_ghook"
ObjectTemplate.weaponHud.altGuiIndex 6
ObjectTemplate.weaponHud.hasFireRate 0
rem ---EndComp ---
rem ---BeginComp:ThrownFireComp ---
ObjectTemplate.createComponent ThrownFireComp
ObjectTemplate.fire.fireLaunchDelay 0.55
ObjectTemplate.fire.altFireInput PIAltFire
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.projectileStartPosition 0/-0.04/0.18
ObjectTemplate.fire.fireLaunchDelaySoft 2.81111
ObjectTemplate.fire.showWeaponAfterReloadDelay 0.05
ObjectTemplate.fire.pullBackTime 1
rem ---EndComp ---
rem ---BeginComp:DefaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.ammoType 1
ObjectTemplate.ammo.nrOfMags 1
ObjectTemplate.ammo.magSize 1
ObjectTemplate.ammo.reloadTime 2.4
ObjectTemplate.ammo.minimumTimeUntilReload 2
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.instantReloadOnEnable 1
ObjectTemplate.ammo.toggleWhenNoAmmo 1
rem ---EndComp ---
rem ---BeginComp:SoldierDeviationComp ---
ObjectTemplate.createComponent SoldierDeviationComp
ObjectTemplate.deviation.setFireDev 0.8 0.4 0.02
ObjectTemplate.deviation.minDev 0.75
ObjectTemplate.deviation.setTurnDev 0 0 0 0
ObjectTemplate.deviation.setSpeedDev 4 0.6 0.6 0.1
ObjectTemplate.deviation.setMiscDev 3 3 0.1
ObjectTemplate.deviation.devModStand 2
ObjectTemplate.deviation.devModCrouch 2
ObjectTemplate.deviation.devModLie 2
ObjectTemplate.deviation.devModZoom 2
rem ---EndComp ---
rem ---BeginComp:DefaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp:ThrownAnimationComp ---
ObjectTemplate.createComponent ThrownAnimationComp
rem ---EndComp ---
ObjectTemplate.geometry nsrif_grapplinghook
ObjectTemplate.setCollisionMesh nsrif_grapplinghook
ObjectTemplate.mapMaterial 0 cgfxShader1 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate S_nsrif_grapplinghook_Fire1P
ObjectTemplate.addTemplate S_nsrif_grapplinghook_Fire1P_Outdoor
ObjectTemplate.addTemplate S_nsrif_grapplinghook_Fire3P
ObjectTemplate.addTemplate S_nsrif_grapplinghook_BoltClick
ObjectTemplate.addTemplate S_nsrif_grapplinghook_TriggerClick
ObjectTemplate.addTemplate S_nsrif_grapplinghook_SwitchFireRate
ObjectTemplate.addTemplate S_nsrif_grapplinghook_Reload1P
ObjectTemplate.addTemplate S_nsrif_grapplinghook_Reload3P
ObjectTemplate.addTemplate S_nsrif_grapplinghook_Deploy1P
ObjectTemplate.addTemplate S_nsrif_grapplinghook_Deploy3P
ObjectTemplate.addTemplate S_nsrif_grapplinghook_Zoom
rem -------------------------------------
ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/nsrif_grapplinghook/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/nsrif_grapplinghook/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate GrapplingHookRope
ObjectTemplate.keepProjectiles 600
ObjectTemplate.velocity 225
ObjectTemplate.itemIndex 2   <<<<<<<<-------------------(change "2" to a "6" )
ObjectTemplate.delayToUse 3

ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_Fire1P
ObjectTemplate.modifiedByUser "daveke"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/nsrif_grapplinghook/sound/grapple throw.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.28
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_Fire1P_Outdoor
ObjectTemplate.modifiedByUser "daveke"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/nsrif_grapplinghook/sound/grapple throw.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.29
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_Fire3P
ObjectTemplate.modifiedByUser "daveke"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/nsrif_grapplinghook/sound/grapple throw.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.29
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 2
ObjectTemplate.halfVolumeDistance 4

ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_BoltClick
ObjectTemplate.modifiedByUser "daveke"

ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_TriggerClick
ObjectTemplate.modifiedByUser "daveke"

ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_SwitchFireRate
ObjectTemplate.modifiedByUser "daveke"

ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_Reload1P
ObjectTemplate.modifiedByUser "daveke"

ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_Reload3P
ObjectTemplate.modifiedByUser "daveke"

ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_Deploy1P
ObjectTemplate.modifiedByUser "daveke"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/ussht_jackhammer/sounds/deploy_1p.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.58
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_Deploy3P
ObjectTemplate.modifiedByUser "daveke"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/ussht_jackhammer/sounds/deploy_3p.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.58
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 0.5
ObjectTemplate.halfVolumeDistance 1

ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_Zoom
ObjectTemplate.modifiedByUser "daveke"
Now were going to get to try out our new toy.

Open up the us_sniper.con file (The same file as shown early in the tutorial.)
==================================================

It should look like this.

==================================================
Code:
rem -------------------------------------
ObjectTemplate.addTemplate kni_kabar
ObjectTemplate.addTemplate USPIS_92FS
ObjectTemplate.addTemplate M40A3
ObjectTemplate.addTemplate nsrif_crossbow
ObjectTemplate.addTemplate hgr_smoke_signalgreen_us
ObjectTemplate.addTemplate hgr_smoke_signalpurple  <----(Now lets get rid of that smoke nade and replace it with our new grappling hook)
ObjectTemplate.addTemplate SIMRAD
ObjectTemplate.addTemplate medikit_dressing_3
rem -------------------------------------
==================================================

It should look like this after alteration.

