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Old 03-24-2009, 12:09 AM   #41
RAW HOMICIDAL

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Default Re: How to begin Modding your PR_SP

well first of all, my tutorials dont do anybody any good if ppl dont read them.

but when you see that long list of soldier kits

theyre are normally three types (possibly four)

there should be a

.con
_para.con
_nvg.con

and then theyre are soldiers kit with a "SP" in front of them. dont bother touching them since we have done away with using them.

these are the normal setups for kits.

i normally will edit both the .con and the _para.con version of that soldiers kit.

and for the weapons plz read my tutorial for the directory.

but when you are in the sub folder with all the weapon names, you will click on the weapon and then inside that folder you will click on the .tweak file.

edit the weapon from there.



BACK UP YOUR FILES FIRST!!!


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Old 03-24-2009, 01:11 PM   #42
666planer
Default Re: How to begin Modding your PR_SP

Sorry Raw I wouldve read your tutatorial, but I didn't think this was there... (Don't think this is...) > Is there anyway I can change my singleplayer maps that are all size 16 to 64 size maps? This is in regular BF2...
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Old 03-24-2009, 01:26 PM   #43
666planer
Default Re: How to begin Modding your PR_SP

Another question... in your ausome tutortorial about changing the slug gun to a real shotgun, I follow it so I could learn how to do it. I get to the folder named Rusht slugshot.tweak... I click on it and I get the exact file you showed except all of my file is written in bold and not changeable... Is there something I must do to change that so I can edit the file?
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Old 03-24-2009, 01:41 PM   #44
Anhkhoa

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Default Re: How to begin Modding your PR_SP

Quote:
Originally Posted by 666planer View Post
Sorry Raw I wouldve read your tutatorial, but I didn't think this was there... (Don't think this is...) > Is there anyway I can change my singleplayer maps that are all size 16 to 64 size maps? This is in regular BF2...
I don't know how but I have to warn you about something.
You could load up the maps in SP but A. they will crash as they aren't navmeshed (the bots go crazy without anywhere to go) or B. you'll be alone.
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Old 03-24-2009, 01:48 PM   #45
666planer
Default Re: How to begin Modding your PR_SP

So you mean the bots don't know where to go when its a non single player map? sniff sniff... I don't like being lonely no one to kill...
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Old 03-24-2009, 01:50 PM   #46
666planer
Default Re: How to begin Modding your PR_SP

Another question... in your ausome tutortorial about changing the slug gun to a real shotgun, I follow it so I could learn how to do it. I get to the folder named Rusht slugshot.tweak... I click on it and I get the exact file you showed except all of my file is written in bold and not changeable... Is there something I must do to change that so I can edit the file?

Could someone please answer this?
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Old 03-24-2009, 01:51 PM   #47
666planer
Default Re: How to begin Modding your PR_SP

I tried changing the format to not bold and a few other things, but that didn't work it was still unchangeable...
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Old 03-24-2009, 02:04 PM   #48
RAW HOMICIDAL

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Default Re: How to begin Modding your PR_SP

well i didnt no about this until after the release but your files are "checked" as read only.

go to the main PRSP folder and right click and hit properties. then uncheck read only.

that should get things going

and @ the question about changing a 16 player map layer to a 64 player map layer.

no it is not possible.

a 16 player map is a completely different map than the 32 or the 64.

they have different spawn points different vehicle spawns and weapon pick ups.

i think i got all the questions.


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Old 03-24-2009, 02:13 PM   #49
RAW HOMICIDAL

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Default Re: How to begin Modding your PR_SP

Quote:
Originally Posted by 666planer View Post
So you mean the bots don't know where to go when its a non single player map? sniff sniff... I don't like being lonely no one to kill...

what he means by this is that a 16 player map layer has its very own navmesh.

so if you take a map that is only offered in 16 player and alter it to a 64 there will not be a vehicle or infantry navmesh.

i guess the best way to look at it is.

albas 16
is its own map. and dont even consider it to be the same map as
albas 64

theyre totally different maps.


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Old 03-24-2009, 02:14 PM   #50
666planer
Default Re: How to begin Modding your PR_SP

Thanks alot Raw!
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