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Coop & Singleplayer Suggestions and feedback pertaining to Project Reality Single Player. |
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2009-07-10, 02:33 | #1 |
Join Date: Mar 2008
Posts: 313
United States of America
Location: Memphis, Tennesee
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PR_sp modding questions
ok I don't know much about how to work any kind of modding in BF2 but I am trying to test out some kit ideas and have run into a few problems and a handful of issues that I can not figure out
When I try removing kits from the pull down menu it CDT when I select a kit in game how do I change how fast and slow people move and how do I get a handgun to be the primary weapon? Thanks for any help |
2009-07-10, 02:47 | #2 |
Join Date: Sep 2008
Posts: 2,254
United States of America
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Re: PR_sp modding questions
You have to set the handgun's itemIndex to 3 to make it primary.
Speed is controlled in Soldier.con (might not be right, I'm working from memory here). The kit selection is issue is harder as I'm not sure how you're handling this. Are you just deleting kits? Are you deleting the UI elements in Menu_server.zip? Are you changing the python script? Combination of all of the above? |
2009-07-10, 03:29 | #3 |
Join Date: Mar 2008
Posts: 313
United States of America
Location: Memphis, Tennesee
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Re: PR_sp modding questions
just deleting the slots from the Init
now one more problem I am giving the insurgents nothing but hooks ,zipties and a zip line if I can find it and now the kits are not showing up |
2009-07-10, 03:56 | #4 |
Join Date: Mar 2008
Posts: 313
United States of America
Location: Memphis, Tennesee
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Re: PR_sp modding questions
ok I have to hit the sack and cant tinker with this much until tomorrow after work. So I will just post more questions
what exactly do I need to change in the solider tweek file to make the soliders on one side 1:fall 20 feet without dieing 2: run 1.5x faster and take 3x the damage how do I get rid of most the assets on a map and change which team can use them. What do I change to make the draw distance closer to say 100m |
2009-07-10, 05:00 | #5 |
Join Date: Sep 2008
Posts: 2,254
United States of America
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Re: PR_sp modding questions
You should head over to BF2 Editor forums or BF2 Single Player Forums as most of these questions are covered in great detail over there.
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2009-07-10, 12:43 | #6 |
Join Date: Mar 2008
Posts: 313
United States of America
Location: Memphis, Tennesee
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Re: PR_sp modding questions
I will keep trying but right now there site will not load
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2009-07-11, 05:15 | #7 |
Join Date: Mar 2008
Posts: 313
United States of America
Location: Memphis, Tennesee
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Re: PR_sp modding questions
Ok I am not finding anything on the BFeditors forums about these last 2 things
how do I make it to where a certian side can not use any mounted weapons,vehicles and also not able to pick up kits? how do I revert the linx back to where you have to use a pilot kit? |
2009-07-12, 05:32 | #8 |
Join Date: Mar 2008
Posts: 313
United States of America
Location: Memphis, Tennesee
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Re: PR_sp modding questions
still no responses on the BF2 editors forums so I will post these two questions here because they are specifically for PR single player
Is there a way to make the AI's main objective to kill you instead of running around? how can I fix my AI to where they do knife attcks |
2009-07-12, 06:06 | #9 |
Join Date: Sep 2008
Posts: 2,254
United States of America
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Re: PR_sp modding questions
Their forums are slow. The terminology you want to use is "change vehicles on map"
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2009-07-12, 11:06 | #10 | ||||
Retired PR Developer
Join Date: May 2007
Posts: 1,202
United States of America
Location: Seattle
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Re: PR_sp modding questions
Quote:
Bots don't use pick up kits unless a rare situation happens. Quote:
If you put a Lynx (which is classified as British) on a map where, for example, the US Army is the team it's associated with, then no pilot kit is necessary. Python handles this. Quote:
Are bots not shooting at you? Quote:
If you want them to only have knives then REM out their other weapons. | ||||
Tags |
modding, prsp, questions |
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