==================================================
Code:
rem -------------------------------------
ObjectTemplate.addTemplate kni_kabar
ObjectTemplate.addTemplate USPIS_92FS
ObjectTemplate.addTemplate M40A3
ObjectTemplate.addTemplate nsrif_crossbow
ObjectTemplate.addTemplate hgr_smoke_signalgreen_us
ObjectTemplate.addTemplate nsrif_grapplinghook_idx6
ObjectTemplate.addTemplate SIMRAD
ObjectTemplate.addTemplate medikit_dressing_3
rem -------------------------------------
Now if you followed everything correctly you will be able to use you grappling hook in the 6th slot and climb up on top of any vantage point.

Give it a shot.









In this tutorial, Im going to show you how to turn you stock weapons into lead breathing dragons.

Were going to do a couple different things in this tutorial.

[Goals]:

1. Change Fire Modes: You will learn how to add and remove current firemodes.
  • Exp. The Simonov (SKS) is a semi-automatic rifle.
1. ObjectTemplate.fire.addFireRate 0

  • Exp. The M249 SAW is a fully automatic rifle.
1.ObjectTemplate.fire.addFireRate 2

  • Exp. The M16a4 is a multi-mode: Single shot and three round burst.
1. ObjectTemplate.fire.addFireRate 1 (3rd burst)
2. Change and Modify Standard Projectile Templates: We are going to give the gun buck shot but still have the damage properties of a slug round and be able to destroy locks and doors.

3. Add More Ammo and Magazines: Were going to give the gun multiple mags and increase mag capacity.

The gun were going to be working with is the rusht_slugshot (saiga 12 "slug").

Now first thing we are going to do, is make a copy of the rusht_slugshot.

[FYI]: I would suggest making a mod folder some where on your computer where you can store original files.

Now lets start modding.


[Directory]:C:\Program Files\EA GAMES\Battlefield 2\mods\pr_sp_85 or pr_sp8\objects\object_server.zip\weapon\handheld\r usht_slugshot\rusht_slugshot.tweak

[FYI]: Your weapon file will be longer than the one im showing you now. I just copied what is actually used in this tutorial.


