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03 Jun 2020, 00:00:00 (PRT)
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Old 2020-01-31, 23:54   #1
PRbear
Default Looking for parameters from BF2Editor in Map-files

I seam not to be able to find map-specific data for singleton instances of vehicles.
When i create a vehicle, i can change a number of parameters on the tweak-page:
(Disregard the question-marks, and handwritten numbers, they are not relevant)

These values are not included in this specific maps/Levels gameplayObjects.con
An example : Radius
Where is that value written?
I suppose all the other tweak-values are written to the same ..file(?)
There is no file with these values to be found
Somehow this information must be kept inside THIS map/Level.
The map/Level-specifics cant be in any location outside the actual Level!
That is pure logic!
Does anyone know where these vehicle specific values are kept in the specific Level
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Old 2020-02-01, 00:58   #2
[R-DEV]​Suchar
PR:BF2 Developer
Project Reality Beta Tester
Default Re: Looking for parameters from BF2Editor in Map-files

It's not there because it's not used. I don't even know what it does.

All the basic objectspawner parameters (the ones you screenshoted) are simply set to default if they are not defined in gameplayobjects.con.

prta is known for his lack of "authority" on cheaters, your server your rules if you want to close an eye on him do so ~ A guy (who was proven to be a cheater next day) right after reporting another cheater
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Old 2020-02-01, 10:35   #3
[R-DEV]​AlonTavor
PR:BF2 Developer
PR Server License Administrator
Default Re: Looking for parameters from BF2Editor in Map-files

Unwritten means it's default
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Old 2020-02-01, 16:24   #4
PRbear
Default Re: Looking for parameters from BF2Editor in Map-files

Quote:
Originally Posted by AlonTavor View Post
Unwritten means it's default
..Oh
And then edited values would be disregarded?
Just reset to default(?) -Then disregarded
So editing is in vain..
That is really disappointing, and odd -cause i believe i can see effects.
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Old 2020-02-01, 16:58   #5
[R-DEV]​AlonTavor
PR:BF2 Developer
PR Server License Administrator
Default Re: Looking for parameters from BF2Editor in Map-files

If you change something and it doesnt end up in the .con/.tweak file then that's weird. Which parameter is it?
ObjectSpawnerTemplate does have a radius option.
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Old 2020-02-02, 12:38   #6
Rabbit

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Default Re: Looking for parameters from BF2Editor in Map-files

I thought radius had something to do with the time to live timer.

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Old 2020-02-02, 12:50   #7
[R-DEV]​Suchar
PR:BF2 Developer
Project Reality Beta Tester
Default Re: Looking for parameters from BF2Editor in Map-files

Quote:
Originally Posted by Rabbit View Post
I thought radius had something to do with the time to live timer.
Wasn't it Distance?

prta is known for his lack of "authority" on cheaters, your server your rules if you want to close an eye on him do so ~ A guy (who was proven to be a cheater next day) right after reporting another cheater
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Old 2020-02-02, 13:06   #8
[R-DEV]​Outlawz7
PR:BF2 Developer

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Default Re: Looking for parameters from BF2Editor in Map-files

It's Distance.

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Old 2020-02-02, 13:11   #9
Rabbit

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Default Re: Looking for parameters from BF2Editor in Map-files

Quote:
Originally Posted by Outlawz7 View Post
It's Distance.
Ahhh yeah, that's right.

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Old 2020-02-02, 16:14   #10
PRbear
Default Re: Looking for parameters from BF2Editor in Map-files

Quote:
Originally Posted by AlonTavor View Post
If you change something and it doesnt end up in the .con/.tweak file then that's weird. Which parameter is it?
All the ones you can see as handwritten.
The object in question is entered like this in the gameplayObject.con
Code:
rem [ObjectSpawnerTemplate: CPNAME_destroyed_carrier_SpeedBoat_01]
ObjectTemplate.create ObjectSpawner CPNAME_destroyed_carrier_SpeedBoat_01
ObjectTemplate.activeSafe ObjectSpawner CPNAME_destroyed_carrier_SpeedBoat_01
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 BOAT_RIB
ObjectTemplate.setObjectTemplate 2 BOAT_RIB

if v_arg1 == host

   rem [ObjectSpawner: CPNAME_destroyed_carrier_SpeedBoat_01]
   Object.create CPNAME_destroyed_carrier_SpeedBoat_01
   Object.absolutePosition 267.512/37.971/293.822
   Object.rotation -89.152/0.000/0.000
   Object.setControlPointId 1
   Object.layer 1
:
That is for SP, and there is only one option: 16
Map AIX2: attack_on_woody_beach
The map has a limited gameplay, and just adding a simple option for landing -like the boat, ( and a parachute-drop) changes the gameplay significantly -But where are the edited parameters gone
..so odd
I will try and reload the map into editor, and resave it, perhaps ... idk too weird


-Btw The parameters: (thanks to Clivevil)
TimeToLive - how long the vehicle can be abandoned for before it starts degrading
Distance - how far away you need to go before the vehicle is considered abandoned, and TimeToLive starts ticking down
Team. -default '0', and cant be changed ... I believe this param to be not in use
MaxNumOfObjSpawned -
Radius - that the one i mentioned
Delays - if something was blocking the spawner -Only min delay make sense
UseButtonRadius - i have n o idea ...could it refere to the flawed user-UI at upstart..?
DamagedWhenLost - Default 60. That is the time a vehicle will live after it has been used, abandoned, but not damaged! -Even a tiny scratch set a degeneration process, and the vehicle will perish.(To change that, the vehicle tweak-file must be edited)
HoldObject - keeps an object locked in place until it is entered -Not working with bots
VisibleTeam - believe an object can be hidden for one team(?)
TeamOnVehicle - Important! If not checked, bots cant spawn on the vehicle.
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Last edited by PRbear; 2020-02-02 at 16:47.. Reason: adding info
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