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RAW HOMICIDAL
2009-03-11, 15:43
http://i241.photobucket.com/albums/ff104/HOMICIDAL353/warning2.jpg


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.


http://i241.photobucket.com/albums/ff104/HOMICIDAL353/StartMod.jpg



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 ++ (http://notepad-plus.sourceforge.net/uk/site.htm)
2. File Archiver (WinRar, Winzip)
Download WinRAR v 3.80 (http://download.cnet.com/WinRAR/3000-2250_4-10007677.html)
Download WinZip 12 (http://download.cnet.com/WinZip/3000-2250_4-10003164.html)



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.

-------------------------------------------------
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.








http://i241.photobucket.com/albums/ff104/HOMICIDAL353/kitload.jpg




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.

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

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

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

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.







http://i241.photobucket.com/albums/ff104/HOMICIDAL353/startkit.jpg


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.

==================================================
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.

=================================================
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 1Now when you start the map instead of a Rifleman Kit being offered, you will have the Specialist Kit instead.









http://i241.photobucket.com/albums/ff104/HOMICIDAL353/indexnumber.jpg



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

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.

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

-------------------------------------------------------------------------------
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.

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

------------------------------------------------------------------------------
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.



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_grappling hook.tga
ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\SpecialKitIcons\grappling hook.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.

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

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.

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

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.








http://i241.photobucket.com/albums/ff104/HOMICIDAL353/modweap.jpg


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.


[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\breaching slug.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

==================================================
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.

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/m7kSWoDmBio&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/m7kSWoDmBio&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>







http://i241.photobucket.com/albums/ff104/HOMICIDAL353/explosives.jpg


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.

==================================================
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.

===============================================
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.


http://i241.photobucket.com/albums/ff104/HOMICIDAL353/bomb.jpg
















http://i241.photobucket.com/albums/ff104/HOMICIDAL353/assets.jpg


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.


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.

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

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.


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

http://i241.photobucket.com/albums/ff104/HOMICIDAL353/speed.jpg

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.

stewdad
2009-03-12, 00:20
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...8-)

Anhkhoa
2009-03-12, 06:58
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.

ballard_44
2009-03-12, 09:44
Show your officer kit layout as it looks in your file.

Please use the CODE tags for easier reading

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

RAW HOMICIDAL
2009-03-12, 15:39
@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.

Anhkhoa
2009-03-13, 02:46
@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.

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.

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

Please use the CODE tags for easier reading


Here they are

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 -------------------------------------

RAW HOMICIDAL
2009-03-13, 04:05
Here they are

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.

kirby2315
2009-03-16, 23:08
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.

RAW HOMICIDAL
2009-03-16, 23:33
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.

RAW HOMICIDAL
2009-03-17, 04:37
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?

Anhkhoa
2009-03-17, 08:03
@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.

Did the MP guys remove the files from PRSP only? If they did would it be possible to take a file from MP and mod it into SP?

Welshboy
2009-03-17, 08:08
Did the MP guys remove the files from PRSP only? If they did would it be possible to take a file from MP and mod it into SP?

The PRSP devs have to write the navmaps where the bots have to go and that takes a while

ballard_44
2009-03-17, 08:42
Did the MP guys remove the files from PRSP only? If they did would it be possible to take a file from MP and mod it into SP?

No, they removed those files from both versions.

Anhkhoa
2009-03-17, 09:12
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 -------------------------------------




I just noticed
chat_PF98 is right. Its the chinese HAT bazooka
What you were thinking of was the CHLAT_PF89. Confusing =D
Thanx for telling me about the para kits. It worked

RAW HOMICIDAL
2009-03-17, 15:13
^I just recently deleted all my old version of this mod. but im going to check out PRSPs old forums to see if any of the links still work.

If i can get the weapon files to work ill send them to you.

no promises though.

Anhkhoa
2009-03-17, 15:15
^I just recently deleted all my old version of this mod. but im going to check out PRSPs old forums to see if any of the links still work.

If i can get the weapon files to work ill send them to you.

no promises though.

I'm currently working on custom kits for my clan for PRSP play. So the P226 and Mk12 would be great help. Thanks

RAW HOMICIDAL
2009-03-17, 16:28
i think i would have to download prmp v.8 and my dedication ends there.

Anhkhoa
2009-03-17, 16:42
i think i would have to download prmp v.8 and my dedication ends there.

I'll manage :p Thanks again

RAW HOMICIDAL
2009-03-17, 19:59
*Bump

I just finished up my Tutorial on the Nuclear IED.:shocked:

Check It out!!!

RAW HOMICIDAL
2009-03-18, 03:47
k i have a question for somebody else.

everytime i jump on to a hummvw and get on the 50 the sights are messed up.

this is know.

but i was wondering if, any of the devs new what was causing it.

to me it almost looks like the gun is pushed to close to the camera.

is that possible.

Anhkhoa
2009-03-18, 03:49
k i have a question for somebody else.

everytime i jump on to a hummvw and get on the 50 the sights are messed up.

this is know.

but i was wondering if, any of the devs new what was causing it.

to me it almost looks like the gun is pushed to close to the camera.

is that possible.

a screenie would help =D

-Edit I did the nuke ied but this error message
http://img13.imageshack.us/img13/2055/sdsdu.jpg[

RAW HOMICIDAL
2009-03-18, 04:07
thats odd, did you ever get your regular arty ied working?


edit: also when you created the nuke_ied did you put in the same folder as the normal arty_ied.

dont create a new weapons folder.

2x edit: Should look like this

http://i241.photobucket.com/albums/ff104/HOMICIDAL353/nuke.jpg

Anhkhoa
2009-03-18, 05:49
thats odd, did you ever get your regular arty ied working?


edit: also when you created the nuke_ied did you put in the same folder as the normal arty_ied.

dont create a new weapons folder.

2x edit: Should look like this

http://i241.photobucket.com/albums/ff104/HOMICIDAL353/nuke.jpg

ahh I see. I made a new weapon folder and yes I got the regualr modding working. :grin:

-Edit AHHH it didnt work. I still got the same message and this is all i have in my arty IED and most (I haven't looked in all of em) weapon folders.http://img7.imageshack.us/img7/5144/sdsu.jpg

Edit2 I found a P226 https://www.realitymod.com/forum/f66-pr-community-modding/22050-texture-sig-sauer-p226-equinox.html. I put it in place of the M9 ysed by US officers and I got the bundlechild error. Just wondering...he says to put it into the Object_client but since PRSP doesn't have one would it work in the object_server or is there some long code i have to put it or something.

RAW HOMICIDAL
2009-03-18, 12:31
alright if you dont mind could you post your.

1. MEINSURGENTS_SAPPER.CON <<<<-----\
2. NUKE_IED.con <<<<<<------------------- ( the entire files if you dont mind. and in code format.)
3. NUKE_IED.tweak <<<<<<<<-----/

and by the looks of the files and description of the p226 the weapon was just a reskin. so it was assuming you already had the rest of the files.


i just saw the last part of your post, PRSP uses PRMP's Object_client.zip. This is for saving space.

you can replace the p226 texture there but i dont think that it is going to work. due to the missing files.

Anhkhoa
2009-03-20, 06:20
alright if you dont mind could you post your.

1. MEINSURGENTS_SAPPER.CON <<<<-----\
2. NUKE_IED.con <<<<<<------------------- ( the entire files if you dont mind. and in code format.)
3. NUKE_IED.tweak <<<<<<<<-----/

and by the looks of the files and description of the p226 the weapon was just a reskin. so it was assuming you already had the rest of the files.


i just saw the last part of your post, PRSP uses PRMP's Object_client.zip. This is for saving space.

you can replace the p226 texture there but i dont think that it is going to work. due to the missing files.

I got the nuke IED working. I placed one a the VCP on Basrah. The village 350meters down the highway was obliterated =D. The P226 didn't, it bugged all the other pistols to act like vBF2 in sounds and animations...

Darkcloak2
2009-03-22, 01:33
@Ankhoa
I think i'm getting the same problem as you, just no error message. I load Basrah fine but when I try to spawn with the sapper kit, it crashes. How'd you fix your problem?

RAW HOMICIDAL
2009-03-22, 01:51
^ darkcloak 2 would you plz, post your MEINSURGENTS_sapper.con file up.

and ill have a look.

Darkcloak2
2009-03-22, 11:14
never mind, I got it too work. thanks for the awesome tutorial

EDIT: New question. For all the kits like _nvg or _para, how do you get the game to recognize those?

RAW HOMICIDAL
2009-03-22, 14:45
I will make a tutorial.

edit: wait i already did.

look up my tutorial on "Altering Starting Weapons Kits".

Darkcloak2
2009-03-22, 19:14
how about for altering the kits that are requested? i.e., when I request marksman, instead of getting the marksman, can i get a Marksman_para_nvg?

EDIT: Also, how can I edit the explosision damage, range and effects of a M203 off the M4ugl?

RAW HOMICIDAL
2009-03-23, 14:45
um, honestly i will have to look into that.

ive never tried to do that.

but ill look into that.

edit: and about the UGL

go to usrgl_m4ugl and you can edit the exp radius and exp force.

I have a tutorial that will help explaining how to do this.

Tutorial is called "Modding Explosives"

666planer
2009-03-23, 21:48
How do I get the winrar program? Do I have to have that to access these kit files and stuff?

Darkcloak2
2009-03-23, 23:47
Sorry if my questions start to get annoying, I just tend to be a really questioning person.
Is it just me or does my parachute screwup and kil me upon contact with the ground?
Also for altering index numbers, should I throw the ****_idx3 into a new folder ****_idx3 or keep it with the **** folder?
In the case of deviation, what do the numbers next to the deviation row's stand for?
Thanks.

ballard_44
2009-03-23, 23:56
How do I get the winrar program? Do I have to have that to access these kit files and stuff?