Code:
 [rem *** Generated with Bf2Editor.exe [created: 2005/2/24 20:1]
GeometryTemplate.setMaterialReflectionScale 0 0 0 0.35
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe GenericFireArm RUSHT_Slugshot
ObjectTemplate.creator TDA-1:tda
ObjectTemplate.modifiedByUser jsa
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.castsDynamicShadow 1
ObjectTemplate.cullRadiusScale 10
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\RUSHT_Saiga12.tga
ObjectTemplate.weaponHud.altWeaponIcon Ingame\Weapons\Icons\Hud\RUSHT_Saiga12_mini.tga
ObjectTemplate.weaponHud.selectIcon Ingame/Weapons/Icons/Hud/Selection/rusht_slugshot.tga
ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\SpecialKitIcons\breachingslug.tga
ObjectTemplate.weaponHud.hudName "killed"
ObjectTemplate.weaponHud.guiIndex 61
ObjectTemplate.weaponHud.altGuiIndex 60
ObjectTemplate.weaponHud.deviationFactor 1
ObjectTemplate.weaponHud.disableOnSprint 1
rem ---EndComp ---
rem ---BeginComp:SingleFireComp ---
ObjectTemplate.createComponent SingleFireComp
ObjectTemplate.fire.roundsPerMinute 600
ObjectTemplate.fire.addFireRate 0  <<<<<<<---------(This # denotes the fire mode of a weapon 0=single 1=burst 2=full
ObjectTemplate.fire.addFireRate 2 <<<<<<<-----------( You must add this line of code.)
ObjectTemplate.fire.fireInCameraDof 1
ObjectTemplate.fire.batchSize 1  <<<<<<<-----------(This code shows the amount of projectiles that fly out of the barrel every click of the trigger. since we are making a shot gun we need to increase the value. change "1" to "12")
rem ---EndComp ---
rem ---BeginComp:DefaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.nrOfMags 2 <<<<<<-------(Number of magazines obviously, but if you are wanting to give a soldier 5 extra mags you need to add 1 to that number. Otherwise the soldier will have 1 mag in the gun and 4 on his side. So lets go crazy and give the man 6 total mags.)
ObjectTemplate.ammo.magSize 8 <<<<<<---------(This shows the amount of rounds that are in one magazine, lets give him a 10 round mag. Change "8" to "10")
ObjectTemplate.ammo.reloadTime 5.6
rem ---EndComp ---
rem ---BeginComp:SoldierBasedRecoilComp ---
ObjectTemplate.createComponent SoldierBasedRecoilComp
ObjectTemplate.recoil.hasRecoilForce 1
ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/3/3/0
ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-1.2/1.2/1
ObjectTemplate.recoil.zoomModifier 1
ObjectTemplate.recoil.goBackOnRecoil 1
rem ---EndComp ---
rem ---BeginComp:SoldierDeviationComp ---
ObjectTemplate.createComponent SoldierDeviationComp
ObjectTemplate.deviation.minDev .25 <<<<<<------------( These "deviation" lines of code all control weapon accuracy.)
ObjectTemplate.deviation.subProjectileDev 0.8 <<<<<----------- (You must add this line of code, otherwise 12 projectiles will come out of the gun but they will all hit in the same spot.)
ObjectTemplate.deviation.setFireDev .1 .1 .006
ObjectTemplate.deviation.setTurnDev .5 .045 .045 .02
ObjectTemplate.deviation.setSpeedDev .5 .5 .5 .008
ObjectTemplate.deviation.setMiscDev 5 5 .05
ObjectTemplate.deviation.devModStand 4 <<<<<<<\
ObjectTemplate.deviation.devModCrouch 3.5 <<<<<<\
ObjectTemplate.deviation.devModLie 3 <<<<<<<<<<--------------- (These are normally all you will need to mess with.)
ObjectTemplate.deviation.devModZoom .4  <<<<<<<</
rem ---EndComp ---
rem ---BeginComp:DefaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp:DefaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
ObjectTemplate.animation.useShiftAnimation 1
ObjectTemplate.animation.shiftDelay .05
rem ---EndComp ---
rem ---BeginComp:DefaultZoomComp ---
ObjectTemplate.createComponent DefaultZoomComp 
ObjectTemplate.zoom.zoomDelay 0.4
ObjectTemplate.zoom.addZoomFactor 0
ObjectTemplate.zoom.addZoomFactor 1.099 <<<<<<---------(This  controls how much zoom factor you have. The smaller the number the closer an object appears.)
rem ---EndComp ---
ObjectTemplate.geometry rusht_saiga12
ObjectTemplate.setCollisionMesh rusht_saiga12
ObjectTemplate.mapMaterial 0 collision_material 0
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.aiTemplate chsht_slugshot
rem -------------------------------------
ObjectTemplate.addTemplate S_RUSHT_Slugshot_Fire1P
ObjectTemplate.setPosition 0/0.0275361/0.476545
ObjectTemplate.addTemplate S_RUSHT_Slugshot_Fire1P_Outdoor
ObjectTemplate.setPosition 0/0.0281169/0.476901
ObjectTemplate.addTemplate S_RUSHT_Slugshot_Fire3P
ObjectTemplate.setPosition 0/0.0293077/0.471335
ObjectTemplate.addTemplate S_RUSHT_Slugshot_BoltClick
ObjectTemplate.setPosition 0/0.0537854/-0.107173
ObjectTemplate.addTemplate S_RUSHT_Slugshot_TriggerClick
ObjectTemplate.setPosition 0/0/-0.0722691
ObjectTemplate.addTemplate S_RUSHT_Slugshot_SwitchFireRate
ObjectTemplate.addTemplate S_RUSHT_Slugshot_Reload1P
ObjectTemplate.addTemplate S_RUSHT_Slugshot_Reload3P
ObjectTemplate.setPosition 0/-0.0145936/0.0481174
ObjectTemplate.addTemplate S_RUSHT_Slugshot_Deploy1P
ObjectTemplate.addTemplate S_RUSHT_Slugshot_Deploy3P
ObjectTemplate.setPosition 0/0.0502785/-0.12201
ObjectTemplate.addTemplate S_RUSHT_Slugshot_Zoom
ObjectTemplate.addTemplate e_muzz_shotgun
ObjectTemplate.setPosition 0/0.0293347/0.475352
ObjectTemplate.addTemplate e_shellejection_shotgun
ObjectTemplate.setPosition 0/0.0570604/0.0625816
rem -------------------------------------
ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/RUSHT_Saiga12/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/RUSHT_Saiga12/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate 1200_slug <<<---------(This is the projectile selection template. Lets change this from "1200_slug" to "1200_buck".)
ObjectTemplate.velocity 400 <<<<<-------(This controls how fast the projectile moves)
ObjectTemplate.itemIndex 4 <<<<<<<-------------(As i have stated in previous posts this is the location that the weapon will appear in the kit loadout.)
ObjectTemplate.delayToUse 2.6
==================================================

Now save the file and update the archiver.

Now we are going to give the projectiles the strength to knock down doors and break locks.

[Directory]:C:\Program Files\EA GAMES\Battlefield 2\mods\pr_sp_85 or pr_sp8\objects\object_server.zip\weapons\common\pr ojectiles\1200_buck.con

==================================================
Code:
 ObjectTemplate.create GenericProjectile 1200_buck
ObjectTemplate.material 3012 <<<<<<<---------(Change this to 3013 this will give the projectile the strength charateristics of a slug but with the scatter effect of buck shot.) 
ObjectTemplate.damage 15
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 20
ObjectTemplate.DistToMinDamage 80
ObjectTemplate.gravityModifier 1.5
include projectiles_common.tweak
Now load up a map with the MEC faction playing, they should have the specialist kit with this gun already being used.

Or add this weapon to any other faction, i gave it to the ruskies.

I also did this for the M 1014, as you can see it will take out the door but also has buckshot capabilities.












In this tutorial im going to show you how to get the bang for you buck when it comes to PR and Explosions.

We are going to make a doomsday device. Yes even more powerful then the JDAM. Were going to make Al Basrah Province look like Hiroshima in 1945.

This tutorial goes hand in hand with my "How To Alter Index Numbers" tutorial.

[FYI]: You must read my other tutorial "How To Alter Index Numbers" first. As I am going to assume you have later in this tutorial.

Were going to be working with the Artillery IED.

Now before we start altering the Arty Ied we are going to need to make a variant copy. I named my copy "nuke_ied"

After you have made a copy of the arty_ied and renamed it.

==================================================

It should look like this.

