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Modding Tutorials Information and tutorials related to modding BF2. |
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2009-03-11, 15:43 | #1 |
Join Date: Sep 2008
Posts: 349
United States of America
Location: Cincinnati, Ohio
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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) 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. 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 ------------------------------------------------- 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 ------------------------------------- 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 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 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 ------------------------------------- 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" 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 ------------------------------------- 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.
1. ObjectTemplate.fire.addFireRate 0
1.ObjectTemplate.fire.addFireRate 2
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 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 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 [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 ================================================== 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. |
Last edited by RAW HOMICIDAL; 2009-10-07 at 21:00..
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2009-03-12, 00:20 | #2 |
Join Date: Dec 2006
Posts: 436
United States of America
Location: California
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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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2009-03-12, 06:58 | #3 | |
Join Date: Jan 2009
Posts: 691
United States of America
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Re: How to begin Modding your PR_SP
Quote:
@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. | |
2009-03-12, 09:44 | #4 |
Retired PR Developer
Join Date: May 2007
Posts: 1,202
United States of America
Location: Seattle
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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 |
2009-03-12, 15:39 | #5 |
Join Date: Sep 2008
Posts: 349
United States of America
Location: Cincinnati, Ohio
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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. |
Last edited by RAW HOMICIDAL; 2009-03-12 at 18:11..
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2009-03-13, 02:46 | #6 | |||
Join Date: Jan 2009
Posts: 691
United States of America
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Re: How to begin Modding your PR_SP
Quote:
Quote:
Quote:
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 ------------------------------------- | |||
2009-03-13, 04:05 | #7 | |
Join Date: Sep 2008
Posts: 349
United States of America
Location: Cincinnati, Ohio
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Re: How to begin Modding your PR_SP
Quote:
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. | |
2009-03-16, 23:08 | #8 |
Join Date: Feb 2009
Posts: 7
United States of America
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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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2009-03-16, 23:33 | #9 |
Join Date: Sep 2008
Posts: 349
United States of America
Location: Cincinnati, Ohio
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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. |
2009-03-17, 04:37 | #10 |
Join Date: Sep 2008
Posts: 349
United States of America
Location: Cincinnati, Ohio
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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? |
Tags |
begin, coop, customizing, game, kits, mod, modding, mode, prsp, single player, unsupported |
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