No, you can use the winzip program, also.


Is it just me or does my parachute screwup and kil me upon contact with the ground?


Happens to everyone, but bots.
Need to be at a minimum of 300 meters off the terrain to not sustain any damage from your jump.

666planer
2009-03-24, 01:10
How do I access these winzip/winwar program stuff?

SocketMan
2009-03-24, 01:43
How do I access these winzip/winwar program stuff?


WinRAR - Free software downloads and reviews - CNET Download.com (http://download.cnet.com/WinRAR/3000-2250_4-10007677.html)

WinZip - Free software downloads and reviews - CNET Download.com (http://download.cnet.com/WinZip/3000-2250_4-10003164.html)


Many thanks for doing this RAW,love the assets replacing part.

666planer
2009-03-24, 02:13
Same here!

666planer
2009-03-24, 02:21
Okay I downloaded the winwar proogram and went to the "kits" section and the us faction and I got a long list of stuff like...

SP US assault con
SP US assault P
Sp US at.con
............ ETC

I would give a picture but I don't know how to do that.

666planer
2009-03-24, 02:22
How do I know which one I edit actually makes the different went playing ingame? are they on different levels?

SocketMan
2009-03-24, 02:55
rem [ObjectSpawnerTemplate: Palace_INSURGENT_APC_1]
ObjectTemplate.create ObjectSpawner Palace_INSURGENT_APC_1
ObjectTemplate.activeSafe ObjectSpawner Palace_INSURGENT_APC_1
ObjectTemplate.modifiedByUser "Cougars"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 mec_apc_bmp3
ObjectTemplate.setObjectTemplate 2 dummy
ObjectTemplate.minSpawnDelay 240
ObjectTemplate.maxSpawnDelay 360
ObjectTemplate.Distance 200
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1

C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_sp_08\levels\albasrah_province\server.zi p
server.zip\GameModes\gpm_coop\64

gameplayobject.con

Changing the red part gets bmp3 to spawn for the Insurgents on Basra - that is all I learned today,no idea about the kits :razz:

RAW HOMICIDAL
2009-03-24, 03:09
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!!!

666planer
2009-03-24, 16:11
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...

666planer
2009-03-24, 16:26
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?

Anhkhoa
2009-03-24, 16:41
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.

666planer
2009-03-24, 16:48
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...

666planer
2009-03-24, 16:50
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?

666planer
2009-03-24, 16:51
I tried changing the format to not bold and a few other things, but that didn't work it was still unchangeable... :(

RAW HOMICIDAL
2009-03-24, 17:04
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.

RAW HOMICIDAL
2009-03-24, 17:13
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.

666planer
2009-03-24, 17:14
Thanks alot Raw!

666planer
2009-03-24, 17:34
I do exactly what you say... Click start.. my computer... skip...program files.... Battlefield2....mods.... then I right click pr_sp_08 click properties click read only so the square is not filled in... And I still can't edit the files no matter how many times I do it, becuase it just ignores my command and is still filled in next time I uncheck it... :(

RAW HOMICIDAL
2009-03-24, 18:22
shit, sorry i should have said objects_server.zip file.

sorry

once your in the main prsp folder right click and open the objects folder and inside of that is the .zip file

uncheck read only.

666planer
2009-03-24, 19:03
I unchecked it... Lets see if it works....
Click my computer...drive E (the one I have it on) program files...EA games... BAttlefield 2...mods...pr_sp_08..objects... uncheck objects server zip thing... unchecked successfully... click on it objects_server.zip\Weapons\Handheld\ussni_m95_barr et <gun I want to modify... ussni_m95_Barret.tweak and get the picture you showed in the tutatorial except it is written in bold and not editable...:'(

666planer
2009-03-24, 19:17
Here's what I did... I unziped the objects server file... Then I went on my computer went to its location clicked on the objects server folder then I opened up the gun I wanted to modify with wordpad and it worked. Now I am going ingame to see what changes I got! :)

RAW HOMICIDAL
2009-03-24, 19:17
WinRAR - Free software downloads and reviews - CNET Download.com (http://download.cnet.com/WinRAR/3000-2250_4-10007677.html)

WinZip - Free software downloads and reviews - CNET Download.com (http://download.cnet.com/WinZip/3000-2250_4-10003164.html)


Many thanks for doing this RAW,love the assets replacing part.


i just saw this, and your welcome.

if you dont mind i would like to use these links in my tutorial.

RAW HOMICIDAL
2009-03-24, 19:18
Here's what I did... I unziped the objects server file... Then I went on my computer went to its location clicked on the objects server folder then I opened up the gun I wanted to modify with wordpad and it worked. Now I am going ingame to see what changes I got! :)


great, thats good to here.

666planer
2009-03-24, 19:23
And!!!!!... no effects whatsover....:(
At least it didn't crash...

666planer
2009-03-24, 19:24
maybye I should use something other than notepad... Can't trust notepad!

666planer
2009-03-24, 19:30
OKay I di something similar lets see if that worked....

RAW HOMICIDAL
2009-03-24, 19:34
i really dont understand why your having so much trouble with this, its strange.

which are using winRAR or WinZip

what version of notepad are you using try Notepad ++

i find what your saying is odd since you said that you edited a file and it didnt do anything.

edit: wait, were you editing a soldiers kit or a pickup kit

edit x 2: when you are unzipping the object_server.zip are you replacing it back in the PRSP main folder where it belongs.

im just wondering if you are editing and modding a file that is not in its correct directory.

666planer
2009-03-24, 19:36
And it worked!!! YEAH!!! KNOW I CAN MAKE EVERY GUN A SUPER POWERFUL!!! UNLIMITED AMMO NO RECOIL 1337 RATE OF FIRE!!! Thanks for the tutorial and everrything raw!

666planer
2009-03-24, 19:37
In the weapons file... notepad ++? It just works thats all I care...

666planer
2009-03-24, 19:38
Heee hehehee I made the m95 a fully automatic no recoil 100 hundred round clip powerful monster!!!

666planer
2009-03-24, 19:38
And the good thing is that it worked....

RAW HOMICIDAL
2009-03-24, 19:41
Heee hehehee I made the m95 a fully automatic no recoil 100 hundred round clip powerful monster!!!



here is a challenge try to make it shoot 30 or 20mm HEAP rounds.

I got a tutorial that shows how to change projectile templates.

see if you can do it. ;)

Darkcloak2
2009-03-24, 20:55
just a quick question:
i modded the gl to have the mini_nuke effect but sometimes, the game ctd's after I launch. is that just random or is it because of a error?

666planer
2009-03-24, 20:59
that is a hard challenge...

666planer
2009-03-24, 21:01
When I change the mag size to something like 1000 it dosn't work, it just dosn't apply can someone help?

666planer
2009-03-25, 01:15
Will changing the reload time of a gun result in a crash ingame?

666planer
2009-03-25, 01:16
I hope I am not giving to many questions at once...

creepin
2009-03-25, 01:31
Will changing the reload time of a gun result in a crash ingame?

no, just the animation and sound will be out of sync:wink:

RAW HOMICIDAL
2009-03-25, 01:34
if you start lobbing to many explosion effects in a small period of time you can cause the game to crash

the mag thing can not have a 1000 round mag iirc. change the mag size value to "-1"

and i really dont suggest messing with the reload time. there really is no need to if you change the mag size to the value that i just showed you.

666planer
2009-03-25, 15:33
Okay ty.

RAW HOMICIDAL
2009-03-25, 16:56
i just threw up a nice vid of the modded saiga 12

and a new weapon i just found the "c7"

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/m7kSWoDmBio&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/m7kSWoDmBio&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

666planer
2009-03-25, 19:39
Good for you... I am redoing every single guns accuracy and damage in BF2 to make it as similar to PR as possible...

RAW HOMICIDAL
2009-03-26, 15:52
i did that with POE 2, i still play it every once in a while.

but it will probably get unistalled after the germans enter PR.

666planer
2009-03-26, 16:12
haaahaaahhaa, I wonder if that will ever happen...

RAW HOMICIDAL
2009-03-26, 16:27
they should be in on the next version. iirc

666planer
2009-03-26, 17:10
Could I copy a certain part in the Anti tank weapon and then paste it to a certain part to the pkm and then get a subbazooka?

RAW HOMICIDAL
2009-03-26, 17:14
yes/no

you can change the projectile template to make the gun fire AT rounds

but you will not have the smoke trail or the right sound.

i will make a tutorial for something very similiar.

Maybe a barret m82 that will disable a vehicle in one shot. idk im really kinda of busy lately my other half lost her grandmother yesterday. and im really should be spending my time with her instead of the computer.

so we will see.

666planer
2009-03-26, 19:13
Sorry to hear, Cya.

666planer
2009-03-27, 00:41
I ran into a promblem while editing whathappen was I changed a certain weapon to the way I wanted, but when I get ingame my changes don't apply, so I go back to the file to check if the changes I made are still there and they are. So why do my changes not apply?

Promblem NO.2

This is a realy irratating promblem that makes me not able to edit alot of weapons and stuff.
Whenver I edit certain objects I save them afterwards so the effects will come about, but it dosn't work and this sign pops up....

Cannot create the C:\DOCUME~1\Dad\LOCALS~1\Temp\Rar$DI31.1016\c4_exp losives.tweakfile.

Make sure the path and filename are correct.

First of all this message does not make any sence to me, heres why... The game is in drive E not drive C nothing to do with the game is in drive C, so why would this message show and what does it mean?

RAW HOMICIDAL
2009-03-27, 02:36
post the files up in code format.

and ill take a look

666planer
2009-03-27, 19:30
NVM I just fixed it, thanks!

Question about kit tweaking:

This is on original BF2 unlocks 123 mod(I am making my own mod) I use your tutorial to edit unlocks123 or BF2 not PR, anyways here's my promblem(question), I try to edit kits in Unlocks123 like this...