==================================================
Code:
rem *** Generated with Bf2Editor.exe [created: 2005/3/23 15:53]
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe GenericFireArm nuke_ied
ObjectTemplate.creator MBA-1:mba
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.castsDynamicShadow 1
ObjectTemplate.cullRadiusScale 10
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\USLMG_M249SAW.tga
ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\arty_ied.tga
ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\SpecialKitIcons\ied.tga
ObjectTemplate.weaponHud.hudName "killed"
ObjectTemplate.weaponHud.guiIndex 82
ObjectTemplate.weaponHud.altGuiIndex 0
ObjectTemplate.weaponHud.hasMag 1
ObjectTemplate.weaponHud.showAmmo 1
ObjectTemplate.weaponHud.showClips 1
ObjectTemplate.weaponHud.hasFireRate 0
ObjectTemplate.weaponHud.disableOnSprint 1
rem ---EndComp ---
rem ---BeginComp:ExplosivesFireComp ---
ObjectTemplate.createComponent ExplosivesFireComp
ObjectTemplate.fire.altFireInput PIAltFire
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.maxProjectilesInWorld 10
ObjectTemplate.fire.fireLaunchDelay 5.25
ObjectTemplate.fire.onlyFireWhenProne 1
rem ObjectTemplate.fire.pullBackTime 0
ObjectTemplate.fire.detonatorObject insrg_ied_detonator <<<<<<----------( This denotes the type of detonator that you will see in the soldiers hand.)
rem ---EndComp ---
rem ---BeginComp:DefaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.ammoType 1
ObjectTemplate.ammo.nrOfMags 1
ObjectTemplate.ammo.magSize 1
ObjectTemplate.ammo.reloadTime 2.2
ObjectTemplate.ammo.minimumTimeUntilReload 0.1
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.instantReloadOnEnable 1
ObjectTemplate.ammo.toggleWhenNoAmmo 1
rem ---EndComp ---
rem ---BeginComp:DefaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
ObjectTemplate.sound.noisy 0
rem ---EndComp ---
rem ---BeginComp:DefaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 0
rem ---EndComp ---
rem ---BeginComp:DefaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
ObjectTemplate.geometry arty_ied
ObjectTemplate.setCollisionMesh arty_ied
ObjectTemplate.mapMaterial 0 collisionmaterial 81
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.aiTemplate C4_AI
rem -------------------------------------
ObjectTemplate.addTemplate S_arty_ied_Fire1P
ObjectTemplate.addTemplate S_arty_ied_Fire1P_Outdoor
ObjectTemplate.addTemplate S_arty_ied_Fire3P
ObjectTemplate.addTemplate S_arty_ied_BoltClick
ObjectTemplate.addTemplate S_arty_ied_TriggerClick
ObjectTemplate.addTemplate S_arty_ied_SwitchFireRate
ObjectTemplate.addTemplate S_arty_ied_Reload1P
ObjectTemplate.addTemplate S_arty_ied_Reload3P
ObjectTemplate.addTemplate S_arty_ied_Deploy1P
ObjectTemplate.addTemplate S_arty_ied_Deploy3P
ObjectTemplate.addTemplate S_arty_ied_Zoom
ObjectTemplate.addTemplate insrg_ied_detonator
rem -------------------------------------
ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/arty_ied/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/arty_ied/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate arty_ied_Projectile
ObjectTemplate.keepProjectiles 30
ObjectTemplate.velocity 2
ObjectTemplate.itemIndex 5
ObjectTemplate.delayToUse 2

GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.create GenericProjectile arty_ied_Projectile
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.createNotInGrid 1
ObjectTemplate.createdInEditor 1
rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 1000
ObjectTemplate.armor.defaultMaterial 90
ObjectTemplate.armor.waterLevel -0.5
rem ---EndComp ---
rem ---BeginComp:StickyCollisionComp ---
ObjectTemplate.createComponent StickyCollisionComp
ObjectTemplate.collision.bouncing 1
ObjectTemplate.collision.maxStickAngle 60
ObjectTemplate.collision.stickToVehicles 0  <<<<<<-------------( This allows you to stick it to the side of your vehicle. I suggest turning this value from "0" to "1")
rem ---EndComp ---
rem ---BeginComp:DefaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 80 <<<<------( This denotes the type of abilities this bomb will have.)
ObjectTemplate.detonation.explosionForce 30  <<<<<-------( This basically tells you how far objects will be throw. Soldiers, Vehciles, and Crates .ect)
ObjectTemplate.detonation.explosionDamage 4000 <<<<<-------( This denotes total damage done by the blast.)
ObjectTemplate.detonation.explosionRadius 33 <<<<<----------( This is obviously how large the invisible damge will be.)
ObjectTemplate.detonation.detonateOnWaterCollision 0
ObjectTemplate.detonation.endEffectTemplate e_exp_arty_ied  <<<<<<---------( This denotes the type of explosion effect that will be seen. Were going to change the value from "e_exp_arty_ied" to "e_exp_mini_nuke"
ObjectTemplate.detonation.useMMOnEndEffect 1
rem ---EndComp ---
rem ---BeginComp:DefaultProjSoundComp ---
ObjectTemplate.createComponent DefaultProjSoundComp
rem ---EndComp ---
rem ---BeginComp:DefaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 0
rem ---EndComp ---
ObjectTemplate.geometry arty_ied
ObjectTemplate.drag 20
ObjectTemplate.gravityModifier 2
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.collisionGroups 8
ObjectTemplate.material 81
rem -------------------------------------
ObjectTemplate.addTemplate S_arty_ied_Projectile_Looping
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/9999/0/0
ObjectTemplate.material 81
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.localPredictOnClient 1
ObjectTemplate.damage 0
ObjectTemplate.armingDelay 0.5
ObjectTemplate.visibleOn3dMap 0
rem ObjectTemplate.3dMapIcon 9
rem ObjectTemplate.canPickup 1