Unlock123 medic kit

rem -------------------------------------
ObjectTemplate.addTemplate usrif_sa801
ObjectTemplate.addTemplate eurif_famas1
ObjectTemplate.addTemplate sasrif_g36e
ObjectTemplate.addTemplate USHGR_M67
ObjectTemplate.addTemplate medikit
ObjectTemplate.addTemplate defibrillator
ObjectTemplate.addTemplate RUPIS_Baghira
ObjectTemplate.addTemplate RURIF_AK101
ObjectTemplate.addTemplate ParachuteLauncher
ObjectTemplate.addTemplate UnlockMECMedic
ObjectTemplate.addTemplate UnlockMECMedic2
rem -------------------------------------

So I want to edit this kit by taking away all the guns and adding the ak47, but when I add a gun from another kit or another faction the game will crash during the loading of a map, here's what it looks like after I edit it...


rem -------------------------------------
ObjectTemplate.addTemplate RURIF_AK47
ObjectTemplate.addTemplate USHGR_M67
ObjectTemplate.addTemplate medikit
ObjectTemplate.addTemplate defibrillator
ObjectTemplate.addTemplate RUPIS_Baghira
ObjectTemplate.addTemplate ParachuteLauncher
ObjectTemplate.addTemplate UnlockMECMedic
ObjectTemplate.addTemplate UnlockMECMedic2
rem -------------------------------------

Is there something I am leaving out? Or is it just immpossible to edit kits using weapons from other kits?

666planer
2009-03-27, 19:35
But it works If I edit it like this...

rem -------------------------------------
ObjectTemplate.addTemplate usrif_sa801
ObjectTemplate.addTemplate eurif_famas1
ObjectTemplate.addTemplate sasrif_g36e
ObjectTemplate.addTemplate USHGR_M67
ObjectTemplate.addTemplate medikit
ObjectTemplate.addTemplate defibrillator
ObjectTemplate.addTemplate RUPIS_Baghira
ObjectTemplate.addTemplate RURIF_AK101
ObjectTemplate.addTemplate ParachuteLauncher
ObjectTemplate.addTemplate UnlockMECMedic
ObjectTemplate.addTemplate UnlockMECMedic2
rem -------------------------------------

and just take away the guns...

rem -------------------------------------
ObjectTemplate.addTemplate USHGR_M67
ObjectTemplate.addTemplate medikit
ObjectTemplate.addTemplate defibrillator
ObjectTemplate.addTemplate RUPIS_Baghira
ObjectTemplate.addTemplate RURIF_AK101
ObjectTemplate.addTemplate ParachuteLauncher
ObjectTemplate.addTemplate UnlockMECMedic
ObjectTemplate.addTemplate UnlockMECMedic2
rem -------------------------------------

If I do that then it dosn't crash during loading and I get the kit like it is without all the unlocks.

666planer
2009-03-27, 21:09
Never mind I figured out how... Whew! I need too do this myself before I post it...

ballard_44
2009-03-27, 21:51
Whew! I need too do this myself before I post it

Yes, you do...You are starting to annoy me :p

kirby2315
2009-03-27, 22:29
OK, I have one. I have tried to mod the deployable firebase to spawn a scimitar. Whenever the time comes for vehicle spawn I get a CTD. I verified that I replaced the spawn object with the appropriate name in the realitconfiglocal.py but still CTD. I have no idea. Anyone?

Thanks.

RAW HOMICIDAL
2009-03-28, 04:41
well, ive never tried that.

but i really like the general idea of what your trying to do.

i will try to look into that tomorrow. in the mean time good luck!

@666planer

I know this is a thread for editing, but it really isnt for bf2 V.

Basically Im saying im not going to help when it comes to BF2 V. Only PR


and and Hopefully new updates tomorrow.

666planer
2009-03-28, 17:54
I know raw, but I have just been using PR's edit tutatorial for BF2 because they are the same, when it comes to editing.

666planer
2009-03-28, 17:56
Yaaa! I finished my Mod.

666planer
2009-03-28, 18:05
By the way, Here's a promblem I can't solve that I've been working on ever since I started editing...

I edit Certain weapons and when I get ingame the changes I made don't apply and the weapon is its old crumy self. So I go, "Hmmm? I wonder why that didn't work" and I exit the game and check the file to see if the weapon file includes the changes, when I see the file is the exact way I edit it, but it dosn't apply ingame, it confuses me.... Anybody have an answer?

Note: For those of you who say, "Oh this person edits Bf2 not PR!, we aren't gonna help him!" Well this is PR and BF2 that this happens.

666planer
2009-03-28, 18:08
I know I posted a similar promblem like this, but that one had a simple answer this one dosn't and has a different solution.

RAW HOMICIDAL
2009-03-28, 18:24
@666planer are you trying to mess with C4?

edit: @ kirby, could you plz let me see your file.
just throw it up as a post.

666planer
2009-03-28, 23:03
Yeah raw the C4 is one of the items it won't let me edit because when ever I save it it says it can't find some file..., but thats not the main Promblem I am focusing on.

Darkcloak2
2009-03-29, 11:14
For altering index numbers, iif the .con files like the Type 88 doesn't exist, will altering index numbers still work? For example, I'm trying to give the Type 88 an index number of 2 and give that to the US_officer_para but the game CTD's while loading objects.
rem *** Generated with Bf2Editor.exe [created: 2005/4/5 15:44]
GeometryTemplate.setMaterialReflectionScale 0 0 1 2
GeometryTemplate.setMaterialReflectionScale 1 0 0 0.25
GeometryTemplate.setMaterialReflectionScale 1 0 1 2
GeometryTemplate.setMaterialReflectionScale 1 1 1 2
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 8
ObjectTemplate.activeSafe GenericFireArm chsni_type88_idx2
ObjectTemplate.creator MBA-1:mba
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.castsDynamicShadow 1
ObjectTemplate.cullRadiusScale 10
.
.
.
rem -------------------------------------
ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/chsni_type88/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/chsni_type88/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate 580_42
ObjectTemplate.velocity 970
ObjectTemplate.itemIndex 2
ObjectTemplate.delayToUse 2.9

ObjectTemplate.activeSafe Sound S_chsni_type88_Fire1P
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.soundFilename "objects/weapons/handheld/chsni_type88/sounds/type88_fire_1p_outdoor.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.position -0.00022652/0.013967/0.524617


EDIT : Should I put Chsni_type88_idx2.tweak into a new folder by itself?

RAW HOMICIDAL
2009-03-29, 15:34
i would retry that but instead of the type 88 sniper, use the russian sv98 sniper.

(they are the same rifle).

also ive noticed some odd things happen, it seems like some weapons will not go into the second weapon slot, and dont even waste your time trying to replace the knife with something else other than a knife. idk why but ive never had anyluck.

RAW HOMICIDAL
2009-03-29, 15:36
EDIT : Should I put Chsni_type88_idx2.tweak into a new folder by itself?

No, you should never do that unless you want to go in and change the directory for the weapon. (The way i showed you is much easyier and you have less folders in the weapons subfolder.)

kirby2315
2009-03-29, 15:40
and dont even waste your time trying to replace the knife with something else other than a knife. idk why but ive never had anyluck.

I did get the MP5 to work in index slot 1 without any problems.

Below is the section from realitconfiglocal.py that I tried to replace to get a scimitar to spawn at forward outposts. CTD everytime.

#
# The vehicle templates to be spawned at the forward outposts
# Default is usjep_hmmwvm2, gb_jeep_landrover, jep_nanjing, jep_vodnik and mil_jeep_technical
OUTPOST_VEHICLES = {
'us': 'gb_tnk_scimitar_cage',
'usa': 'usjep_hmmwvm2',
'gb': 'gb_jeep_landrover',
'ch': 'jep_nanjing',
'mec': 'jep_vodnik',
'chinsurgent': 'mil_jeep_technical'
}
#
#
# Spawn time for forward outpost vehicles
# Default is 600 seconds
OUTPOST_VEHICLES_INTERVAL = 20

Carlez_1
2009-03-29, 16:59
new question:
How would i go about editing the area attack data? I would like to change the artillery reloading times in order to use the area attack more often. What should be altered in what files?

RAW HOMICIDAL
2009-03-29, 17:30
# Default is usjep_hmmwvm2, gb_jeep_landrover, jep_nanjing, jep_vodnik and mil_jeep_technical

I would try changing the USJEP_HMMWVM2 to gb_tnk_scimitar_cage

and if that doesnt work try just using the gb_tnk_scimitar in both slots.

RAW HOMICIDAL
2009-03-29, 17:37
new question:
How would i go about editing the area attack data? I would like to change the artillery reloading times in order to use the area attack more often. What should be altered in what files?


I am not blowing off your question, just so you know.

Im currently working on it.

I think i just about got it.

kirby2315
2009-03-29, 19:44
I would try changing the USJEP_HMMWVM2 to gb_tnk_scimitar_cage

and if that doesnt work try just using the gb_tnk_scimitar in both slots.

No good. Tried doing it both ways and still CTD. I have a feeling the problem lies in another file but I'm not sure where. Doing this would eliminate the need to change assets per map and just impliment this mod that would affect all maps. There must be a way.

666planer
2009-03-29, 20:21
Maybye reinstalling PR SP and making that one change and test to see of you get a CTD, if not than you'll know it was a different file.

Not unless you have a bunch of other changes that you have been working on.

666planer
2009-03-29, 20:21
Or bring in your back up files, if have hav' em

kirby2315
2009-03-29, 20:59
Maybye reinstalling PR SP and making that one change and test to see of you get a CTD, if not than you'll know it was a different file.

Not unless you have a bunch of other changes that you have been working on.

No need for all that mess! lol. Once I change it back to the hummer it doesn't crash. Thanks though. Anyone else?

666planer
2009-03-29, 21:47
Oh I see...