ObjectTemplate.activeSafe Sound S_arty_ied_Fire1P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_plant.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 2
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.8
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/

ObjectTemplate.activeSafe Sound S_arty_ied_Fire1P_Outdoor
ObjectTemplate.modifiedByUser nfe

ObjectTemplate.activeSafe Sound S_arty_ied_Fire3P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_plant.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.65
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/
ObjectTemplate.minDistance 2
ObjectTemplate.halfVolumeDistance 4

ObjectTemplate.activeSafe Sound S_arty_ied_BoltClick
ObjectTemplate.modifiedByUser nfe

ObjectTemplate.activeSafe Sound S_arty_ied_TriggerClick
ObjectTemplate.modifiedByUser nfe

ObjectTemplate.activeSafe Sound S_arty_ied_SwitchFireRate
ObjectTemplate.modifiedByUser nfe

ObjectTemplate.activeSafe Sound S_arty_ied_Reload1P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_arty_ied_Reload3P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 0.5
ObjectTemplate.halfVolumeDistance 2

ObjectTemplate.activeSafe Sound S_arty_ied_Deploy1P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_arty_ied_Deploy3P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 0.5
ObjectTemplate.halfVolumeDistance 2

ObjectTemplate.activeSafe Sound S_arty_ied_Zoom
ObjectTemplate.modifiedByUser nfe

ObjectTemplate.activeSafe Sound S_arty_ied_Projectile_Looping
ObjectTemplate.modifiedByUser nfe
===============================================

It should look like this after alteration.

===============================================
Code:
rem *** Generated with Bf2Editor.exe [created: 2005/3/23 15:53]
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe GenericFireArm nuke_ied
ObjectTemplate.creator MBA-1:mba
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.castsDynamicShadow 1
ObjectTemplate.cullRadiusScale 10
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\USLMG_M249SAW.tga
ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\arty_ied.tga
ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\SpecialKitIcons\ied.tga
ObjectTemplate.weaponHud.hudName "killed"
ObjectTemplate.weaponHud.guiIndex 82
ObjectTemplate.weaponHud.altGuiIndex 0
ObjectTemplate.weaponHud.hasMag 1
ObjectTemplate.weaponHud.showAmmo 1
ObjectTemplate.weaponHud.showClips 1
ObjectTemplate.weaponHud.hasFireRate 0
ObjectTemplate.weaponHud.disableOnSprint 1
rem ---EndComp ---
rem ---BeginComp:ExplosivesFireComp ---
ObjectTemplate.createComponent ExplosivesFireComp
ObjectTemplate.fire.altFireInput PIAltFire
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.maxProjectilesInWorld 10
ObjectTemplate.fire.fireLaunchDelay 5.25
ObjectTemplate.fire.onlyFireWhenProne 1
rem ObjectTemplate.fire.pullBackTime 0
ObjectTemplate.fire.detonatorObject insrg_ied_detonator
rem ---EndComp ---
rem ---BeginComp:DefaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.ammoType 1
ObjectTemplate.ammo.nrOfMags 1
ObjectTemplate.ammo.magSize 1
ObjectTemplate.ammo.reloadTime 2.2
ObjectTemplate.ammo.minimumTimeUntilReload 0.1
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.instantReloadOnEnable 1
ObjectTemplate.ammo.toggleWhenNoAmmo 1
rem ---EndComp ---
rem ---BeginComp:DefaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
ObjectTemplate.sound.noisy 0
rem ---EndComp ---
rem ---BeginComp:DefaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 0
rem ---EndComp ---
rem ---BeginComp:DefaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
ObjectTemplate.geometry arty_ied
ObjectTemplate.setCollisionMesh arty_ied
ObjectTemplate.mapMaterial 0 collisionmaterial 81
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.aiTemplate C4_AI
rem -------------------------------------
ObjectTemplate.addTemplate S_arty_ied_Fire1P
ObjectTemplate.addTemplate S_arty_ied_Fire1P_Outdoor
ObjectTemplate.addTemplate S_arty_ied_Fire3P
ObjectTemplate.addTemplate S_arty_ied_BoltClick
ObjectTemplate.addTemplate S_arty_ied_TriggerClick
ObjectTemplate.addTemplate S_arty_ied_SwitchFireRate
ObjectTemplate.addTemplate S_arty_ied_Reload1P
ObjectTemplate.addTemplate S_arty_ied_Reload3P
ObjectTemplate.addTemplate S_arty_ied_Deploy1P
ObjectTemplate.addTemplate S_arty_ied_Deploy3P
ObjectTemplate.addTemplate S_arty_ied_Zoom
ObjectTemplate.addTemplate insrg_ied_detonator
rem -------------------------------------
ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/arty_ied/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/arty_ied/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate arty_ied_Projectile
ObjectTemplate.keepProjectiles 30
ObjectTemplate.velocity 2
ObjectTemplate.itemIndex 5
ObjectTemplate.delayToUse 2

GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.create GenericProjectile arty_ied_Projectile
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.createNotInGrid 1
ObjectTemplate.createdInEditor 1
rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 1000
ObjectTemplate.armor.defaultMaterial 90
ObjectTemplate.armor.waterLevel -0.5
rem ---EndComp ---
rem ---BeginComp:StickyCollisionComp ---
ObjectTemplate.createComponent StickyCollisionComp
ObjectTemplate.collision.bouncing 1
ObjectTemplate.collision.maxStickAngle 60
ObjectTemplate.collision.stickToVehicles 1
rem ---EndComp ---
rem ---BeginComp:DefaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 80
ObjectTemplate.detonation.explosionForce 120
ObjectTemplate.detonation.explosionDamage 6000
ObjectTemplate.detonation.explosionRadius 50
ObjectTemplate.detonation.detonateOnWaterCollision 0
ObjectTemplate.detonation.endEffectTemplate e_exp_mini_nuke
ObjectTemplate.detonation.useMMOnEndEffect 1
rem ---EndComp ---
rem ---BeginComp:DefaultProjSoundComp ---
ObjectTemplate.createComponent DefaultProjSoundComp
rem ---EndComp ---
rem ---BeginComp:DefaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 0
rem ---EndComp ---
ObjectTemplate.geometry arty_ied
ObjectTemplate.drag 20
ObjectTemplate.gravityModifier 2
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.collisionGroups 8
ObjectTemplate.material 81
rem -------------------------------------
ObjectTemplate.addTemplate S_arty_ied_Projectile_Looping
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/9999/0/0
ObjectTemplate.material 81
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.localPredictOnClient 1
ObjectTemplate.damage 0
ObjectTemplate.armingDelay 0.5
ObjectTemplate.visibleOn3dMap 0
rem ObjectTemplate.3dMapIcon 9
rem ObjectTemplate.canPickup 1

ObjectTemplate.activeSafe Sound S_arty_ied_Fire1P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_plant.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 2
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.8
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/

ObjectTemplate.activeSafe Sound S_arty_ied_Fire1P_Outdoor
ObjectTemplate.modifiedByUser nfe

ObjectTemplate.activeSafe Sound S_arty_ied_Fire3P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_plant.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.65
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/
ObjectTemplate.minDistance 2
ObjectTemplate.halfVolumeDistance 4

ObjectTemplate.activeSafe Sound S_arty_ied_BoltClick
ObjectTemplate.modifiedByUser nfe

ObjectTemplate.activeSafe Sound S_arty_ied_TriggerClick
ObjectTemplate.modifiedByUser nfe

ObjectTemplate.activeSafe Sound S_arty_ied_SwitchFireRate
ObjectTemplate.modifiedByUser nfe

ObjectTemplate.activeSafe Sound S_arty_ied_Reload1P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_arty_ied_Reload3P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 0.5
ObjectTemplate.halfVolumeDistance 2

ObjectTemplate.activeSafe Sound S_arty_ied_Deploy1P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_arty_ied_Deploy3P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 0.5
ObjectTemplate.halfVolumeDistance 2

ObjectTemplate.activeSafe Sound S_arty_ied_Zoom
ObjectTemplate.modifiedByUser nfe

ObjectTemplate.activeSafe Sound S_arty_ied_Projectile_Looping
ObjectTemplate.modifiedByUser nfe
Now you need to add the new weapon to one of your kits. I added it to the meinsurgents_sapper. Add thats it you done.

This is a little preview to what this puppy will do.




















This Tutorial will help explain how to take out vehicles you may not like. Or add some of you favorite vehicles to a map that is just craving for some extra fire power.

Were going to be working with Kashan Desert (Since this has been a recent topic of interest).

Were only going to be working with two files. But first lets load up the gameplayobject.con

[Directory]:C:\Program Files\EA GAMES\Battlefield 2\mods\pr_sp_85 or pr_sp8\levels\kashan desert\server.zip\gamemodes\gpm_coop\64\gameplayob ject.con

The File should look like this.

Take a look at this file and familiarize your self with it and it's setup.

[FYI]: Your file will MUCH MUCH MUCH LARGER, probably a couple of thousand lines.

Code:
rem ********** Object Spawner **********
rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_southeli]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_southeli
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_southeli
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 she_ec635
ObjectTemplate.minSpawnDelay 180
ObjectTemplate.maxSpawnDelay 180
ObjectTemplate.spawnDelayAtStart 1
ObjectTemplate.TimeToLive 240
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1

rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_aa]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_aa <<<<<<--------(This for the most part gives you a breif discription of what and where is going to spawn at this location.)
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_aa
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 zpu4  <<<<<<------------------(This is the line of code you are going to have to replace.)
ObjectTemplate.minSpawnDelay 320 <<<<<<-----\
ObjectTemplate.maxSpawnDelay 320<<<<<<--------(These are the time restraints that are placed on the asset when it comes to spawning.)
ObjectTemplate.TimeToLive 12000
ObjectTemplate.Distance 100
ObjectTemplate.team 1 <<<<<---------(This explains which team will have access to the weapon or vehicle.)
ObjectTemplate.teamOnVehicle 1

rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_tnk_0]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_tnk_0
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_tnk_0
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 iraqtnk_t72
ObjectTemplate.minSpawnDelay 180
ObjectTemplate.maxSpawnDelay 180
ObjectTemplate.TimeToLive 300
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1

rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_tnk_3]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_tnk_3
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_tnk_3
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 iraqtnk_t72
ObjectTemplate.minSpawnDelay 180
ObjectTemplate.maxSpawnDelay 180
ObjectTemplate.TimeToLive 240
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1

rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_apc]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_apc
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_apc
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 jep_vodnik
ObjectTemplate.minSpawnDelay 120
ObjectTemplate.maxSpawnDelay 120
ObjectTemplate.TimeToLive 320
ObjectTemplate.Distance 100
ObjectTemplate.maxNrOfObjectSpawned 2
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1

rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_rpr]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_rpr
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_rpr
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 jep_vodnik
ObjectTemplate.minSpawnDelay 120
ObjectTemplate.maxSpawnDelay 120
ObjectTemplate.TimeToLive 300
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1

rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_rpr_0]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_rpr_0
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_rpr_0
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 jep_vodnik
ObjectTemplate.minSpawnDelay 120
ObjectTemplate.maxSpawnDelay 120
ObjectTemplate.TimeToLive 300
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
Now the other file we are working with is the vehicles folder. (This folder holds all the information of all the vehicles in the game.)