666planer
2009-03-30, 14:57
Is there any way I can switch the factions that are fighting on a map? Just change say the ruskies with the british on Mestia and tada, you have brita?

RAW HOMICIDAL
2009-03-30, 15:30
i have a tutorial on that

"altering starting weapons kits"

666planer
2009-03-30, 16:37
okay I see were, thanks!

200rabbits
2009-03-30, 22:46
I'm creating a new team, how do I set their limited request kits up and such?
Can we get some info about the system and modding it, coz it's not something most modders will be familiar with at all even if they have modded BF2 a lot before.

RAW HOMICIDAL
2009-03-31, 19:54
thats would be alot of work to throw into a tutorial.

but i will try :(

and i am going on vacation after work tomorrow. ( ill still have internet access, but i probably wont be online much.)

666planer
2009-03-31, 20:08
Hope you have a good vacation...

Is there a way I can edit the bots on one team to be better than the bots on another team, or just make some bots smarter than others?

200rabbits
2009-03-31, 20:22
Ii'll be patient then XD
Have a nice holiday!

666planer
2009-04-01, 16:02
Me too...

200rabbits
2009-04-02, 17:29
Since i asked a question, and have just found the answer to it myself, i thought i'd add a section on my question in here for everyone else's benefit.

[NOTE: If you can't read some text because it's bright yellow and it burns your eyes out, you can just highlight it with your mouse!]


How to set up a new team.

I'm going to show you how to set up a new team, I'll use the example of the basic SAS team that I've set up for Al Basrah.



First things first, you need to open up the common_server zip from PR and copy over the GameSounds.con you'll find in Common\Sounds\ .
Open it up and scroll down to where it mentions which ever team you're going to clone and use as a starting point. I'm cloning GB because I'm making the SAS.

rem -----------------------------------------------------------------------
rem ----------------------------- WIN AND LOOSE JINGLES ----------------------------
rem -----------------------------------------------------------------------

Sound.addSound us_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/us_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound us_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/us_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

Sound.addSound usa_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/us_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound usa_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/us_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound ch_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/ch_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound ch_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/ch_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound mec_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/mec_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound mec_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/mec_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound eu_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/eu_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound eu_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/eu_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound gb_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/gb_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound gb_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/gb_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound meinsurgent_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/mec_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound meinsurgent_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/mec_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound chinsurgent_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/mec_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound chinsurgent_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/mec_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound ru_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/ru_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound ru_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/ru_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound taliban_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/mec_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound taliban_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/mec_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound sas_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/gb_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound sas_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/gb_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0


rem -----------------------------------------------------------------------
rem ----------------------------- INGAME MUSIC ----------------------------
rem -----------------------------------------------------------------------

beginRem
Sound.addSound music
ObjectTemplate.soundFilename
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.07

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0
endRem

rem -----------------------------------------------------------------------
rem ----------------------------- TAUNTS ----------------------------
rem -----------------------------------------------------------------------

Sound.addSound taunt_1
ObjectTemplate.soundFilename Common/Sound/taunt1.ogg,Common/Sound/taunt2.ogg,Common/Sound/taunt3.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 0.7
ObjectTemplate.reverbLevel 0.1
ObjectTemplate.minDistance 4


Original - Copy - Changes

I copied the bit about GB, pasted it at the end of the section, and replaced the "gb"s in the first line with "sas".


Next step! Go to the menu folder, you'll need some more files from PR. They're in your menu_client.zip and menu_server.zip . Here's the files, locations, and what to edit.

menuTeams
menu_server
menu\External\FlashMenu\

MenuTeamManager.addTeam "US" "objects/kits/us"
MenuTeamManager.addTeam "USA" "objects/kits/usa"
MenuTeamManager.addTeam "MEC" "objects/kits/mec"
MenuTeamManager.addTeam "CH" "objects/kits/ch"
MenuTeamManager.addTeam "GB" "objects/kits/gb"
MenuTeamManager.addTeam "SAS" "objects/kits/sas"
MenuTeamManager.addTeam "MEINSURGENT" "objects/kits/meinsurgent"
MenuTeamManager.addTeam "CHINSURGENT" "objects/kits/chinsurgent"

A folder, for me, the GB one.
menu_client
menu\HUD\Texture\Ingame\flags\icons\hud\score\

Just rename the folder to what ever your team's abbreviation is gonna be, for me, SAS. You will also have to change the TGA file to DDS. If you don't mind it being upside down, you can just change the file extension to .dds, and if like me you're on windows, and it recognises TGA files and won't let you change the extension, you can put the file in a winrar archive, open (but not extract) the archive with winrar, rename it, changing the extension, and then extract file from the archive.

A folder, for me, the GB one.
menu_client
menu\HUD\Texture\Ingame\flags\icons\minimap\

Same as just above.

A folder, for me, the GB one.
menu_client
menu\nametag

Just change the folder name again, no need to change file formats here if they're already DDS.


Woo! Menu finished, now for the objects folder! Go to the Kits folder in Objects, create a new file with the abbreviation of your new team, and copy some kits over from the origional team. Set these up as new kits however you want like RAW HOMICIDAL showed us earlier. When you set up a kit as an entirely new kit however, there's a a line of code that it's very important for you to change as well as the file name. I don't know if it's necessary but it's not a bad idea to keep the name of the kit the same in this line of code as the file name. Here's the start of my sas_Assault_para.con as an example:

ObjectTemplate.create Kit sas_Assault_para
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.setNetworkableInfo KitInfo
ObjectTemplate.kitType Assault
ObjectTemplate.aiTemplate Assault
ObjectTemplate.geometry gb_kits_2
ObjectTemplate.geometry.kit 4
ObjectTemplate.geometry.dropGeom 16
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.setCollisionMesh kitcol
ObjectTemplate.dropHeadwear helmet
ObjectTemplate.abilityRestoreRate 0.15
ObjectTemplate.abilityInVehicleRadius 0
ObjectTemplate.abilityInVehicleStrength 0.0
ObjectTemplate.abilityInVehicleMaterial 84
ObjectTemplate.cullRadiusScale 8

Changed line - my change

WIP

Still don't know how to sort out assets and limited kits it seems... help anyone?

bobogaz
2009-04-05, 04:27
i tried giving the USA polit a mp5 and i did it exactly but i doesnt show up. will it help if i do the same to us_polit_nvg.con too?

RAW HOMICIDAL
2009-04-05, 05:57
do the same thing to all pilot kits.

that should fix it

bobogaz
2009-04-05, 09:08
and if i want to change other kits, i should change for example, every single kit that says marksman?

Neojubee
2009-04-05, 12:43
First of all, thank you for a heavily detailed mod guide like the one I see here today :)

Is there a way to change the helo's and jet's so that they don't have the engine warmup time?

And, is my file messed up? I tried to alter my projectile stats like it said in the guide. But there is no Weapons\common\projectiles. All I see is RemoteControlledObjects.
*I have re-installed this core and levels about 4-6 times*

and first post FTW

RAW HOMICIDAL
2009-04-06, 03:54
@bobo

Yes, just as a safe guard i would. ( and i do ) Im not sure why you need to do that sometimes.

and

@Neojubee (https://www.realitymod.com/forum/members/31766.html)

I would check again, at my directory.
Otherwise i dont see how any of your guns would work. ( actually your game would CTD since when you pull the trigger the game wouldnt know what to do. )

and Thank You for your appreciation.

Hopefully Ill be motivated enough to start working on some more of the requests soon.

Edit: to address the warmup times. yes there is it is hidden some where in this thread. (iirc anyways)

I will make a tutorial on that as well.

Edit X 2: just so i can sleep better can some one else who wasnt on the mod team verify the directory for the projectile templates.

200rabbits
2009-04-06, 21:20
I'm not on the mod team and i just checked that path, i don't have a projectiles folder in weapons\common\ in pr_sp_08 either, but there is one in the PR folder, what you need to do to get to the file you want, is to make a folder in pr_sp_08's weapons\common folder called projectiles and then copy the file over from PR's objects_server.zip\weapons\common\projectiles . I hope i was helpful, sorry i was too slow to ease your sleep XD

meatmasher
2009-04-06, 21:38
Great guide

I have been trying to tweak some weapons but I cannot because they are read only. I deselect the read only attribute but as soon as i apply it and click ok i go back to the file and it has the read only attributes selected again. Can someone help me fix this problem.

Neojubee
2009-04-06, 23:43
I'm not on the mod team and i just checked that path, i don't have a projectiles folder in weapons\common\ in pr_sp_08 either, but there is one in the PR folder, what you need to do to get to the file you want, is to make a folder in pr_sp_08's weapons\common folder called projectiles and then copy the file over from PR's objects_server.zip\weapons\common\projectiles . I hope i was helpful, sorry i was too slow to ease your sleep XD

Thanks! Really helped me out a lot...and...how do I make the Hydra 70 damage higher? If I just go to the .tweak file and change the settings, will it automaticly apply to the attack chopper on Ramiel 64? do I have to do the "idx6" thing again? Sorry...kind of confused and I don't have the attention spand that a regular 13 year old should have.

And BTW, it was about 12:00 AM on my clock when I posted that :)

Edit: I'm not even sure if the Hydra 70 is the type of missles the ah6 uses...can someone comfirm this? Because for some reason when I go to objects_server.zip\Weapons\Armament\missiles\hydra _70\hydra_70.tweak file I made different setings for force, damage, and radius. But I'm pretty sure it didn't make any difference.

rem ---BeginComp:DefaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 3707
ObjectTemplate.detonation.explosionRadius 75
ObjectTemplate.detonation.explosionForce 100
ObjectTemplate.detonation.explosionDamage 1000
ObjectTemplate.detonation.endEffectTemplate e_exp_medium_rocket
ObjectTemplate.detonation.useMMOnEndEffect 1
ObjectTemplate.detonation.detectionRadius 0
ObjectTemplate.detonation.maxDepthForExplosion 2
rem ---EndComp ---

/\ is the tweaked one.

rem ---BeginComp:DefaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 3707
ObjectTemplate.detonation.explosionRadius 20
ObjectTemplate.detonation.explosionForce 10
ObjectTemplate.detonation.explosionDamage 150
ObjectTemplate.detonation.endEffectTemplate e_exp_medium_rocket
ObjectTemplate.detonation.useMMOnEndEffect 1
ObjectTemplate.detonation.detectionRadius 0
ObjectTemplate.detonation.maxDepthForExplosion 2
rem ---EndComp ---

/\ is origional.

HELP?

ballard_44
2009-04-07, 02:02
Some of the vehicles have their weapon damage attributes in the .tweak file of the vehicle itself.

The hydra of the ah6 i believe is one of them.

Open up the ah6 .tweak file and scroll down to the hydra and you will see similar coding to the stuff you changed above.

RAW HOMICIDAL
2009-04-07, 04:16
ballard is right, i just got done modding the ah6 since i found out that the minigun RPMs were not up to par.

the hydras and miniguns are both in there.

bobogaz
2009-04-07, 11:33
i cant touch any .tweak files. help me!

Neojubee
2009-04-07, 11:41
Ahh man...thanks guys, Hydra is now my awesome button. Works great!

Edit...I got another one for you talented guys! I just edited my pilot kit to have an M95 50. cal...it's invisible in game, Help?(Yet again)

Map and objects load...But when I switch to my primary weapon it is gust gone. I can only see my hands.
Sorry for so much questions.

ballard_44
2009-04-07, 12:20
Neojubee, make sure the SP_usa_pilot.con has the M95 included, too.

or any other countries SP_pilot kit that you want changed.

ballard_44
2009-04-07, 12:24
i cant touch any .tweak files. help me!

Look here and see of it helps...

https://www.realitymod.com/forum/f308-prsp-general-discussion/57231-changing-files-read-only.html

Neojubee
2009-04-07, 22:50
Ok...I know, I'm badgering you with questions, but is it possible to give the m4 aimpoint the 50. caliber bullets? If not, which of the .con or .tweak files do I adjust? I mean, I see about 6 files that look like it would be 5.56X45 NATO rounds.

ballard_44
2009-04-08, 00:11
Look for the line ObjectTemplate.projectileTemplate 50cal in the ussni_m95_barret .tweak file

50cal would be the projectile it uses.

usrif_m4aimpoint uses ObjectTemplate.projectileTemplate 556_45_r

So swap the m4 projectile with the barret projectile.

RAW HOMICIDAL
2009-04-08, 03:56
guys, have any of tried looking at the first post. plz look over the first post completely before you ask any questions.

this question has been asked before and i addressed it in my tutorials.\

and @ ballard: i applogize for making you have to answer all these questions. i realize this is my thread and i should be taking care of everybody. but by the time i get off of work (normally around 1 or 2 in the morning) and drive home and throw back some beers its time to hit the sack.

ballard_44
2009-04-08, 05:36
Don't worry about it, man. It's just a game.

Hans Martin Slayer
2009-04-08, 08:17
i realize this is my thread and i should be taking care of everybody. but by the time i get off of work (normally around 1 or 2 in the morning) and drive home and throw back some beers its time to hit the sack.

Quit your job then!

bobogaz
2009-04-08, 10:19
nah, sorry those links didnt help. anything else?

ballard_44
2009-04-08, 10:51
Nope, especially as it has nothing to do with SP.

Hell, 99+% of the 'tweakers' on here have no problems to begin with as far as 'read only' files.

I mean zero disrespect, but you need to 'own' your computer and make it work for you. Not the other way around.

The PR files aren't 'locked' in some secret manner that only the PR team has the key to.

bobogaz
2009-04-08, 12:17
ok, thanks but, what do u suggest i could do and when you say "own your comp" i think and wanna just pull it out, drag it to a firing range and blast the SH!T out off it. Then point at it and say 'DIE'.

RAW HOMICIDAL
2009-04-08, 15:22
buy a collar and a leash, and show that bitch whos boss.

go thru, every level of the prsp folder and uncheck read only.

bobogaz
2009-04-09, 12:56
how do you put aircraft on a map that doesnt have aircraft already? or how do you put different tyes of vehicles on maps that dont have tehm or put vehicles on maps that dont have them?

krisfx
2009-04-09, 14:43
I get an access denied message everytime I try to save the file that I have modded.

RAW HOMICIDAL
2009-04-09, 15:22
are you sure you are the administrator of that computer.

RAW HOMICIDAL
2009-04-09, 15:23
how do you put aircraft on a map that doesnt have aircraft already? or how do you put different tyes of vehicles on maps that dont have tehm or put vehicles on maps that dont have them?


use the adding and removing assets tutorial.

krisfx
2009-04-09, 15:40
are you sure you are the administrator of that computer.


Yeah it basically wont let me save to the objects_zip archive

It has denied me access writing to that zip

ballard_44
2009-04-09, 20:20
Try reading the links on post #2

https://www.realitymod.com/forum/f308-prsp-general-discussion/57231-changing-files-read-only.html

Edit - or try this link here

http://www.technixupdate.com/repair-the-error-%E2%80%9Caccess-denied-on-files-and-folders%E2%80%9D-in-windows-vista-or-xp/

bobogaz
2009-04-10, 13:13
ok RAW HOMICIDAL but i mean what if the map doesnt have any previous vehicles like asal akfjfsa some thing something?

azz_kikr81
2009-04-12, 06:25
Is there a way to turn off the fuzzy/unfocused part when your under fire?

RAW HOMICIDAL
2009-04-12, 15:35
well, I would say the easiest way would probably be the editor.

but ive never used it.

the other way (the way I do things is)

copying a vehicle spawn code that is close to the area that I am wanting to spawn this "new" vehicle.

then modifying it by changing the names of the spawns code

anyways your going to have to play around with the x,y,z cooridinates.

Im warning you though, I didnt make a tutorial on this because it is a the biggest pain in the ass ive ever encountered.

but yeah, copy a vehicle spawn close to the area (just to get the x,y,z roughly close) then off set the numbers until you find the sweet spot.)

but try finding some tutorials on using the bf2 editor it will be alot easier.

RAW HOMICIDAL
2009-04-12, 15:36
Is there a way to turn off the fuzzy/unfocused part when your under fire?


Im not 100% sure but I would bet it is in the Python files.

SocketMan
2009-04-13, 04:06
I've heard that MODerators will start giving points and banning people for asking questions that were already answered.Trying to get people to use the
search button I suppose.

McBumLuv
2009-04-13, 04:12
SocketMan;990731']I've heard that MODerators will start giving points and banning people for asking questions that were already answered.Trying to get people to use the
search button I suppose.


What? When did they say that?

*EDIT* - User was warned for asking a question previously answered. In the future, please search using the search function. - Saobh
EDIT- Why would you warn me for that?
*EDIT* - One more peep outta that mouth and you'll be banzored - Dunehunter
EDIT - It's like no one appreciates me :(

RAW HOMICIDAL
2009-04-21, 07:17
by the way was that actually a serious warning or were you being sarcastic.

its funny either way.

666planer
2009-04-22, 20:47
Can I make some bots smarter or just better than others in the same battle?

ZZEZ
2009-04-22, 21:31
RAW thats a pretty impressive summary of allot of information, keep up the good work! :)

666planer
2009-04-23, 18:42
Here's another question... Can I raise the recoil for some of the guns?

RAW HOMICIDAL
2009-04-24, 04:08
@zzez Thank you that means alot coming from a dev.

and too 666planer yes you can. I will update this post shortly after i throw up some files on here.

EDIT: Sorry I got distracted, RL is a little "strange" right now to say the least.

but as promised here is what your going to want to work with.

rem ---BeginComp:SoldierBasedRecoilComp ---
ObjectTemplate.createComponent SoldierBasedRecoilComp
ObjectTemplate.recoil.hasRecoilForce 1 <<<<<<<<<<<<<<<<-----this will turn recoil on or off
ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/3/3/0 <<<<<<<<<<\
ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-1.2/1.2/1 <<<<<<<---------these are the numbers you are going to want to change.
ObjectTemplate.recoil.zoomModifier 1 <<<<<\
ObjectTemplate.recoil.goBackOnRecoil 1 <<<<<<---------Im not going to lie to you im not really sure what these codes do.
rem ---EndComp ---

RAW HOMICIDAL
2009-04-24, 04:11
Can I make some bots smarter or just better than others in the same battle?

sorry for double post. um to be quite honest with you im not sure.


but if anybody from the SP DEVS could shed some light.

idk to me it just doesnt seem possible. it might be though

666planer
2009-04-26, 19:50
Okay thanks for the post!

Hans Martin Slayer
2009-04-26, 20:32
sorry for double post. um to be quite honest with you im not sure.


but if anybody from the SP DEVS could shed some light.

idk to me it just doesnt seem possible. it might be though

not that i know of.

the ai behaviour in terms of attack/ defense is basically down to 1 file. this basic behaviour applies to all bots.

ben748
2009-04-29, 23:06
Hey Raw Homicidal, want me to upload a pdf of your guide as it evolves, im currently making one for myself of your current guide.

RAW HOMICIDAL
2009-04-30, 06:25
um, upload it to me in a private message first. just to take a quick look.

and it wouldnt be a bad idea, since we could make my first book into a index listing instead of a super huge post.

ben748
2009-04-30, 19:02
The pdf program i use isn't working correctly, keeps randomly shutting down.

bobogaz
2009-05-01, 12:38
hey, ive asked this questions numerous times but it seems everyone refuses to answer. How do u access .tweak files from the objects winrar server from notepad? I can go into my PR_SP_08 and access all files there but not when i go into objects/objects winrar. please help me.