[
Directory]
:C:\Program Files\ EA GAMES\ Battlefield 2\mods\pr_sp_85 or pr_sp8\objects\objects_server.zip\vehicles

Once you have this folder open you will see a couple of other folders that will include all of you land, air, and sea vehicles.

Lets go into the land vehicles and use the british challenger (just so you can easliy tell that this is effecting the map.) , or whatever vehicle you are wanting to add.

Go back into the gameplayobject.con, and replace one of the (jep_vodnik) with a (gb_tnk_challenger_green)
==================================================

It should look like this.

==================================================
Code:
rem ********** Object Spawner **********
rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_southeli]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_southeli
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_southeli
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 she_ec635
ObjectTemplate.minSpawnDelay 180
ObjectTemplate.maxSpawnDelay 180
ObjectTemplate.spawnDelayAtStart 1
ObjectTemplate.TimeToLive 240
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1

rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_aa]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_aa 
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_aa
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 zpu4 
ObjectTemplate.minSpawnDelay 320
ObjectTemplate.maxSpawnDelay 320
ObjectTemplate.TimeToLive 12000
ObjectTemplate.Distance 100
ObjectTemplate.team 1 
ObjectTemplate.teamOnVehicle 1

rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_tnk_0]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_tnk_0
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_tnk_0
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 iraqtnk_t72
ObjectTemplate.minSpawnDelay 180
ObjectTemplate.maxSpawnDelay 180
ObjectTemplate.TimeToLive 300
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1

rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_tnk_3]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_tnk_3
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_tnk_3
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 iraqtnk_t72
ObjectTemplate.minSpawnDelay 180
ObjectTemplate.maxSpawnDelay 180
ObjectTemplate.TimeToLive 240
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1

rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_apc]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_apc
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_apc
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 jep_vodnik <<<<<<<-------(Change this to "gb_tnk_challenger_green")
ObjectTemplate.minSpawnDelay 120
ObjectTemplate.maxSpawnDelay 120
ObjectTemplate.TimeToLive 320
ObjectTemplate.Distance 100
ObjectTemplate.maxNrOfObjectSpawned 2
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1

==================================================

It should look like this after alteration.

==================================================
rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_apc]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_apc
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_apc
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 gb_tnk_challenger_green
ObjectTemplate.minSpawnDelay 120
ObjectTemplate.maxSpawnDelay 120
ObjectTemplate.TimeToLive 320
ObjectTemplate.Distance 100
ObjectTemplate.maxNrOfObjectSpawned 2
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1

==================================================


rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_rpr]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_rpr
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_rpr
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 jep_vodnik
ObjectTemplate.minSpawnDelay 120
ObjectTemplate.maxSpawnDelay 120
ObjectTemplate.TimeToLive 300
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1

rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_rpr_0]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_rpr_0
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_rpr_0
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 jep_vodnik
ObjectTemplate.minSpawnDelay 120
ObjectTemplate.maxSpawnDelay 120
ObjectTemplate.TimeToLive 300
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
Now when you load the map you should have a green challenger at the MEC main base sticking out like a sore thumb.


==================================================


In this tutorial im going to show you how to add some extra horsepower to your favorite vehicle. This is pretty simple to achieve but it might be difficult to find that specific speed that is right for you.

Im going to be working with the Insurgent Carbomb.

[Directory]:


WIP^

==================================================

This list is not completed, it is a WIP


ALSO IF YOU HAVE ANY SUGGESTIONS ABOUT WHAT YOU WOULD LIKE TO SEE DONE JUST ASK.



RAW HOMICIDAL is offline
Last edited by RAW HOMICIDAL; 2009-10-07 at 21:00..
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Old 2009-03-12, 00:20   #2
stewdad

stewdad's Avatar
Default Re: How to begin Modding your PR_SP

I think it's worth pointing out at this point that any modding of weapons, kits, etc. should be done apart from "official" PRSP 0.85 if you plan to play on coop servers, or on hamachi with other players. Your modified kits, etc., will probably cause you to CTD. For strictly single-player games, however, modify to your heart's content, but modify within another PRSP set-up, ie, a copy of PRSP 0.85. Hope this is clear...
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Old 2009-03-12, 06:58   #3
Anhkhoa
Default Re: How to begin Modding your PR_SP

Quote:
Originally Posted by RogueRunner View Post
Question I have though, you are talking about index numbers. Where do you see what index number is assigned to what weapon?
Go into weapons tweak file, Ctrl F, search index, the number next to ItemIndex is the slot it goes to.

@RAW HOMICIDAL
I modded the Officer kit to have a P226, SV98, SLAMs, Arty IED, and an FN SCAR-H but the SV-98,SLAM,IED and SCAR can't be seen ingame. They shoot but there isnt any model in my hand. Also the P226 crashes the game, it says the bundle cannot be found.
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Old 2009-03-12, 09:44   #4
ballard_44
Retired PR Developer
Default Re: How to begin Modding your PR_SP

Show your officer kit layout as it looks in your file.