Hans Martin Slayer
2009-05-01, 12:50
double click for me. :-P

you probably have to alter the properties of .tweak files first. just drag one of those out of the zip file, right click ->properties -> change the 'open with' to notepad. should do the job.

RAW HOMICIDAL
2009-05-01, 13:22
dont worry about it to much, you dont need to put more time into that i have.

so if you getting it work fine, if not its ok.

it seems like a lot of people dont even look at the first page anyways.
(thats part of the reason ive been slacking on doing any updates to it.)

bobogaz
2009-05-02, 01:46
Hans martin slayer, no im sorry it dosnt work. any other ideas?

RAW HOMICIDAL
2009-05-02, 23:24
are your files not opening up at all, or are they just opening up in a program that you dont want them to.

bobogaz
2009-05-03, 02:59
um, just when i try open them, (in notepad) it just stops responding an i gotta close notepad. so probably, not opening at all

hey101
2009-05-03, 23:29
Hey nice tutorial.

How can i change the projectile that comes out of the gun. Like make a pistol shoot rockets or grenades?

RAW HOMICIDAL
2009-05-04, 04:40
all you need to do is change the projectile template line.

if you follow my tutorial for modding weapons. it should be the tut talking about modding a sagia 12 shotgun.

after reading, just find the weapon that fires the projectile your wanting the gun to shoot and replace that one line of code.

arthuro12
2009-05-04, 10:34
how do you put aircraft on a map that doesnt have aircraft already? or how do you put different tyes of vehicles on maps that dont have tehm or put vehicles on maps that dont have them?

Changing vehicles in your map WITHOUT the editor :D - Battlefield SinglePlayer Forum (http://battlefieldsingleplayer.planetbattlefield.gamespy. com/forums/index.php?showtopic=9404)

wrote that a while back D:

(I put a LB and a Huey in Fallujah West with that.. pretty neat..)

666planer
2009-05-07, 15:05
Question: Can you change the appearance of a tracer to make it look more noticable? Just so it sticks more and is easier to see.

RAW HOMICIDAL
2009-05-07, 18:17
if im not mistaken a tracer round in-game is an effect. so you would have to know a little bit about animation.

i can tell you how to increase the amount of tracer rounds a gun fires though.

666planer
2009-05-08, 00:45
Looky here...

On some gun files they have this near the middle...

ObjectTemplate.addTemplate S_RULMG_PKM_Projectile_Looping
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/1/0/0
ObjectTemplate.material 38
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.tracerScaler 100
ObjectTemplate.maxTracerScaler 100
ObjectTemplate.minTracerScaler 100
ObjectTemplate.tracerSizeModifier 10
ObjectTemplate.tracerTemplate p_tracer_g
ObjectTemplate.tracerInterval 3
ObjectTemplate.minDamage 0.2
ObjectTemplate.damage 50

If you would notice all the stuff about tracers, thats what I am wondering about.
Can I change them to change the size o tracer, or maybye just make them stick out more?

666planer
2009-05-08, 00:46
By the way I did some testing of my own thats why some of the things are set on 100...

RAW HOMICIDAL
2009-05-08, 19:10
ObjectTemplate.addTemplate S_RULMG_PKM_Projectile_Looping
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/1/0/0
ObjectTemplate.material 38
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.tracerScaler 100 <\
ObjectTemplate.maxTracerScaler 100 <------\
ObjectTemplate.minTracerScaler 100 <------------I would just turn these back to the default values.
ObjectTemplate.tracerSizeModifier 10 <----- Try messing around with this number.
ObjectTemplate.tracerTemplate p_tracer_g <--- If you replace the "g" with an "r" it will turn the tracer red instead of green.
ObjectTemplate.tracerInterval 3 <---- turn this number to 0 if you want the gun to fire all tracer rounds.
ObjectTemplate.minDamage 0.2
ObjectTemplate.damage 50
I know this code isnt PR, plz if your wanting to mod bf2 don't bring them here.

but if you play around with the code that i pointed out then you might be able to get somewhere.

Alex6714
2009-05-08, 22:58
Just to add a bit to this.

ObjectTemplate.addTemplate S_RULMG_PKM_Projectile_Looping
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/1/0/0
ObjectTemplate.material 38
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.tracerScaler 100 ------------\
ObjectTemplate.maxTracerScaler 100 -------- These have to do with length it seems. Tracers looking like lasers? Reduce these values. Want star wars? Increase.
ObjectTemplate.minTracerScaler 100 -------/
ObjectTemplate.tracerSizeModifier 10 --- As said, size. Pretty obvious. How thick really.
ObjectTemplate.tracerTemplate p_tracer_g, (green tracer) p_tracer_r (red tracer) p_tracer_tank (tank/apc tracer) can be made smaller via size modifier etc.
ObjectTemplate.tracerInterval 3 -- As said, how often a tracer is fired.
ObjectTemplate.minDamage 0.2
ObjectTemplate.damage 50

666planer
2009-05-09, 15:49
Okay I see thanks alot!

7g23
2009-05-10, 06:38
.......

Alex6714
2009-05-10, 13:51
Unfortunately, that is only firing 1800 rpm.

RAW HOMICIDAL
2009-05-10, 15:44
hes right ROF is capt at 1800.

if you want the gun to fire faster, try adding a batch size code. just take one from a shotgun.

and if you change your mag size to "-1" you will have infinite ammo.

7g23
2009-05-12, 04:11
.......

RAW HOMICIDAL
2009-05-12, 04:59
Use this line of code.

ObjectTemplate.fire.batchSize 12 <----this value is what your going to mess around with. but just so you know this "12" is how many rounds that come out each time you fire, but your mag will only show 1 round leaving the magazine. i dont know if this makes anysense but thats the way it works.

Just a side note, incase your really lost. toss that code into the weapons file anywhere that you see a cluster of "ObjectTemplate.fire."

MadMartigan
2009-05-19, 08:39
I just want to say this one of the greatest threads regarding PRSP, and is long overdue. Thanks!
I have been playing PR since v0.4 and have been hooked since. I just started trying to Mod PRSP with simple stuff from this guide and have found it very insightful....and yes remember to back-up your files if it doesn't work! :mrgreen:

Now for some help please. I like the game play of PRSP, but I have found that I like some weapons from other Mods( e.g. AIXtended). I was wondering if it was(how it is) possible to add weapons from AIX (e.g. Kimber 1911) to PRSP for USMC kits? I sure once it is broken down I could repeat the steps for other weapons I like.

Thanks again for a AWESOME guide! :-D

RAW HOMICIDAL
2009-05-20, 02:23
thats a good question, but..... I got some bad news.

This process can be a little lengthy.

I use to play Point of Existence, and i did the same thing i took some AIX weapons and converted them over to POE. Doing that is easy, but PR is different, because they use projectile templates and other things that im not aware of. I not sure what ive done wrong in the past but ive never been able to transfer weapons from other mods to PR.

basically instead of PR giving "guns" damage points they give "bullet types" damage. Which POE, AIX, and most other mods just give theyre "guns" a maximum and minimum damage point based on range from the shooter to the point of impact.

I think if i was really motivated enough, i might be able to do convert some weapons over. (im not going to lie ive never got any weapons to work in PR.)but to be honest after playing PR i find that most other mods weapons are just not modelled as nicely as PRs.

Also if you would like for me to show you how to exchange weapons from other mods like POE, AIX, OPK, and CQC i would be more than happy to. just ask and ill send you a PM with the information.
/\/\/\/\/\/\/\\/\/\/\/\/\/\//\/\/\/\/\/\/\
Maybe a Dev would be kind enough to explain. Because I would like to know. There are a couple of FH weapons I would like to import into PR.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

ballard_44
2009-05-20, 06:17
Maybe a Dev would be kind enough to explain. Because I would like to know. There are a couple of FH weapons I would like to import into PR.


Where are you failing in the process?

Have you made sure you 'ported' the HUD, the selection files/icons, textures, sounds, effects, etc?

It should always give you an error to work off of if its fubar.

Alex6714
2009-05-20, 08:14
Well the AIX weapons have the projectile defined in the file, where PR has standard ones set in other files. All you should need to do is delete the projectile code in the AIX weapon and replace

ObjectTemplate.projectileTemplate G36v_Projectile

with the PR one of the correct calibre for example.

victim913
2009-05-22, 18:30
I have tried searching about this but i get too many to search through all. I like how PR is set up but on a couple vehicles I would like to change the driver and gunner to be just one driver/gunner. The bots are excellent but in some vehicles I would like to drive and fire like vanilla. Everytime i try changing it, the way i have in jets or in other mods, ( taking out the gunner or driver or switching codes) the turret drops underneath the vehicle or the Hud and sights go inside the vehicle and i see right through it. Is there anyway i can accomplish this? thanks

single.shot (nor)
2009-05-23, 20:46
the C7 is friggin NICE! i mean, 900rpm 5.56 out of a 4x scope!