Please use the CODE tags for easier reading

Code:
ObjectTemplate.addTemplate gbkni_l85a2susatbayonet
ObjectTemplate.addTemplate GBPIS_L9
ObjectTemplate.addTemplate gbrif_l85a2susat
ObjectTemplate.addTemplate GBHGR_L109_q4
ObjectTemplate.addTemplate hgr_smoke_signalgreen_gb
ObjectTemplate.addTemplate hgr_smoke_signalblue
ObjectTemplate.addTemplate SIMRAD
ObjectTemplate.addTemplate medikit_dressing_3
rem ObjectTemplate.addTemplate hgr_incendiary
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Old 2009-03-12, 15:39   #5
RAW HOMICIDAL
Default Re: How to begin Modding your PR_SP

@roguerunner: You are absolutely right, i was trying to do that all off of memory. Im not sure why your folder is still called pr_sp8. I never downloaded the installer. since i already had the files. So that is probably why.

@anhkhoa: yeah ballard is right, when i load them ingame i CTD, something about a bundle mesh and no ai template.

if it is just the ai template that is easly remedied. but ill look through some of my old files from previous builds to see if i cant get something working.

and the l86 and arty ied all work fine for me. You should be able to play around with the l86 without modding. just request the marksman kit as the brits.
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Last edited by RAW HOMICIDAL; 2009-03-12 at 18:11..
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Old 2009-03-13, 02:46   #6
Anhkhoa
Default Re: How to begin Modding your PR_SP

Quote:
@anhkhoa:and the l86 and arty ied all work fine for me. You should be able to play around with the l86 without modding. just request the marksman kit as the brits.
The L86 and Arty IED work find in MP and SP but I wanted a ub3r officer kit.

Quote:
yeah ballard is right, when i load them ingame i CTD, something about a bundle mesh and no ai template.
I can load em but like all the other modded weapons I put in. my hands wrap around them but there is nothing but air there.

Quote:
Show your officer kit layout as it looks in your file.

Please use the CODE tags for easier reading
Here they are

Code:
rem -------------------------------------
ObjectTemplate.addTemplate kni_kabar
ObjectTemplate.addTemplate GBPIS_L9
ObjectTemplate.addTemplate GBRIF_L86
ObjectTemplate.addTemplate chat_PF98
ObjectTemplate.addTemplate arty_ied
ObjectTemplate.addTemplate hgr_smoke_signalblue
ObjectTemplate.addTemplate SIMRAD
ObjectTemplate.addTemplate medikit_dressing_3
rem ObjectTemplate.addTemplate hgr_incendiary
rem ObjectTemplate.addTemplate Unlockusaofficer
rem -------------------------------------
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Old 2009-03-13, 04:05   #7
RAW HOMICIDAL
Default Re: How to begin Modding your PR_SP

Quote:
Originally Posted by Anhkhoa View Post


Here they are

Code:
rem -------------------------------------
ObjectTemplate.addTemplate kni_kabar
ObjectTemplate.addTemplate GBPIS_L9
ObjectTemplate.addTemplate GBRIF_L86
ObjectTemplate.addTemplate chat_PF98 <<<<<----------(This is spelled wrong should be chlat_PF98 and you should be CTDing before you ever get in game. 
ObjectTemplate.addTemplate arty_ied
ObjectTemplate.addTemplate hgr_smoke_signalblue
ObjectTemplate.addTemplate SIMRAD
ObjectTemplate.addTemplate medikit_dressing_3
rem ObjectTemplate.addTemplate hgr_incendiary
rem ObjectTemplate.addTemplate Unlockusaofficer
rem -------------------------------------

Well besides the spelling, and if you are getting invisible weapons then one of two things are happening.

1st of all, you should restore you modded weapon files to the originals. <<<<<------- Just for the time being until this is all squared away

more than likely you might have deleted the path for the gun geometry.

The other thing is you might have to alter the gb_officer_para.con file.
do the exact same kit set up.

reason being some maps use different templates for kit selection. like maps that have air vehicles will normally use kits with parachutes.

and just a back up plan also do the same thing to the
sp_gb_officer_para.con
and
sp_gb_officer.con

sometimes that works.
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Old 2009-03-16, 23:08   #8
kirby2315
Default Re: How to begin Modding your PR_SP

does anyone know the file to change the delay time for armor? I want to lone wolf some tanks in SP but the delay kills me. Thanks.
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Old 2009-03-16, 23:33   #9
RAW HOMICIDAL
Default Re: How to begin Modding your PR_SP

yeah,

(Directory):C:\Program Files\EA GAMES\Battlefield 2\mods\pr_sp_85 or pr_sp8\python\game\realitconfiglocal.py

after you are there

Search for this \/

# Enable/Disable start delay on vehicles <<<<<------( This line is what your searching for.)
# Default is enabled
VEHICLES_START_DELAY = 1 <<<<<<----------( Turn the value from "1" to '0")

(FYI) You will still get a delay but it is a very small amount of time.
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Old 2009-03-17, 04:37   #10
RAW HOMICIDAL
Default Re: How to begin Modding your PR_SP

well, i ran in on my comp and everything worked fine.


i would recheck your directory, and its odd that it is loading skirmish, since there isnt one in PR SP.

and al bar prov only has a gpm_coop game mode in its folder. (no other game types)

no problems otherwise right?
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