EDIT: not to double-post:

OK, so I encountered a problem...
i cloned the mec kits and gave them all iraqknife and insgr_ak74m (and scopes for the appropriate kits, and so on) however, when i try mounting them on any map i get a CTD no matter what it i do that i can think of.

i named them all
mecng_(insert usual kit name, officer for instance)


ObjectTemplate.create Kit mec_officer
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.setNetworkableInfo KitInfo
ObjectTemplate.kitType Specops
ObjectTemplate.aiTemplate Specops
ObjectTemplate.geometry mec_kits
ObjectTemplate.geometry.kit 1
ObjectTemplate.geometry.dropGeom 16
ObjectTemplate.sethasCollisionPhysics 1
ObjectTemplate.setCollisionMesh kitcol
ObjectTemplate.dropHeadwear mec_helmet
ObjectTemplate.cullRadiusScale 8

rem -------------------------------------
ObjectTemplate.addTemplate iraqknife
ObjectTemplate.addTemplate RUPIS_Baghira
ObjectTemplate.addTemplate insgr_ak74mscope
ObjectTemplate.addTemplate f1grenade_q4
ObjectTemplate.addTemplate hgr_smoke_signalgreen_mec
ObjectTemplate.addTemplate hgr_smoke_signalyellow
ObjectTemplate.addTemplate SIMRAD
ObjectTemplate.addTemplate medikit_dressing_arab_3
rem ObjectTemplate.addTemplate hgr_incendiary
rem -------------------------------------

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

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









ok, so thats the officer kit, but i dont get why they wont work...
the thing is that i want both mec with G3s AND AK74s

Outlawz7
2009-05-27, 06:32
ObjectTemplate.create Kit mec_officer


You forgot to rename this one.

single.shot (nor)
2009-05-27, 09:42
... and thats what we call a noob, you guys.

ballard_44
2009-05-27, 10:26
lol...there is really nothing worse than having something fail because of a slight misnaming.
Can be really hard to figure out.

7g23
2009-05-29, 03:58
.......

Carlez_1
2009-05-30, 12:02
RAW, did you ever figure out how to tweak the area attack reload time?

RAW HOMICIDAL
2009-05-30, 15:46
Yeah, alter the "time to live" code. in the maps gameplayobject.con

look for a vehicle spawn, with JDAM team 1 or team 2, or mortar, or arty

Blordo
2009-06-22, 20:27
I noticed that in a bunch of maps there is only gpm_coop and no sp# folders. I saw a post earlier in this discussion that said there was no navmesh or something for SP for some of these maps. Isn't COOP basicallly the same thing as SP and can't the sp1-3 modes be added by just copying the gpm_coop folder and renaming them and then updating the .desc file in the info folder? Anyway, I have done this in other mods but can't seem to do it here...is there any trick to this?

Any help would be much appreciated.

Cheers!

mp5punk
2009-06-24, 02:17
homicidal i do not understand on how to change the blast of the IED i need to change mine for a movie i will be making can you help me?

RAW HOMICIDAL
2009-06-25, 05:48
are you talking about changing the blast effect or the blast power?

RAW HOMICIDAL
2009-06-25, 05:52
I noticed that in a bunch of maps there is only gpm_coop and no sp# folders. I saw a post earlier in this discussion that said there was no navmesh or something for SP for some of these maps. Isn't COOP basicallly the same thing as SP and can't the sp1-3 modes be added by just copying the gpm_coop folder and renaming them and then updating the .desc file in the info folder? Anyway, I have done this in other mods but can't seem to do it here...is there any trick to this?

Any help would be much appreciated.

Cheers!


I tired my best to give you an explanation but evertime i type something up and read it over it just doesnt make any sense. maybe one of our mappers will have better luck.

sorry that i wasnt any help,

Hans Martin Slayer
2009-06-25, 10:03
COOP is basically the same as SP, it uses the same Gameplayobjects file.

Coop has just more options, e.g. you can choose the bot ratio, put up a maplist etc.

so we got rid of the SP gamemode a while ago as it's basically redundant.

mp5punk
2009-06-30, 01:08
are you talking about changing the blast effect or the blast power?

power so it destroys like everything lol the one u said it makes al basrah look like Hiroshima.

RAW HOMICIDAL
2009-06-30, 15:21
your going to want to change the these lines of code

ObjectTemplate.detonation.explosionForce ?
ObjectTemplate.detonation.explosionDamage ?
ObjectTemplate.detonation.explosionRadius ?

=ice= siggi
2009-07-05, 01:27
help i did the one with the plot kit having an mp5 and tweakt the usa_pilot.con (did the us one to) but when i load up Khasan or any other us map itdosent change help!!!


rem -------------------------------------
ObjectTemplate.addTemplate usrif_mp5_a3
ObjectTemplate.addTemplate hgr_smoke_signal
ObjectTemplate.addTemplate medikit_dressing
ObjectTemplate.addTemplate ParachuteLauncher
rem -------------------------------------

it worksnow

M4sherman
2009-07-12, 16:10
Ok I have a few questions that I have asked in other threads buty maybe I will have more luck here.

how do I get the AI to attack with a knife?

how do I edit pick up kits

RAW HOMICIDAL
2009-07-17, 06:02
you edit pick up kits the same way that you edit class loadouts

and im not sure about the knife, i would imagine if you got rid of all other weapons in the kit they would default into using the knife. im not going to lie though im not sure your even able to do that.

M4sherman
2009-07-17, 14:18
Ok I got the Knife thing working (had to add an AI file)

and when I change the pickups main weapon I get CDT

13DarkWolf
2009-07-19, 12:58
Thanks a bunch for posting this modding tut up, its proved really useful! I've deployed a bit of russian firepower on fools road 1 with a couple of t-90s and a havoc so far today. ;)

Great Work i'm looking forward to learning more :D

ben748
2009-07-19, 17:14
Hey raw, if your still trying to make vehicle speeds faster, try this link, Battlefield Singleplayer &bull; View topic - Changing the speed of your new jet (http://bfsp.freeforums.org/changing-the-speed-of-your-new-jet-t25.html) There is not much commenting, but his last line gives a hint on how to do it, its the torque and acceleration.

M4sherman
2009-07-22, 02:26
new question How do I add a new faction solider's to PRSP???

bluehawk112
2009-07-25, 13:29
I replaced one of the jeep-names (humvee) with the following item: ahe_ah6 (that´s a littlebird)
or with possible other attackhelis:

ahe_ah6a
she_ec635
ahe_ah1z
(Last is Supercobra)
Furthermore, I changed max and min spawn time of the ahe_ah6 to 20 (see line below in same paragraph).
Then I saved it twice, and answered "yes" on the question, if I want to update the server.zip.
Everything worked out fantastic, I suddenly had an attack heli available at singleplayermap fallujah west.
The only thing I am missing now: At this mobile flight-controltower, it is not possible (in the map fallujah west, singleplayer) to reload and repair with my attack heli. Why is that? Usually, it worked fine with other maps where I added an attack heli. I flew around, searched for this mobile control tower, landed in front of it and so I could reload. But in fallujah west, this doesnt work.
Can anybody help, perhaps rawhomicidal?
Thanks again for your excellent hints!!!!!!!!!!!!!

muffinmonsta
2009-07-25, 14:19
Because the map doesn't have one..

bluehawk112
2009-07-25, 17:26
No, no, that´s not it. Fallujah West has got such a control tower. The problem is: landing in front of it does not help. (no reload of armament, no repair)...

RAW HOMICIDAL
2009-07-25, 19:24
Hi Raw Homicidal,
I added a littlebird to fallujah west (SP). Everything worked out fantastic, I suddenly had an attack heli available at singleplayermap fallujah west.
The only thing I am missing now: Close to this mobile flight-controltower, that is also existing in in the map fallujah west (singleplayer), it is not possible to reload and repair my attack heli. Why is that? Usually, it worked fine with other maps where I added an attack heli. I flew around, searched for this mobile control tower, landed in front of it and so I could reload. But in fallujah west, this doesnt work.
Can anybody help, perhaps raw homicidal?
Thanks again for your excellent hints!!!!!!!!!!!!!

Fallujah West try repairing next to the US repair/ammo depot

RAW HOMICIDAL
2009-07-25, 19:26
new question How do I add a new faction solider's to PRSP???

Im not sure if i understand what question you are asking.

Do you mean:
How do I create a new soldier for a existing faction.
or
How do I create a new faction.

bluehawk112
2009-07-25, 20:35
And here another problem (sorry for interrupting, I didn´t know where else to post my question):


Hi Raw,

I just sent you the question with reloading ammo for an added attack heli in a singleplayermap. I am still trying with this ammo storage (still searching).
Now I still have a second question (impertinent, he?-sorry, I am just fascinated of this game PRSP):
I sometimes play PRSP 0.75, but my littlebird always got shot down very quickly after only a few hits (bullets).
How can I decrease vulnerability for my littlebird? Is that possible? Otherwise, I always die way too quick in PRSP 0.75.
I´d be really glad, if you coud answer my question - I will also post them, so that more people can learn from this.
Thanx a lot for your patience,
bluehawk

RAW HOMICIDAL
2009-07-25, 21:12
@bluehawk

I would just change the material type of the littlebird

you can do this buy looking into the abrams material, just take the armor value from the abrams and paste it into the littlebirds material code.

that way you should be able to withstand all small arms fire, but you will still be able to be shot down with rockets and things of that nature

edit: actually it might be better to take the values off of the uh-60 it can take a bit of small arms fire.

and the other thing is if you use the abrams material code you wont be able to shoot it down with a strela or stinger

Hans Martin Slayer
2009-07-25, 21:31
@ bluehawk: WIMP!! :-P

thanks again for helping out here, Homicidal!

ballard_44
2009-07-25, 21:48
How can I decrease vulnerability for my littlebird? Is that possible?

Just a couple of lines you need to alter.
Look for these lines in the vehicles .tweak
Of course, the values will be different depending on the vehicle.
ObjectTemplate.armor.maxHitPoints 650
ObjectTemplate.armor.hitPoints 650

Basically, if you were to set them to 10000, it will last longer.

bluehawk112
2009-07-26, 21:38
Thanks ballard, a nice hint.
I did what you said, it was an improvement. But: The helicopter is now going down but not exploding after the same amount of hits. At least, I can escape...;-)):p
I will edit more values now - I think, I will alter the profile of material codes as well, so that all alterations will make a change in the end, thanks a lot guys.
I still can´t find a place to land for reload and repair in fallujah west...;-)

M4sherman
2009-07-27, 00:51
how to create a faction using stuff already in-game

ballard_44
2009-07-27, 06:45
how to create a faction using stuff already in-game

0 gain for me to do a write up on that, so not worth the effort.

M4sherman
2009-07-27, 13:17
??? What I want to do is be able to use the solider models from 3-4 different factions together on one team, Along with making a separate set of models for "zombies"

bluehawk112
2009-07-29, 19:57
I just wanted to thank you both very much, ballard and raw homicidal.
Your hints were excellent, I combined new materials (armor of T62 tank) and rised max nomber of hits - now my littlebird is almost invincible (but only almost-which is fine).

You guys helped me out a lot, PRSP really makes much more fun than before, thanks again!!!

If somebody knows, how to create a reloading location for helicopters, please tell
:mrgreen:

hueysrock
2009-08-02, 06:04
I have WINRAR and can view it but cant edit it?. what do i do because i cant open a .zip file with wordpad and when you click on the notepad++ link it comes up with like 10 things to download. which one do i choose? it looks good tho as soon as i can edit it i will.

RAW HOMICIDAL
2009-08-04, 04:35
well im not sure about the 10 things you have to download.

but

i think your problem is, that you need to select your objectserver.zip file and right click on it and select properties then uncheck "read only"

this is more than likely your problem, and if it isnt then i dont know.

hueysrock
2009-08-05, 01:21
It fixed it thanks alot :D real good guide :D made a awsome sniper sniper kit and stuff :) the sound doesnt go on the lee enfield when i play with it but it doesnt matter :D thnx for awsome guide!

hueysrock
2009-08-05, 23:23
Me again, is there any way u can get prsp weapons and bots onto a v-bf2 map. dont really care bout jets and stuff. just want to change the guns everyone has and how the bots use them.

hueysrock
2009-08-06, 01:01
and Last thing, sorry if im being annoying :( I made my sniper kit and this is it rem -------------------------------------
ObjectTemplate.addTemplate M40A3_idx1
ObjectTemplate.addTemplate uspis_92fs_silencer
ObjectTemplate.addTemplate usrif_m24
ObjectTemplate.addTemplate USRIF_M16A4_idx4
ObjectTemplate.addTemplate GBLMG_M249MINIMIDeployed_idx5
ObjectTemplate.addTemplate nsrif_grapplinghook_idx6
ObjectTemplate.addTemplate SIMRAD
ObjectTemplate.addTemplate medikit_dressing_3

But i cant see the m16 m249 uspis pistol silencer and m40a3, they work and shoot and reload but i cant see weapon all i can see is hands and i cant hear it shoot
Heres my m16a4 con file =
GeometryTemplate.create BundledMesh usrif_m16a4_idx4
CollisionManager.createTemplate usrif_m16a4_idx4

ObjectTemplate.create GenericFireArm usrif_m16a4_idx4
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.creator FLI-1:fli
ObjectTemplate.collisionMesh usrif_m16a2
ObjectTemplate.mapMaterial 0 Collision_Material 0
ObjectTemplate.mapMaterial 1 lambert1 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.geometry usrif_m16a4

include usrif_m16a4_idx4.tweak

and heres the only edits i made to the tweak file
ObjectTemplate.activeSafe GenericFireArm usrif_m16a4_idx4 and
ObjectTemplate.itemIndex 4

What am i doing wrong :(

RAW HOMICIDAL
2009-08-08, 05:25
to your first question, it is more of a pain in the ass then it is worth. yes it is possible to covert weapons but each weapon is different and you will learn on your own just be modding simple things and learning the "rules"

to your second question there is another class for your sniper kit that needs to be modded and/or copied.

there should be a SP_sniper or a sniper version. they both most be changed/matched.

that will get rid of your invisible weapon problem.

hueysrock
2009-08-09, 01:12
thanks, i can see them now still cant hear them firing or when u get them out ( m249 m16 and m40a3) but its much better now thanks tons :)

NuclearBanane
2009-08-09, 18:25
hey guys i just want to know how to make it so vecs in pr sp are like in van because i hate having a dumb AI bot driving but i wanna gun?

is there an easy fix to that? because i don't really wanna play pr sp online lol so i just wanna get it done so when the hardcore server is down i can pop so towels and stuff?
oh ya and i have to point out u where suing the canadian factions c7a2, looking good !

RAW HOMICIDAL
2009-08-10, 03:51
well in all fairness i didnt make the model so congratulate the Big C's weapon modelers for that.

and i could be half retarded or you may have just made a typo but what is a "vecs". if you could expound a little i would be happy to help.

PatrickLA_CA
2009-08-17, 16:35
Great but the pilot's mp5 has some problem i can shoot and i hear the sound and the hands that hold the mp5 but there is no gun

PatrickLA_CA
2009-08-17, 17:21
and the grapling hook ont he sniper it doesn't show up and the smokegrenade is still there

Anhkhoa
2009-08-17, 21:05
Great but the pilot's mp5 has some problem i can shoot and i hear the sound and the hands that hold the mp5 but there is no gun

....It's in the thread a while's back...
...Search before you ask and edit your posts, don't add one more right after the other.

PatrickLA_CA
2009-08-18, 11:41
I gave the sniper a grappling hook and the pilot one MP5 and i did it exaclty as in the example! but the mp5 is insvinsible and the grappling hook that should be instead of the smoke grenade, simply it is not there the grenade is still here! and yes i read the other posts and i couldn't understand what should i do! After backuping i tried again and now the empty hands are still there and in SP_us_pilot.con is:
rem -------------------------------------
ObjectTemplate.addTemplate usrif_mp5_a3
ObjectTemplate.addTemplate hgr_smoke_signal
ObjectTemplate.addTemplate medikit_dressing
ObjectTemplate.addTemplate ParachuteLauncher
rem -------------------------------------

RAW HOMICIDAL
2009-08-18, 16:57
i did it exaclty as in the example!SP_us_pilot.con is:
rem -------------------------------------
ObjectTemplate.addTemplate usrif_mp5_a3
ObjectTemplate.addTemplate hgr_smoke_signal
ObjectTemplate.addTemplate medikit_dressing
ObjectTemplate.addTemplate ParachuteLauncher
rem ------------------------------------- From My Original Post
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.Your working with the wrong file:duh:, but its ok. Leave the SP_US_PILOT.con the way you have it and just do the same thing to the us_pilot.con. That should get rid of your problem. :)

PatrickLA_CA
2009-08-18, 17:31
Thanks , but after i did it only an invinsible weapon shows up!BUT the sniper thing is cool the grapple is ok!And how to add another weapon slot, example: the pilot doesn't have 1 or 2 so how to add them i couldn't find that!

RAW HOMICIDAL
2009-08-19, 05:16
well, last resort thing that you can try is edit and copy each pilot.con, just make them all the same. ( as far as weapons) sorry if this isnt clear, ive kind of lost my PR modding lingo as i havnt played PR in three months or more.


and to add more weapons just add another line, just be cautious that you dont add to weapons with the same item index number.

Alex6714
2009-08-19, 10:27
Thanks , but after i did it only an invinsible weapon shows up!BUT the sniper thing is cool the grapple is ok!And how to add another weapon slot, example: the pilot doesn't have 1 or 2 so how to add them i couldn't find that!

An invisible weapon sounds like missing client files to me, though I don´t know how you got that by just giving it to another kit.

Outlawz7
2009-08-19, 10:34
Invisible weapons happen if you don't have the kit spawners in the init.con IIRC.

PatrickLA_CA
2009-08-19, 11:11
I can't tell you was that happening with the mp5 cause i don't know which kit has it so i've newer used and please tell me how to fix it!

RAW HOMICIDAL
2009-08-19, 15:21
normally when i get an invisible weapon, i just make sure i have the same load out in each of my SP_*****.con and my ******.con and it corrects the problem.

also some of the .cons have extensions like para_ or SP_para_ the pilots kit is the exception to this.

Drunkenup
2009-08-19, 22:19
Outlawz;1115988']Invisible weapons happen if you don't have the kit spawners in the init.con IIRC.
'

Wait, so how do I fix this? I have this problem with a Mk12 I imported from PR .8

Rakkyo
2009-08-20, 00:30
I modded the power of the Su-25's rockets and and increased its bomb-load, but the game CTDs while loading "Objects", even on maps that don't use the asset.

I restored the original objects_server.zip and made a minor change (1 extra hitpoint for the vodnik) as a test and it did the same thing.

Modifying weapon stats (increased binocular zoom for example) or kit loadout (gave Chinese grenadier officer binocs) also CTDs during loading.

Adding/removing assets from the same maps has worked fine, so I assume it's specific to the objects_server zip file.

Any ideas on what's wrong?

Quick edit here, I tried extracting and re-zipping a copy of the original objects_server.zip and it still crashes.

the re-zip is about 200kb larger, so something is different in the compression/encoding. I'm using a fresh install of Win-zip, so I dont know why it'd have problems...

RAW HOMICIDAL
2009-08-20, 01:41
are you extracting the entire object server.zip each time you make an edit? and then re-zipping.

Rakkyo
2009-08-20, 07:50
Yeah, does that cause problems? It worked fine with the asset replacement but I suppose that's a less vital component, not to mention confined to only the one map.

Edit: Okay, I edited inside and updated it and it worked fine. Thanks, and sorry for the noob mistake.

PatrickLA_CA
2009-08-20, 09:44
Well ANY SUGGESTIONS HOW TO FIX THE MP5 THING < IF I REPLACE THE PILOT'S EMTYHANDS WITH OTHER WEAPON IT'S OK BUT IT'S NOT REALISTIC A PILOT WITH M249 SAW OR M4!>

PatrickLA_CA
2009-08-20, 16:11
invinsible weapon hapens with the silenced 92fs

E4$Y
2009-08-21, 16:54
Thank you RAW for a very great tutorial :wink:

Now what i want to know of is: How can i change teams on maps? I mean like changing brits on Basrah to USMC? Can you help me with that?

Thanks in advance :)